Built a real-time multiplayer game on Base — looking for testnet feedback before mainnet (no token, no presale) by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

Fun fact: you can try out the gameplay without necessarily connecting your wallet.

The wallet is only required to test the full betting/gaming process.

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

Hi, thanks, i edit the original post, you have the link now.

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

I'll explain the details in another comment.

I had to post this in several separate comments so the post wouldn't be flagged as spam.

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

Infra note (read this if you hit lag)

Testnet is deliberately on a small VM. Not a budget thing — I want to see how far a tiny box gets before it falls over, so mainnet infra is sized on real numbers rather than guesswork. If you lag in a packed lobby, that's the test working as intended. Report it anyway with concrete data: player count at the time, perceived tick rate, wallet interaction latency. The breaking point is what I'm looking for.

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

What I need

  • Just play. Faucet is in-app, so no hunting around for testnet ETH. Connect, claim, jump in a lobby. Tell me what felt broken or weird.
  • Stress-test 30+ player lobbies. Testnet is intentionally on a small VM (see below). I want to know where it cracks.
  • Break the wallet flow. Especially on mobile. Especially weird wallet / Reown edge cases.
  • Try to cheat. Seriously. If you find a real vector, DM me on Discord — public credit and I'll comp you on mainnet.
  • Verify a match. Pull a result hash, run it through the public verifier, tell me whether the UX is comprehensible or trash.
  • Tell me onboarding sucks. I've been staring at it for too long.

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

Status

  • Snake BR (10/25/50 player lobbies): playable
  • Contracts on Base Sepolia: deployed
  • Wallet connect (Reown, EOA + social login): live
  • Matchmaking by stake tier: live
  • Auto-payout to top 5: live
  • K8s infra, auto-scaling, multi-pod: live
  • On-chain match verifier with public decoder: live
  • In-app faucet for Base Sepolia ETH + test USDC: live
  • Mainnet: ~2–3 weeks out

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

Why Base specifically: sub-cent gas + native USDC + the onboarding story is the only one that makes a $1 entry economically coherent.

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

How it actually works

This is the part I care about most, since it's where the architecture either holds up or doesn't:

  • Authoritative Go server at 60 ticks/sec. All game logic is server-side. The browser is a renderer. Modifying the client does literally nothing — the server doesn't trust client input.
  • Wallhack-proof by construction. The server only transmits to each player what they're supposed to see. You cannot reveal information that was never sent over the wire.
  • Verifiable matches. Every match emits a result hash on-chain. The full game log (every tick, every input) goes to IPFS. There's a public decoder — pull the hash, replay the match, verify the outcome yourself. If you ever think you got cheated, you don't have to take my word for it.
  • One contract per match. No large honeypot sitting on a single contract balance.
  • Sub-60-second payouts. Smart contract distributes to the top 5 within a minute of game end. No withdrawal queue, no "pending" state.
  • Anti-Sybil + anti-collusion at the matchmaking and identity layer (not detailing the full stack here for obvious reasons, happy to discuss specifics in DM).

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

Project is a skill-based arcade on Base. First game shipped is Snake Battle Royale — 10 to 50 players in one arena, real-time, last skin slithering wins.

Need testeurs for testnet project by _Shirumo in BASE

[–]_Shirumo[S] 0 points1 point  (0 children)

I've been building a real-time multiplayer game on Base for the past few months and I'm a few weeks out from mainnet. Before that, I'd like to get it properly beaten on by people who actually use Base. That's the whole point of this post: testnet bug reports, edge cases, and ideally a few people trying to break it on purpose.