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RNDRNTWRK gives developers the surfaces to build games, payment flows, agents, overlays, and live creator experiences on top of one active system. If your application needs to verify participation, react to live events, or move value across the network, this is where you build it.

What You Can Build

  • Games that verify player activity and settle rewards in USDC
  • Payment flows that combine verification, routing, and programmable payment links
  • Cross-chain USDC movement through sw4p across supported chains
  • Interactive stream surfaces, overlays, and live participation modules
  • Bots, agents, and automations that react to REST and live SSE events

Choose Your Starting Point

Build a game

Use GameHarness and VAP to integrate verified gameplay, scoring, and reward accrual.

Build payment flows

Use AGG, Hyperlink, and sw4p to route and move value.

Build bots and automations

Use the REST API and SSE stream to react to live system events.

Build on-chain

Use the Solana / Anchor program layer for rewards, escrow, and lottery logic.

API Overview

Most integrations start the same way: authenticate with SIWS, keep the session cookie, use REST for actions, and SSE for live state. Base URL: https://api.rndrntwrk.com Authentication: SIWS (Sign In With Solana):
  1. POST /auth/nonce — request a sign-in nonce
  2. Sign the nonce with a Solana wallet
  3. POST /auth/verify — submit signed message, receive session cookie
  4. Include the session cookie on all subsequent requests
Format: JSON REST for requests and responses. SSE for real-time events. Endpoint groups:
GroupWhat It Covers
AuthenticationNonce, verify, logout, social linking
Arcade and GamingScore submission, game state, per-game leaderboards, stats
BattlesCreate, join, and track PvP matches
LotteryCreate rounds, buy tickets, finalize draws, audit trails
LeaderboardsGlobal, per-game, quest, and referral rankings
RewardsClaim USDC, Merkle proofs, epoch management, projected earnings
ReferralsGenerate links, bind codes, track performance
Profile and TasksUser profile, daily tasks, payment history
Events and SSEReal-time event stream, burn events
QuestsList quests, track progress, check multipliers
SocialTwitter webhook, social sharing data
ClipsUpload and list gameplay clips
Eligibility and ConfigToken-gate checks, normalization config, game registry
Full reference: API Reference

Integrate a Game

GameHarness is the fastest path for integrating a game into RNDRNTWRK. Your game is responsible for:
  • Gameplay logic
  • Event emission
  • Score-producing actions
The harness is responsible for:
  • Session lifecycle
  • VAP connection
  • Hashing and signing flow
  • Verifier submission
  • Reward accrual hooks based on normalization settings
<GameHarness appId="your-game-id" onSessionStart={handleStart}>
  <YourGameComponent />
</GameHarness>
The harness manages the full VAP lifecycle: connect, play, hash, sign, transmit. Your game emits events (SCORE_UPDATE, ENEMY_KILL, etc.) and the harness aggregates them into a Merkle root. The session key signs the root and the signed payload is sent to the VAP Verifier. Score normalization maps all games to a 0 to 10,000 scale. Normalization config is managed at the protocol level. See Arcade Overview for the current normalization rules and scoring model.

Verification, Routing, and Settlement

Four components handle verification, routing, and settlement across the network. Each has a distinct role.

VAP — Verifiable Attention Protocol

VAP verifies participation.
  • Ed25519 challenge-response sessions
  • WebSocket heartbeat at 5-second intervals
  • Session lifecycle: connect, challenge, sign, verify, accumulate
Status: VAP v1 is live. VAP v2 is in design (not yet deployed). See VAP and VAP v2.

AGG — Payment Aggregator

AGG routes and settles supported payment flows inside the protocol.
  • Solana-native settlement via Jupiter (live)
  • HTTP 402 (Payment Required) standard support
Status: Solana-native settlement is live. Cross-chain routing via CCTP V2 is in development. See AGG.
Hyperlink creates programmable payment surfaces.
  • Generate payment links programmatically
  • Embedded wallets, analytics, and social attribution
  • See Hyperlink

sw4p — Cross-Chain USDC Movement

sw4p is the dedicated cross-chain USDC movement surface. Use sw4p when your application needs USDC to move between supported chains without wrapped assets or liquidity-pool dependencies.
  1. Burn — USDC is burned on the source chain
  2. Attest — Circle’s attestation service verifies the burn
  3. Mint — Native USDC is minted on the destination chain
SDKs:

Real-Time Events (SSE)

Use SSE when your application needs live state without polling. Subscribe to GET /events for a persistent SSE connection. Authentication follows the same SIWS session model as the REST API. Event categories:
CategoryExamples
Gameplaynew_entry, score updates, game state changes
Chatchat_message, moderation events
Round stateRound transitions, winner announcements
RewardsClaim events, epoch transitions
SystemBurn events, system notifications
Format: text/event-stream with typed JSON payloads. Reconnection should be handled client-side. Events are delivered in order within each category.

Protocol Programs and Settlement Logic (Solana / Anchor)

The protocol includes Anchor-based Solana programs that handle on-chain settlement and reward distribution.
  • Rewards program: commit_epochfund_vaultclaim_reward pipeline
  • Merkle-tree distribution for provable USDC payouts
  • PDA-based escrow for tournament prizes and lottery pools
  • On-chain randomness via Switchboard VRF for lottery draws
These programs handle the on-chain logic beneath the higher-level application surfaces. Most developers will interact with the REST API and SSE rather than calling these programs directly.

Go Deeper

API Reference

Start integrating against the live endpoints.

Protocol Overview

Understand how verification, routing, and settlement fit together.

sw4p

Build cross-chain USDC movement into your application.

Architecture

See how the system is wired across client, service, agent, and chain layers.