Nappelin
The front door and the shell. Create your character, buy your avatar, open a game — the site becomes the console the moment you are in.
Rented. Terms change, you agree or you leave.
Locked to one publisher. It cannot walk into another game.
A row in their database. Editable, deletable, gone at sunset.
A room on their server. They hold the key and the door.
When the servers go dark, the culture goes with them.
Web3 answered with tokens and pay-to-win. Gamers said no —
and they were right. The problem was never the ownership. It was the casino bolted onto it.
Payments, and timelocks that make commitment visible. You commit time; you never spend it. The principal stays yours and stays claimable without our servers.
Identity, avatars, match results, clans — signed events on open relays. Your account keeps working if we disappear. That is not a promise, it is the architecture.
Money buys style. Time builds legend.
A napplet is a small, sandboxed app. It never touches your keys — the shell signs. Games, tools, shops, radios: same envelope, same rules.
The front door and the shell. Create your character, buy your avatar, open a game — the site becomes the console the moment you are in.
A walkable social world where your avatar is a body, not a portrait. Timelocks grow into visible objects on a shared map of the real Earth.
The identity, in your hand. A sealed little machine that holds your keys, your relay and your mesh — and runs the same napplets offline.
The core promise. Buy a face once, take it everywhere.
No password, no email, no seed phrase. Your key is an object you can hold.
Every result confirmed by both players. Nobody can delete it.
Account and avatar stay yours even if we stop existing.
Act one — the gate. A single deco portal and one button: Enter.
No feature grid, no pricing table, no cookie theatre.
Act two — you are already inside. A flash through the gate and the
character creator is open. Play in ten seconds. When you want to keep the character,
you give it a body — a stone, a pager — and from then on it cannot be lost.
| We say | We never say |
|---|---|
| Account | keypair, npub, nsec |
| Tap to sign in | remote signer, bunker |
| Provably yours | signed addressable event |
| Works without us | relays, decentralised |
Where the avatar stops being a picture and starts being a body. Three walkable worlds, real multiplayer presence, and locked sats that grow into objects you can walk up to.
Lock sats, and something grows — a tree, a vehicle, a 21-year spaceship. Status comes from time served, never from spend.
The same character you bought once, now a VRM figure with authoritative movement and voice. One purchase, three forms.
A signed hash-chain per object and an append-only audit log. The same verifier runs on client and server.
STATUS: playable pre-alpha · Palace HQ, Werkstattgasse street and private Home walkable · in-engine travel between them · the raw stone; the statue still has to be carved
| Product | What the customer buys | Price band | Status |
|---|---|---|---|
| Avatar | One commission, three forms: card portrait, 3D figure, profile. Ownership signed to their name. | Small sats, volume | Intake live, generation to productise |
| Clan edition | A community's own playable card set — their theme, their roster, their shop. | Premium | Full pipeline exists, needs parameters |
| Agent shells | Faces and namespaces for AI agents. API-first, sats instead of captcha. | High volume, automated | Designed; no mail provider needed |
| Community instance | The whole stack, white-label: their registration, their roster, their edition, their culture. | Project price | Live twice |
| Culture | DJ sets, the feed, the lore, the ladder. This is the marketing. | Free · V4V | Shipped |
The music is playing, a game is running. Free, no account needed.
Create a character in under a minute. A free starter face comes with it.
Buy the full avatar. One purchase, three forms, provably yours.
The clan orders its own card edition. This is the premium process.
A community takes the whole stack as its own instance.
The puzzle effect. Because everything is a napplet, a new community site is no longer a build project — it is shell config, a napplet selection, a theme and content. That is where the instance margin lives.
Every sale feeds the platform. Each avatar adds to the roster, each edition adds to the catalog, each instance adds to the network. The content that sells the next customer is produced by the last one.
On a 10.5 % curve, the market itself crosses $600 billion a year around 2030–31. We did not pick the number to sound big. We picked the name to match the calendar.
Scope decides the figure: $214B counts game content only, $375B counts the wider gaming market. Our wedge is the layer inside it that platforms keep today — identity, avatars, community economies and creator payouts.
No boot, no screen, nothing to charge. Two stones and us can bring your character back — and we alone can do nothing at all. Tap it to prove it is you.
Your key lives here and never leaves. It shows you what it is about to sign and waits for the button. Mesh radio and wallet ride along.
The gaming Totem has its own identity and acts for you only inside what you granted it. Take the console away and your character is untouched.
A window, not a door. The browser shows the world and asks your pager for every signature. No key ever reaches it.
$1,049. Open OS, closed store, 20–30 % cut. $16.9 bn ran through Steam in 2025; ~24 % average cut, about $3.5 bn kept.
Zero hardware cost. Flash it onto a node that stopped earning. 3,300 public Lightning nodes gone since 2022, channels at half their 2023 peak — boxes with an SSD and a 3.5″ screen, sitting in drawers.
$99–149. Custom, from the factories that already build retro handhelds. Their panels, their cases, their volumes — a tenth of a Steam Machine.
| Year five, annual run rate | Cautious | Base | If it becomes a standard |
|---|---|---|---|
| Totems in the field | 20,000 | 200,000 | 1,000,000 |
| — of those, retrofits | 15,000 | 140,000 | 600,000 |
| Accounts on the platform | 0.4 m | 4 m | 25 m |
| Hardware sold | $0.7 m | $8 m | $52 m |
| Processes — avatars, editions | $1.6 m | $24 m | $225 m |
| Community instances | $0.4 m | $5 m | $42 m |
| Total | $3 m | $37 m | $320 m |
Sandboxed napplets and a reference runtime are real and open. We do not have to invent the app format — we specialise it for gaming and dock onto the ecosystem.
Registration, avatar intake, art, cards, editions, deployment — the chain ran twice for real communities before it became a product.
Secure elements that sign for a couple of euros, in cards, figures and stones. Half this room already carries a hardware wallet — for everyone else it is just a tap.
Chess is our first outside game. An existing open standard covers the moves but leaves matchmaking and ratings open — exactly the layer we ship, game-agnostic. It proves the platform is not built for our own card game alone.
And a second species arrived. AI agents need names, faces and namespaces too — and they pay per call, automatically, without a mail provider in the loop. Same pipeline, no humans required.
Catalogue and signer, opening with the napplets that already run.
Registration rebuilt napplet-first; the avatar pipeline becomes a product. First revenue.
The edition chain parameterised, with a storefront. The premium product.
The bought avatar walks into the 3D world. Cross-game value becomes visible.
Cost, throughput, quality gates, pricing. This is where the model scales.
Non-goals, on purpose: no token · no custody · no pay-to-win · and no rebuilding of anything the existing repos already do. Nappelin carries. It does not duplicate.
Three pilot instances for the next quarter — your crew, your edition, your names.
Ship a napplet. Open standard, open catalogue, your keys never leave the shell.
To productise the avatar pipeline — the step between running code and recurring revenue.