The first mechanic-fluid battle royale where your PC is the map, your childhood photo is your character, and every space runs its own laws of physics.
0
spaces per match
0
perspective modes
0
% creator cut
0
dollar entry
63
players online
scroll
// 00 — identity
Logo Pack
Official marks: deep navy, gold, cyan, and electric blue. Primary and stacked for digital; stream overlay for broadcasts; light variant for print and light backgrounds.
Concept frames from the NatenateWorld folder (natenateworld images/nnw). Arrow keys when focused.
Folder: natenateworld images/nnw · 3 assets
// 01 — what is it
A New Genre
Every player's PC becomes a piece of the map. 100 user-created spaces fuse into one battle royale map — each running its own visual style, physics laws, and game mechanic. Chasing an enemy into their space means adapting to their rules in real time. The space owner designed it as a trap.
01
Your PC = Your Map
Space size proportional to hardware. Football field to mega city depending on GPU score.
02
Perspective Warfare
Enter an enemy space: camera snaps to their style. FPS to GTA1 top-down in 0.3 seconds.
03
AI Creator Mode
Type "treehouse with low gravity" — renders live. Upload baby photo — character generated in 60 seconds.
04
Weapon Stakes
Die and your crafted weapon transfers to the killer. One UUID exists globally per weapon.
05
Blade Code
Powered weapons need a daily code. Miss it and the weapon dissolves mid-match. Like Blade's katana.
06
Daily Boss
Random player gets 2× health and 2× power every 24 hours. Every player has their day.
07
Neighborhoods
10K users per IP cluster. Login auto-joins neighbors. Walk freely locally. Transport to reach distant cities.
08
Material Economy
Cut trees. Mine ore. Farm nifty spaces for rare crystals. Or buy with NNC. Nathan: 0.05% on every trade.
09
Nifty Weapons
Earn prestige to unlock exotic physics. Time machines. Laser seekers. Dimension folders. Built in Blender.
// 02 — perspective warfare
The 0.3s Window
Each space runs its own camera mode. Entering a portal triggers a 0.3 second transition — that disorientation window is the mechanic. The space owner pre-aimed snipers at the entry point.
// perspective simulatorclick a mode →
Space Size by Hardware
Low-end5,000 m² — football field
Mid50,000 m² — small town
High-end200,000 m² — large city
Enthusiast500,000 m² — mega city
Custom Space Mechanics
Skate parkSkateboard spawns · trick pts
Zero gravityJetpack only · float physics
Music spaceKills only count on beat
Horror spaceFlashlight only · sound
// 03 — creator mode
AI IDE Inside the Game
Three-panel interface. Left: AI chat. Center: live 3D viewport. Right: auto-populated properties. Type any prompt — renders in seconds. Upload a photo — character built in 60 seconds. Zero 3D knowledge required.
Type Prompt"treehouse low gravity"
→
Claude APIconverts to PCG params
→
Live Renderviewport updates instantly
→
Propertiesbiome, gravity, mechanics
→
Exportreplicated to BR server
Image Pipeline
Baby photo → cartoon character. Treehouse photo → playable map. Movie screenshot → 3D weapon. Claude Vision + Tripo3D + Mixamo. 60 seconds.
Preset Prompts
"a desert" · "a forest" · "a skatepark" · "a stick" · "upside down" — ship with game. Advanced users get Blueprint editor. Devs get full UE5 access.
Space Manifest
JSON per space. on_entry_effects, mechanics, scoring rules, perspective. Engine reads and hot-swaps everything on portal entry. No compile step.
EXAMPLE"make a skatepark" → skateboard spawns on entry · grind physics active · trick pts feed BR score · kill while grinding = +250 pts · aerial kill = +400 pts · BR never pauses
// 04 — p2p mesh world
Your PC = Your Land
Login auto-detects your IP region. Your space joins your 10K-user neighborhood. Walk to neighbors freely. Transport is only required to cross neighborhoods — 10km to COD's city.
