Games and entertainment
An in-game item on EmpoorioChain is a native NFT the runtime controls: transferable unless the collection says otherwise, resellable with a royalty the chain applies, holdable by another NFT, mutable only under rules. Session keys and sponsored fees mean a player never sees a prompt or buys DMS. No game exists in the ecosystem; this page lists the guarantees and their limits.

Read item state from chain via WebSocket subscriptions; two public RPC nodes, rate-limited.
Learn more→Traits change on chain only under the collection's rules; the history is the chain's history.
Learn more→The first game to mint an item on the public testnet will find gaps; document them.
Contact us→pallet-account-abstraction: a player approves once; the game signs bounded actions for hours.
Pallet Reference→pallet-paymaster: the studio pays; at 0.000025 DMS a transfer, a million actions cost tens of DMS.
Dart SDK→pallet-emp-assets for in-game currencies; pallet-marketplace and pallet-escrow for trading; enforced royalties
Learn more→Session keys and recovery guardians in account abstraction; KryptoOS credentials for age or region gates
Learn more→Eight guarantees the runtime makes about an in-game item and three limits it cannot cross. The chain guarantees the record; the studio's servers are the world.
Transferable, resellable with royalty, holdable by another NFT, mutable under rules, sponsored. All true today on a testnet with test items and no game.
The ecosystem has a social layer, a wallet, a browser and an ads platform — the distribution around a game, without the game. A studio that builds on the testnet will be first.
Start with pallet-gaming on the public testnet. The first real item minted by a game gets a post in the Firsts series.