UNIFIED GAMING ASSET LAYER / SOLANA
WEAVE THE
CHAINS.
OWN THE ASSETS.
Tokenize once. Weave across networks. Carry sovereign gaming assets between worlds.
PLY / LOOM TERMINAL
INTERACTIVE WEAVING NODE
NODE READY
SELECT ASSET
SELECTED
OBSIDIAN SWORD
◆
SOLANA
✓
WAITING FOR COMMAND.
NETWORK / BENCHMARKS
INFRASTRUCTURE
WITHOUT BORDERS.
100%
ONCHAIN ASSET SOVEREIGNTY
<400MS
SOLANA FINALITY TARGET
3X
ETH / SOL / POLY
ZK
PROVEN METADATA
MULTIVERSE / EXPLORER
YOUR INVENTORY
SHOULD FOLLOW YOU.
WORLD / 01
HELIX FRONTIER
SCI-FI MMO // PORTABLE WEAPONS + ARMOR
WORLD / 02
RUST DISTRICT
CYBERPUNK RPG // SOVEREIGN INVENTORY
WORLD / 03
STONEFALL
SURVIVAL // CROSS-CHAIN LOOT
WORLD / 04
WARDEN ZERO
TACTICAL SHOOTER // PORTABLE SKINS
WORLD / 05
IRON DOMINION
STRATEGY // GUILD ASSETS
WORLD / 06
NOMAD
OPEN WORLD // INTEROPERABLE ITEMS
PLY / COST ENGINE
CALCULATE
THE WEAVE.
Move the slider to estimate protocol work for a metadata-heavy cross-chain asset.
METADATA COMPLEXITY
STANDARD
45
BASE
0.42
METADATA
0.81
TOTAL $PLY
1.23
PLY / SDK PIPELINE
MINT. WEAVE. USE.
01
TOKENIZE
Mint the in-game object into a sovereign asset with portable metadata.
02
WEAVE
Generate the cross-chain thread that synchronizes ownership across networks.
03
USE
Read verified asset state inside another connected game.
FOR GAME DEVELOPERS
BUILD THE GAME.
WE WEAVE THE CHAINS.
One SDK for portable ownership, metadata synchronization and cross-chain gaming assets.
import { PLY } from "@ply/sdk";
const asset = await PLY.tokenize({
type: "weapon",
ownership: "sovereign"
});
await PLY.weave({
from: "solana",
to: ["ethereum","polygon"]
});
> THREAD ACTIVE
> OWNERSHIP VERIFIED
> OWNERSHIP VERIFIED
PERMISSION VS. PROPERTY.
LAYER
TRADITIONAL GAMING
PLY
OWNERSHIP
Database permission
Onchain sovereignty
PORTABILITY
Locked to one title
Cross-chain threads
SHUTDOWN
Asset can disappear
Ownership persists
INTEGRATION
Custom infrastructure
Unified SDK
PROTOCOL / FAQ
READ THE THREAD.
A unified gaming asset layer for portable cross-chain ownership and metadata.
The protocol process that creates a portable asset thread between supported networks.
No. Ownership and metadata can be portable while each game decides how that asset maps into its gameplay rules.