Normal User — 32 GB RAM
Space: ~50,000 m² 1 node of 10K neighborhood Walk freely to all neighbors Transport required to distant cities Small. Creative. Your block. Your rules.
Indie Mega City — pooled
1,000 creators × 32 GB = 32 TB Combined area rivals corporations 1,000 different creative visions Attracts players by culture Nathan: 0.05% on every trade.
COD Corporation — 128 GB × 10K
10K nodes × 128 GB = 1.28 PB RAM 10K nodes × 10 TB = 100 PB storage Dominates every BR map it joins Predictable. Powerful. Targetable. Nathan: 0.05% on every trade.
The key balance: COD wins on raw hardware. Indie creators win on creativity, diversity, and culture. Players choose which city to live in — not just on size, but on vibes. Nathan earns 0.05% from all three.
// 05 — communities & corporations
Merge Spaces. Build Cities.
// merge simulator
What a corporation owns
✓ Permanent mega city in-world ✓ Internal trading tax rate they set ✓ Corporate boss elected daily ✓ Corp-exclusive weapons and skins ✓ Restrict district access to members
What a corporation cannot do
✗ Skip the $1 entry — every employee pays ✗ Bypass Nathan's 0.05% cut — ever ✗ Sell without playing in 7 days ✗ Override the blade code system ✗ Trade prestige ★NC outside the game
// 06 — transport & distance
Distance is a Mechanic
COD's city is 10km away. You need to craft your way there. Transport is a craft category equal to weapons — same Blender pipeline, same UUID, same blade code mechanic.
🪃
Catapult — 500 NNC
2km range. One-shot. You arrive as a projectile dealing 40 impact damage to everyone nearby including yourself. Chain three to reach COD.
🚀
Jetpack — 2,000 NNC
Personal. Any direction. 200 km/h. Fly through spaces mid-air — perspective shifts happen in flight. Can be shot down.
✈️
Plane — 8,000 NNC
Squad transport. 8 players. 800 km/h. Can be shot down. Crash landing is brutal and spectacular. Barrel-roll through spaces.
🚂
Train — community funded
Communities build rail lines. Fights happen on the train in transit. Anybody can board. Nobody controls who leaves.
🌀
Portal — 500–50K NNC
Instant travel. Pay the portal owner per crossing. Mega cities charge premium. The Toll Keeper: charge per crossing. Get rich without fighting.
🐴
Horse — 800 NNC
Ground travel. 40 km/h. Communities build roads between spaces. Without roads — you crawl. With roads — fastest ground.
STRATEGYThe Catapult Army: 50 players coordinate simultaneous launches at COD HQ. They arrive as human artillery. All dealing impact damage on landing. COD did not see it coming. Nathan earns 0.05% on every portal toll.
// 07 — physics rules engine
Every Space = Its Own Universe
Every space publishes a physics constitution — a JSON file declaring the laws of that universe. All weapons and vehicles are validated against it before they can function inside.
Standard user — physics ±20% Earth
Gravity: 7.8–11.8 m/s² Time scale: fixed 1.0 No dimension folding Weapons: ballistic, melee, basic energy
Nifty tier — no upper limit
Gravity: -∞ to +∞ Time scale: 0.01 to 10.0 Dimension folding enabled Weapons: time machines, laser seekers, mass inverters
NIFTY UNLOCKEarned by gameplay — prestige ★NC threshold. Not bought. COD can choose to never allow exotic physics. If they open their manifest to nifty weapons, indie creators can legally time-machine their employees. Board-level decision for COD.
// 08 — material economy
Gather or Buy
Every weapon, vehicle, and structure is built from materials. Gather in the world or buy with NNC. Rare materials are hard-capped by gameplay events. Nathan earns 0.05% on every material purchase.
