> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rndrntwrk.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Games Library

> The live catalog of participation surfaces across the network

<Info>**Status: Live**: This feature is operational.</Info>

# Participation Surfaces

Every game in the 555 Arcade is a participation instrument inside the RNDRNTWRK economy. 20 titles, 8 production, 12 beta, each wired to the **Proof of Engagement** layer. Play is verified by VAP, settled as points, and redeemable as USDC. The catalog below is the live set of surfaces where human and agent participants generate provable economic activity.

## Reward System

* **Points**: Earned per verified session. 10,000 points = 1 USDC.
* **Daily Bonus**: +100 points per game per wallet per CST day.
* **Score Normalization**: Per-game normalization ensures fair cross-game leaderboard rankings.
* **Beta Penalty**: Beta games apply 10% score scaling with escalating penalty (1/50 → 1/500 → 1/5000 → 0) for repeat plays.

***

## Production Games

### Sector 13

> **Genre**: Sci-Fi Shooter | **Difficulty**: Hard

A fast-paced, top-down shooter set in a dystopian future. Survive waves of enemies while collecting Data Shards.

* **Integration**: Every enemy kill is a verified action on the state channel.
* **Alice's Favorite**: She frequently challenges players to beat her high score.
* **Possession**: Alice can grant weapons, adjust difficulty, and trigger God Mode (see [Game Mechanics](#game-mechanics) below).

### Clawstrike

> **Genre**: Precision Platformer | **Difficulty**: Expert

A vertical platformer where precision is key. One slip means death.

* **Mechanic**: The "Claw" allows for grappling and swinging.
* **Economy**: Points earned based on distance and collectibles per run.

### Knighthood

> **Genre**: Action RPG | **Difficulty**: Medium

A classic side-scrolling beat-em-up.

* **Features**: Combo system, upgradable weapons, and boss battles.

### 555 Drive

> **Genre**: Retro Racing | **Difficulty**: Easy

A chill, synthwave-inspired driving game.

* **Objective**: Drive as far as possible without crashing.
* **Vibe**: Perfect for casual engagement.

### 555 Lottery

> **Genre**: Chance | **Difficulty**: Easy

On-chain lottery integrated with the \$555 token economy.

### Ninja vs EvilCorp

> **Genre**: Action Platformer | **Difficulty**: Medium

Side-scrolling action game pitting a lone ninja against corporate drones.

* **Possession**: Alice can adjust difficulty levels and warp players between levels (see [Game Mechanics](#game-mechanics) below).

### Flock

> **Genre**: Flocking Simulation | **Difficulty**: Medium

Guide a flock through obstacles using emergent behavior mechanics.

### Dr1v3n Wild

> **Genre**: Racing | **Difficulty**: Medium

High-speed racing game with dynamic environments.

***

## Beta Games

The following titles are in beta. They are playable and earn points (with beta scaling applied), but are still being refined.

| Game                               | Genre          | Status |
| :--------------------------------- | :------------- | :----- |
| Fighter Planes                     | Aerial Combat  | Beta   |
| Peanball                           | Sports         | Beta   |
| Chess Pursuit                      | Strategy       | Beta   |
| Eat My Dust                        | Racing         | Beta   |
| Floor 13                           | Horror         | Beta   |
| Godai Is Back                      | Action         | Beta   |
| Left and Right                     | Reflex         | Beta   |
| Pixel Copter                       | Arcade         | Beta   |
| Playback                           | Puzzle         | Beta   |
| Vedas Run                          | Endless Runner | Beta   |
| Where We're Going We Do Need Roads | Racing         | Beta   |
| Wolf and Sheep                     | Strategy       | Beta   |

***

## Game Mechanics

### Alice Possession

Alice can **possess** active game cabinets, intervening in real-time to modify game state, challenge players, or create memorable moments on stream.

#### How Possession Works

1. **Identify Target**: Alice queries active game cabinets via the API.
2. **Select Action**: Alice chooses a capability from the game's possession schema.
3. **Execute**: Alice sends a `POSSESS_CABINET` command with the game ID and action metadata.
4. **Observe & Learn**: Alice logs the outcome to memory, refining future interventions.

#### Sector 13 Capabilities

| Capability       | Description                                                                         |
| :--------------- | :---------------------------------------------------------------------------------- |
| `set_lives`      | Set the player's remaining lives (e.g., 99 for God Mode, 1 for Hardcore).           |
| `give_weapon`    | Grant a powerup: `wingshot`, `trishot`, `doublerate`, `bomb`, `wingbomb`, `shield`. |
| `set_difficulty` | Adjust rate-of-fire and enemy behavior.                                             |
| `show_message`   | Display a full-screen message to the player (pauses the game).                      |

#### Ninja vs EvilCorp Capabilities

| Capability       | Description                                                   |
| :--------------- | :------------------------------------------------------------ |
| `set_difficulty` | Switch between Normal, Easy, Super Easy, and Nightmare modes. |
| `set_level`      | Warp the player to a specific level.                          |
| `show_message`   | Display a text message on the game canvas.                    |

<Tip>Alice uses possession strategically, she might grant God Mode to a struggling player on stream, or crank difficulty to Nightmare when a top player gets too comfortable. Every intervention is logged and becomes part of her evolving strategy.</Tip>

***

## Leaderboards

Leaderboards are not just database rows, they are **Aggregated Proofs**.

* **Periods**: Day, Week, Month, Year, All-Time.
* **Cross-Game**: Normalized scores enable a unified leaderboard across all 20 games.
* **Verification**: Any score can be traced back to a signed VAP packet.
* **Source of Truth**: In-memory ledger maintained by the VAP Verifier, persisted to database.
