
Shipped my multiplayer Snake battle royale to Base mainnet (real USDC, no token). The hard part was the netcode, not the game.
Hey r/base, build-in-public update on p1x3lz.
I posted here a few weeks ago asking you to break my testnet (some of you did, thank you). Follow-up: it's live on Base mainnet now, real USDC. Sharing where it's at, not selling anything, there's nothing to sell.
What it is
A skill arcade on Base. First game is Snake Battle Royale, 10 to 50 players in one arena, real-time, last one alive takes most of the pot. USDC entry fee ($1–$25 lobbies), top 5 split it, winner ~45%.
That fee is the only money involved: no token, no presale, no pool to ape into. Lose the match, lose your fee, that's the honest version.
How I keep it fair
- Authoritative Go server at 60 ticks/sec, the browser is just a screen, editing the client does nothing
- You only see your slice of the arena → no wallhacks
- The one random thing (where food spawns) comes from an on-chain seed you can verify yourself
- Every match drops a hash on-chain + full replay to IPFS → re-run any game and check I'm not lying
Why no token
My only cut is a flat per-match fee (5.5%, 10% on $1 lobbies). No house edge in the game, I earn when people play, not when they lose. Couldn't make that line up with a token, so there isn't one.
The real engineering challenge was holding 50 players at 60 ticks/sec without the thing falling over. I wrote up the scaling + optimizations in a comment below. 👇
Live: https://snake.p1x3lz.io. contracts (verified on Basescan) + verifier link in the comments. Tear it apart, that's why I'm here.