Inventory
Click materials above to buy
Wallet: 50,000 NNC
Craft
// 09 — nifty weapons
David vs Goliath
Nifty-tier players enter COD's city with weapons COD employees have never trained against. Win a fight, steal their weapon. Steal enough, you're selling official COD weapons back to the lobby market.
COD Employee — 200 HP
200 / 200 HP
Nifty Creator — 100 HP
100 / 100 HP
// select a weapon above to start the fight...
Steal the weapon
COD employee's M4A1 UUID transfers on death. They now own a COD weapon. Use it, sell it, or list it in the lobby store.
Sell it back to COD
List the stolen weapon in lobby. COD employees buy it back. Nifty creator earns NNC. Nathan earns 0.05%. Cycle repeats.
Build a reputation
Players known for killing COD employees earn prestige titles. Their weapons become legendary. Sell blueprints to other indie creators.
// 10 — natenatecoin economy
The NNC System
$1 entry. All trading lobby-only. 50K liquid + 50K prestige on purchase. Liquid can be cashed out and swapped to BTC/ETH when the bonding curve threshold is hit. Prestige stays in-game forever — this prevents the economy from collapsing.
🟡
Liquid NNC
50,000 on $1 entry
Trade in lobby
Cash out to USD via Stripe
Swap to BTC / ETH / USDC
Buy weapons, maps, materials
Appreciates with bonding curve
⭐
Prestige ★NC
50,000 on $1 entry — locked forever
Trade in lobby
Buy prestige-exclusive items
Vote on economy events
Earn more by winning matches
Pay match entry (1 ★NC per match)
Buy weapons, materials, skins in-game
Match prize = 100 ★NC winner takes all
Cannot cash out — ever
Match prizes cannot leave the game
// bonding curve + revenue simulator
Players (K)
10K
Daily trades
500
Franchises
0
NNC per $1
100,000
Phase
1
Nathan / month
$0
Early holder ×
1.0×
// 11 — franchise model
Any Brand. One Rule.
Franchises enter as players. Their employees buy in at $1. All trading in lobby only. No special access. No separate portal. Nathan earns 0.05% on every transaction inside their mega city.
COD
100K employees. Official weapons, maps, skins. Mega city dominates every BR map. Employees get time-machined by nifty creators.
$100,000
entry revenue alone
Marvel
Thor's hammer as a real blade-code weapon. Iron Man suit as wearable. Limited edition UUID items. One Mjolnir exists globally.
$30,000+
estimated entry
Any Film
Blade's katana as a real blade-code weapon. Movie weapon replicas. Production designers sell in-lobby. IP enters the game economy legally.
$5,000+
per franchise entry
// revenue calculator
Total players
100,000
Trades / player / mo
10
Avg trade value ($)
$2.00
Monthly entry
$100K
Trade cut (0.05%)
$60K
Total / month
$160K
// 12 — tech stack
Built on Giants
Game Engine
Unreal Engine 5.3 C++
Free
Networking
Epic Online Services (EOS)
Free
AI Prompts
Claude API claude-sonnet-4
Pay per use
Image → 3D
Tripo3D + Meshy AI
API
Style Transfer
Stability AI / ControlNet
API
Auto-Rigging
Mixamo
Free
Moderation
AWS Rekognition + Claude Vision
~$20/mo
Procedural Gen
UE5 PCG Plugin
Included
BR Server
AWS GameLift
~$50–200/mo
Database
PostgreSQL
~$20/mo
Payments
Stripe Connect + Coinbase Commerce
2.9% + 0.05%
Backend
Node.js + Express
~$10/mo
Asset Validator
Python FastAPI microservice
~$10/mo
P2P Hosting
WebRTC + EOS relay
Included
IDE
Cursor + Claude Sonnet
$20/mo
HARD RULENo match lasts longer than 60 minutes. Timer starts when the first player spawns. At 59:00 the zone shrinks to one space. At 60:00 the server ends the match — no winners declared, no rewards, nothing. If you didn't finish your opponent before the clock hit zero, you both lose. Kill fast or lose everything. This is also a Cloud Run Services constraint — no timeout workarounds needed, no Cloud Run Jobs, no DevOps complexity. 60 minutes is law.
