World and liveops
The root hub: the world's clock, weather and resource nodes, advanced on a timer while the app
Matchmaking
Players join with a rating; the window of ratings they accept widens the longer they wait; a
Sessions
One game session from lobby to result. Players join the lobby; the host (the first to join, then
NPCs, mobs and pets
The mobs, NPCs and pets of one area of the world, moved on a timer and shown to nearby players as
Leaderboards
A board the hub ranks. Only other hubs and developers submit: a client never sends its own score,
Card tables
A card table with true hidden information: the deck's order and every hand live in the hub, and a
Grid battles
Players' units against the hub's, in turns on a grid. Each player who joins brings a unit; the
Waves and bosses
Waves of enemies down a lane to the players' base, towers the players build, and a boss that
Duels
Two players, a hidden throw each round that the hub keeps until both are in (or the round's time
Private runs
One party enters a run, plays down floors the hub generates from the run's seed, and the run ends
Arenas
Players fight in real time with the abilities of the class they pick, and the hub referees every
Races and ball games
Speed and a contested ball, for two node types from one crate. Positions come from the players'
Control points and circles
Space players hold, for two node types from one crate. The hub reads where players are with the
The player's hub
One hub per player, keyed by their player id: what they own and what they have done. Their
Markets
A market, keyed by its name (town, harbor): vendors with fixed prices whose stock restocks on