repla
5+games12sequencersUnity · Unreal · Godotengines0.31anchorSolana mainnetnetwork

Solana · App-specific rollup framework · MagicBlock

Build your own world.

REPLA is a workbench for Solana game builders. Spin up your own L3 sequencer on MagicBlock, settle to mainnet through the Anchor settler, and ship in Unity, Unreal, or Godot. Each game is a diorama on the bench.

L3 TPS
~ 480
avg settle slots
~ 64
sequencer slashings
0
Polishing the diorama…
Workbench preview · pinch · zoom · rotate3 dioramas · 12 sequencers · 0 slashings

01 · problem

On-chain games hit walls that aren't shaped like games.

Five repeating frictions, observed across every shipping Solana game in 2025.

  • 01

    L1 gas under real-time loops

    A 60-tick combat loop and a card draw share the same fee market. Sustained game inputs starve other workloads, and player UX is at the mercy of slot pressure.

  • 02

    Every game rebuilds the sequencer

    MagicBlock gave us ephemeral rollups. The framework around them -- runtime, settler, engine bindings, replay -- is still bespoke per project.

  • 03

    Engine integrations are weekends

    Unity / Unreal / Godot devs lose days on wallet wiring, RPC plumbing, and IDL parsing instead of designing playable feedback loops.

  • 04

    Single sequencer = single trust

    Without slashing, the operator is the system. There is no economic backstop for misbehavior and no path to community-run sequencing.

  • 05

    Settlement happens out-of-band

    When a match ends, the result is pushed by hand. There is no standard for batched roots, slot anchoring, or cross-game replay.

02 · solution

A framework -- not another chain.

REPLA stacks four pieces on top of MagicBlock and your favorite engine. Each is open source; each is replaceable.

  1. 1. configure

    Pick slot time, settle cadence, sequencer count.

    Open the Rollup Designer; pick an engine and a game shape (RPG, shooter, puzzle). The diorama updates in real time with TPS and settlement cost.

  2. 2. launch

    Spin up your L3 on MagicBlock.

    The CLI / SDK wires `magicblock-adapter` into your engine. The runtime takes care of replay, recovery, and slashing detection.

  3. 3. settle

    Anchor settler pushes the result onto mainnet.

    Every N slots, the sequencer batches a state root and submits it through a PDA-keyed instruction. 50% of the fees buy back $REPLA and burn.

  4. 4. distribute

    Ship in Unity, Unreal, or Godot.

    Drop the .unitypackage, .uplugin, or addon .zip into your project. Same surface in C#, C++, and GDScript.

03 · pieces

Eight packages, two apps, three engines.

Each piece is small enough to read in a sitting. Each piece is replaceable.

  • sequencer-runtimeRust

    Wraps MagicBlock ER with deterministic batching, replay, and slashing detection. Slot time and settle cadence tune per game.

    • · deterministic state-root
    • · crash → replay
    • · < 50ms slot tick
  • anchor-settlerAnchor 0.31

    PDA-keyed Anchor program on mainnet. settle_state checks monotonic slots, slashing, and stake, then writes the batched root.

    • · mainnet-deployed
    • · PDA Registry / Sequencer / L3 / Settlement
    • · 50% fee → $REPLA burn
  • magicblock-adapterTypeScript

    Thin binding over the published MagicBlock SDK so engine SDKs share one delegation / commit / subscribe surface.

    • · delegate · commit · subscribe
    • · TypeScript types from IDL
    • · devnet + mainnet
  • engine SDKsUnity · Unreal · Godot

    One API in three syntaxes. C# / C++ / GDScript. .unitypackage / .uplugin / addon.zip artifacts in the marketplace.

    • · Unity Asset Store ready
    • · Unreal 5.4+ plugin
    • · Godot 4.3+ addon
  • repla-cliNode

    `repla init`, `repla deploy l3`, `repla settle`, `repla stake`. Templates per engine. GitHub Actions wiring out of the box.

    • · npm i -g repla-cli
    • · 6 commands
    • · CI templates
  • sdk-tsTypeScript

    For dApps that live in the browser. The same client the web Rollup Designer and the dashboard use.

    • · Connection + Anchor
    • · PDA helpers
    • · state-root parity with Rust

04 · $REPLA

Sequencer-aligned, not pay-per-call.

Settlement fees flow through the token. The system rewards operators who keep state available, and punishes the ones who don't.

  • Sequencer reward

    Operators earn $REPLA per settled action. Stake-weighted election decides settle eligibility under contention.

  • Buyback and burn

    50% of settled fees buy back $REPLA on a public AMM and burn. The buyback is on-chain, the burn address is public.

  • Slashing

    Two sequencers signing conflicting batches over the same slot range get slashed. The slashed amount is burned too.

  • Premium SDK features

    Anti-cheat, NFT asset hooks, P2E payout splits live behind a $REPLA stake threshold per game.

05 · ship

Your game wants its own diorama.

Open the designer, pick an engine, take the template. Everything else is in the SDK.