A BlockDAG Door Game
In the tradition of Legend of the Red Dragon (1992)
In 1991, Seth Able created Legend of the Red Dragon — a text-based RPG that ran on BBS servers, where knights fought monsters, traded at shops, and battled each other through a 2400-baud modem. The game needed a trusted host: a sysop running the server, managing the database, enforcing the rules.
BBS door games required a central server. The sysop was the consensus layer. They stored your character, validated your moves, and could wipe the database on a whim. Trust was social. Cheating was a whisper away.
Every character sheet is a covenant-enforced UTXO. Every sword swing is a state transition validated by ZK proof. Every trade is an atomic ICC transaction between Player and Shop covenants. No server. No sysop. No trust required.
This isn't nostalgia — it's a proof of concept. If Kaspa's covenant stack can run a multiplayer RPG with persistent state, daily resets, PvP combat, and an economy — it can run anything. DeFi, DAOs, games, and applications we haven't imagined yet.
validateOutputState()
this.age
this.age > 86400 resets counter
Character creation deploys three covenants in one transaction: Player (160 bytes), Shop (56 bytes), and Opponent (80 bytes) — 296 bytes total on Kaspa Testnet-12. All covenant complexity is abstracted through the Kaspa World Protocol (KWP) — zero manual hex in the game code. State encoding, transaction building, entity identification, and verifiable RNG all go through KWP's standard API. No backend. Browser talks to our TN12 node via wRPC.
The Covenant Forge — how the magic works →
Read the full integration plan →