ENTRY COSTEvery match entry costs 1 coin — paid in either liquid NNC or prestige ★NC, player's choice. 100 players × 1 coin = 100-coin pot of mixed currency. The winner takes all 100 coins converted to prestige ★NC — regardless of what type was paid in. Prestige won from a match can never be traded out of the game, never cashed, never swapped. It can only be spent inside natenateworld on weapons, materials, skins, and items — where it flows to the creator of that item. Draw at 60:00 = Nathan takes all 100 prestige ★NC. Owning match-won prestige is the novelty. It cannot be bought. It can only be earned by winning.
Short answer: Firebase + GCP Cloud Run. Firebase handles matchmaking, lobbies, and player state for free. GCP Cloud Run spins up a match server on demand per BR game — you pay only when a match is actually running. Monthly infra cost at 1,000 daily players: under $40.
// 4-layer architecture — click each layer
Firebase Realtime DB
Matchmaking queue Lobby state (who's in, spaces) Player wallets (NNC balances) Leaderboards + scores Free up to 1 GB storage · 10 GB/month transfer
GCP Cloud Run — Match Server
Spins up on match start Stitches 100 player spaces Authoritative physics engine Kills itself when match ends ~$0.00002/100ms · 1K matches/day ≈ $12/mo
Player PCs — Space Hosts
Each player PC hosts their space Streams geometry to BR server Handles local physics rendering Sends events to Cloud Run P2P via WebRTC + EOS relay. Server just orchestrates.
// cost breakdown — slide to simulate daily active players
Daily Active Players
1,000
Firebase
$0
Cloud Run
$12
Postgres / NNC
$20
Total / month
$32
// 14 — get started
Buy Your 100K NNC
$1. That's it. You get 50,000 liquid NNC to trade, craft, and cash out — and 50,000 prestige ★NC to earn reputation and vote on the economy. One transaction. Two coin types. No subscription.
Entry Pack
$1
one-time · no subscription · no auto-renew
🟡 Liquid NNC50,000
⭐ Prestige ★NC50,000
Phase 1 price100,000 NNC / $1 ← best rate ever
Phase 4 price1,000 NNC / $1 — same $1, 100× less
Powered by Stripe · Instant delivery · Canada MSB compliant
What you can do immediately
🗺 Host your space in battle royale matches
⚔️ Buy materials and craft your first weapon
🌀 Place a portal and charge per-crossing fees
🏙 Merge with neighbors — start a district
💰 Sell what you craft to other players
🗳 Vote on economy events with prestige ★NC
📈 Watch your 50K liquid appreciate as Phase 2 hits
TIMINGYou're in Phase 1. Every $1 buys 100,000 NNC. When the player count and volume trigger Phase 2, the same $1 only buys 40,000 NNC. Your 50,000 liquid NNC is now worth 2.5× what someone pays to get it. That multiplier grows to 100× by Phase 4. There will never be a cheaper moment to enter than right now.
// 15 — developer platform
Build Anything. Sell Everything.
Hackers, modders, and game developers build weapons, detection tools, AI behaviors, and space templates — then sell them to other players. Nathan takes 0.05% on every transaction. The developer keeps the rest. No app store fee. No publisher. No platform cut beyond 0.05%.
THE DEALBuild it. Declare every mechanic in weapon_rules.json. Pass the validator. Your item gets a UUID and goes live on the marketplace immediately. No human review. No waiting. Nathan takes 0.05% on every sale and every resale forever. You keep 99.95%. Your UUID is your IP — if someone buys it and dies in-game, it transfers to the killer. That is not a bug. That is the game.
