12 KiB
Wownerogue
A browser-based roguelike synchronized with Monero (XMR) and Wownero (WOW) block timing. The same codebase runs the original solo dungeon, the social Tavern, and operator-selected PvP/race rulesets, with separate free and paid leaderboards.
Such Software-operated products
Such Software (apps@such.software) operates only these two public products:
| Service | Operated scope |
|---|---|
play.wowne.ro |
Wownero mainnet free play and pay-for-credits leaderboard/prestige play. Credits are non-redeemable; there are no prizes, cash-out, or payouts, and the service is not offered or marketed as gambling. Legal classification depends on applicable law. |
monerogue.app |
Monero stagenet only, with direct solo entry only. Single-player 2×/3× outcomes are test gambling mechanics using test coins with NO REAL VALUE. Purchased-credit entry and crypto-match payouts are off. Never send mainnet XMR. |
The repository remains generally self-hostable under the MIT License. A third-party operator is solely responsible for its deployment, product, legal compliance, funds, players, claims, and support. Such Software does not operate, supervise, endorse, or accept responsibility for a third-party deployment.
Features
- Provably fair solo runs with two-party, pre-entry commitments and per-depth fingerprints
- Live spectator mode - watch active games in real-time
- Persistent chat with 30-day history
- Transaction history - view payment and payout records
- Multiple game modes: Free play, per-game payments, or credit bundles
- Anonymous social Tavern (no account required) with chat, live solo spectating, and in-place race queues
- Shared render kit with Tiled, ASCII, Iso, and locally served 3D techniques across the dungeon and Tavern
- Real-time multiplayer races: free, prestige-credit, or crypto winner-take-pot races every block
- Configurable difficulty with house edge tuning
- Automatic wallet RPC integration for payments and payouts
Quick Start
git clone <repository-url>
cd wownerogue/src
npm install
cp .env.example .env # Edit with your database/wallet settings
npm run db:create # Initialize PostgreSQL
npm run dev # Start development server
Open http://localhost:3000 to play.
Game Modes
| Mode | Cost | Payout | Leaderboard |
|---|---|---|---|
| FREE | None | None | Pleb |
| PAID_SINGLE | Per-run chain payment | Profile-controlled | Paid prestige |
| PAID_CREDITS | Purchased credit | Profile-controlled | Paid prestige |
The exact Such Software production profiles are src/.env.mainnet.example (credits only, every
payout path off) and src/.env.stagenet.example (direct-entry-only stagenet 2×/3× solo test
payouts, purchased credits and crypto-match payouts off). Each opts into a startup contract with
OPERATED_PRODUCT_PROFILE; preflight refuses network, operator-identity, or economic-scope drift.
Generic self-hosts leave that variable unset.
Match Mode (Multiplayer Races)
Optional real-time multiplayer races are available when MATCH_ENABLED=true. A new race starts every
crypto block as long as at least two players are queued. Supported economies:
| Economy | Entry | Payout | Leaderboard |
|---|---|---|---|
| Free | None | None | Pleb |
| Prestige Credits | Credits | None | Prestige |
| Crypto Race | Race-entry ticket | Winner-take-pot minus house fee | Hall of Champions |
See docs/MATCH_MODE.md for full architecture, configuration, and API details.
For deterministic multi-bot playtesting and 16:9/9:16 ad footage, use the loopback-only,
free-only capture harness documented in docs/PVP_CAPTURE.md. It drives the
real match engine over Socket.IO but cannot connect to a deployment, database, wallet, or payout path.
Difficulty & Pacing
Difficulty has two levers, both keyed to the crypto network so cryptoType actually shapes the
game (it used to be a dead parameter).
Presets (DIFFICULTY_PRESET) — the per-level shape:
| Preset | Dungeon Size | Monster | Target House Win |
|---|---|---|---|
easy |
30×15 | low | ~30% |
normal |
45×22 | medium | ~55% |
hard |
55×28 | high | ~65% |
casino |
70×35 | very high | ~70% |
Defaults to normal for free play, casino for paid. Every knob is env-overridable
(DUNGEON_WIDTH, MONSTER_SPEED, …).
Multi-level depth (levels) — the pacing lever, ∝ block time. A run descends N levels (each a
preset-sized dungeon with a fair monster). Reaching a non-final exit takes the stairs down; only the
final exit escapes; the treasure sits in the vault (final level). Because total run length scales
with the chain's block time, the "race the block" timer provides the house edge — no giant map,
no cheating-fast monster.
| Chain | Block time | Levels |
|---|---|---|
| GRIN | ~1 min | 1 |
| XMR | ~2 min | 2 |
| LTC | ~2.5 min | 2 |
| WOW | ~5 min (measured) | 4 |
| BTC | ~10 min | 8 |
Levels live in NETWORK_TUNING (src/game/difficultyConfig.js); override with DUNGEON_LEVELS,
disable with NETWORK_TUNING_DISABLED=true. The counts are sim-derived starting points — see
docs/BALANCE_SIM.md for how the balance is measured and calibrated.
Note: Wownero's block time is ~5 min (measured on the live daemon), not 2 min as older docs/comments claimed.
Key Features
Provably Fair Gaming
- The server publishes a one-use, socket-bound SHA-256 commitment before paid entry.
- The browser adds an independent WebCrypto client seed; neither side alone selects the final seed.
- The effective seed deterministically generates each dungeon depth and its audit fingerprint.
- After completion, the server seed and depth manifest are revealed at
/verify/:gameIdand/api/verify/:gameId; active-game server seeds remain private.
Spectator Mode
Click "👁️ Watch Games" to see active games. Spectators receive real-time updates via Socket.IO rooms. Press ESC to exit.
