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
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. 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. 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. 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. 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.