// what developers can build
// sdk — one github clone, everything inside
// NNW_SDK/ — free, open, clone and start building
NNW_SDK/
├── templates/
│ ├── weapon_base/← start here for any weapon
│ ├── tool_base/← detection tools, shields, utilities
│ ├── space_template/← full space with manifest pre-wired
│ ├── mechanic_base/← custom physics, scoring, on_entry
│ └── ai_behavior_base/← declare any AI mechanic legally
├── validator/
│ ├── validate_local.py← test before submission
│ ├── weapon_rules.schema.json
│ └── manifest.schema.json
├── examples/
│ ├── aimbot_detector/← working reference
│ ├── shield_on_trigger/
│ ├── custom_scoring/
│ └── space_with_mechanic/
└── submit.py← one command → UUID issued → live
// validator — the only gate. pass it and you're live.
Submitpython submit.py --asset ./weapon
→
Schema checkweapon_rules.json all fields present
→
Physics checkmechanics match declared tier
→
ModerationAWS Rekognition texture scan
→
Sandbox test60s test match no crashes
→
UUID issuedlisted on marketplace
// developer revenue calculator
Item price (NNC)
50,000
Units sold
1,000
Resales / unit
3×
Total NNC earned
50M
Nathan's cut
25K NNC
Dev keeps (Phase 4 $)
$49,975
Resale income
$15K+
Dev keeps 99.95% of every primary sale and every secondary resale. Old versions stay listed — players resell them. Every resale generates income for the original creator. No expiry. No takedown. Your UUID circulates forever.
// the arms race — live market simulation
Watch the detector / counter-measure market evolve
// click run to simulate market evolution...
// the hacker pipeline — threat becomes product
Traditional game
Hacker finds exploit
Sells it underground
Gets $200 one-time
Activision bans them
Arms race continues Everyone loses except the cheat seller.
natenateworld
Hacker finds detection method
Builds it into a weapon
Passes validator → UUID issued
Lists for 50,000 NNC
Earns on every sale + resale Exploit becomes product. Forever income.
Nathan's outcome
No anti-cheat spend
No ban waves
No false positives
0.05% on every sale
Hackers improve the game R&D department that pays you.
// example — aimbot detector shield (sellable weapon)
float Confidence = CalcConfidence(SnapVel, ReactionMs,
Variance, PreAim, Ceiling); if (Confidence > 0.85f) {
ShieldComponent->Activate(3.0f); // 3s shield
SubmitEvidencePacket(Opponent, Confidence);
}
}
} // weapon_rules.json declares: "shield_on_detection": true // validator stamps UUID → lists on marketplace at your price
BUY 100,000 NNC
$1.00 USD · secure checkout via Stripe
// step 1 of 3 — review order
ProductNNC Entry Pack — Phase 1
🟡 Liquid NNC50,000 — tradeable, cashable
⭐ Prestige ★NC50,000 — governance + items
Current phasePhase 1 100,000 NNC per $1
Price$1.00 USD
Nathan's cut on your trades0.05% — goes to game creator
By purchasing you agree that NNC is a platform utility token. Not a security. Not a financial product. Governed by natenateworld Terms of Service. Canada MSB registration: FINTRAC (pending). Stripe processes the payment — natenateworld never stores your card.
// step 2 of 3 — your account
Your email is your wallet address. NNC is delivered here immediately after payment. You will receive a confirmation email with your wallet balance and a one-time recovery code. Keep it safe — your wallet cannot be recovered without it.
// step 3 of 3 — payment
Stripe Checkout
In production: clicking below opens a Stripe Checkout session — hosted by Stripe, PCI-compliant, no card data touches natenateworld servers.
Stripe charges $1.00 + 2.9% + $0.30 fee = Nathan receives ~$0.67. At scale the fee drops with Stripe Volume pricing.
// stripe checkout — card form renders here
Card number [ 4242 4242 4242 4242 ]
Expiry [ MM / YY ] CVC [ *** ]
Name [ Cardholder name ]