Transaction History
Click "📜 History" to view your payment and payout records. Shows:
- Total received from payouts
- Payment history with status and credits received
- Payout history with multipliers and transaction hashes
Session Persistence
Sessions, including anonymous Tavern entry, use an anonymous token stored in localStorage:
- ✅ Persists across refreshes, browser closes, server restarts
- ⚠️ Lost when clearing cookies/localStorage, using incognito mode, or switching browsers/devices
A warning appears if localStorage is unavailable.
API Reference
Public Endpoints
| Endpoint | Description |
|---|---|
GET /health |
Redacted dependency/readiness summary |
GET /health/live |
Process liveness probe |
GET /health/ready |
Dependency readiness probe (503 while degraded) |
GET /api/game-modes |
Current modes and pricing |
GET /api/leaderboard?board=pleb|champions|prestige&period=all|week|month |
One explicitly separated score board; an omitted board means pleb, while legacy all, blank, and unknown board values return 400 |
GET /api/user/:socketId/credits |
User credit balance |
GET /api/user/:socketId/payments |
Payment history (paginated) |
GET /api/user/:socketId/payouts |
Payout history (paginated) |
POST /api/user/:socketId/address |
Set payout address |
GET /verify/:gameId |
Human-readable fairness verification page |
GET /api/verify/:gameId |
Machine-readable fairness proof |
Admin Endpoints
Require X-Admin-Key header matching ADMIN_API_KEY env variable.
| Endpoint | Description |
|---|---|
POST /api/admin/refund/payment |
Request an idempotent refund; consumed grants require review |
POST /api/admin/credits/adjust |
Add or remove credits from a user |
GET /api/admin/users/search |
Search users by socket ID or address |
Example: Refund a payment
curl -X POST http://localhost:3000/api/admin/refund/payment \
-H "Content-Type: application/json" \
-H "X-Admin-Key: your-admin-key" \
-d '{"paymentId": 123, "reason": "Customer request", "sendFunds": true}'
Example: Adjust credits
curl -X POST http://localhost:3000/api/admin/credits/adjust \
-H "Content-Type: application/json" \
-H "X-Admin-Key: your-admin-key" \
-d '{"socketId": "abc123", "amount": 5, "reason": "Compensation"}'
Socket.IO Events
Client → Server
| Event | Description |
|---|---|
auto_start |
Start game (uses credits if available) |
player_move |
Move player (direction: 0-3) |
request_payment |
Request payment address |
get_active_games |
List games for spectating |
spectate_game |
Start spectating a game |
Server → Client
| Event | Description |
|---|---|
game_start |
Game initialized with dungeon state |
game_update |
State after movement (incl. depth/maxDepth for multi-level descent) |
game_event |
Discrete event: treasure_found, descend (took the stairs down), escaped |
game_over |
Game ended |
payment_created |
Payment address ready |
credits_update |
Credit balance changed |
spectator_update |
Spectated game state |
Configuration
Key environment variables for a generic self-host (not an operated production profile; see
.env.example for the full list):
# Core
NODE_ENV=production
PORT=3000
DIFFICULTY_PRESET=casino
# Payments
PAYMENTS_ENABLED=true
PAYMENT_MODES=direct,credits
DIRECT_GAME_PRICE=100000000000 # 1 WOW in atomic units
CREDITS_PACKAGES='[{"id":"small","credits":10,"price":"500000000000","bonus":0}]'
# Payouts
DIRECT_PAYOUT_ESCAPE=2.0
DIRECT_PAYOUT_TREASURE=3.0
# Wallet RPC (required for paid modes)
PRIMARY_WALLET_ENDPOINT=http://127.0.0.1:34570
WALLET_RPC_USER=user
WALLET_RPC_PASSWORD=use-a-distinct-strong-rpc-secret
# Database
DB_HOST=localhost
DB_NAME=wownerogue
DB_USER=your_user
DB_PASSWORD=your_password
# Admin API (generate with: openssl rand -hex 32)
ADMIN_API_KEY=your-secure-key
# Network (Monero only - Wownero only has mainnet)
MONERO_NETWORK=mainnet
Amounts use atomic units: 1 WOW = 10^11 atomic units.
Production Deployment
See docs/DEPLOY.md for detailed production deployment instructions including:
- systemd service configuration
- Nginx/reverse proxy setup with WebSocket support
- Database permissions and security hardening
- Multi-instance deployment (running Wownero and Monero on the same server)
The dated play.wowne.ro production record distinguishes the
live schema-neutral renderer/Tavern overlay from the still-gated full mainline migration cutover.
Operations
See docs/LOGS_AND_BACKUP.md for:
- Log management with systemd/journald
- PostgreSQL automated backups
- Backup verification procedures
Testing
cd src
npm test
Tests cover payment handlers, wallet RPC, security rules, movement logic, and integration flows.
Project Structure
src/
├── index.js # Entry point
├── config/ # Payment config, validation
├── db/ # PostgreSQL layer
├── game/ # Dungeon, player, monster logic
├── network/ # Socket handlers, chat, queue, spectator
├── payments/ # Wallet RPC, QR codes
└── utils/ # Errors, memory management
html/
├── index.html # Game client
├── admin.html # Admin dashboard
└── js/ # Frontend modules
test/
└── *.test.js # Jest tests
License
The source is available under the MIT License. MIT permission to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies is subject to including the copyright and permission notice in all copies or substantial portions. The software is provided “AS IS”, without warranty of any kind as stated in the License.
The MIT License governs rights in the source. Documentation, examples, and product disclosures are informational only; they are not legal advice or a determination that a deployment complies with applicable law. Such Software operates only the two products and scopes listed above. The MIT License does not make an independent deployment a Such Software service or authorize it to claim Such Software sponsorship or endorsement; its operator remains solely responsible for the service.