Gaming · A2A receipts for in-game economies

Provable item drops. Provable trades. Sub-cent.

Get a signed Hive Lite receipt for every loot drop, item trade, or NPC transaction. Auditors can check it offline. Players can check it offline. Cheaters can't fake a receipt against did:hive:hivemorph. It costs $0.0001 per event.

What gaming actually needs.

Loot-drop receipts

Every random drop gets a signed receipt with the roll, seed, item ID, and player DID all in one checkable event. Players can prove they got the item. Auditors can prove the random-number generator wasn't rigged.

Player-to-player trades

Both sides sign the receipt in one handshake. Neither side can later deny the trade happened. The receipt is the contract.

NPC commerce

When AI NPCs trade with players, or with each other, every transfer leaves a receipt. Economies can run themselves and still stay clean for an audit.

Tournament integrity

Match results, score events, and bracket transitions all get a receipt. Disputes get settled in seconds with an offline check.

Anti-cheat substrate

Pair Hive entropy samples with your game server's random calls. A cheater who tampers with the random-number generator can't produce a valid signed receipt.

Cross-game item history

An item earned in Game A can carry its full receipt history into Game B. You get portable proof of origin without building a custom protocol.

Why Hive Lite fits gaming.

Our Standard tier, priced from $0.0008 to $0.0192, is built for banks and pharma. Gaming needs sub-cent pricing to work at real volume. Hive Lite at $0.0001 puts a receipt under every event without breaking your unit economics.

1M loot drops/month

$100/mo
at $0.0001/receipt · settled in USDC

10M player events/month

$1,000/mo
bulk-rate via /v1/x402/pricing TierBulk

Plug it in.

# Run this when a player gets a loot drop const receipt = await fetch('https://receipts.thehiveryiq.com/v1/receipt/emit', {{ method: 'POST', headers: {{ 'Content-Type': 'application/json', 'X-Hive-Tier': 'lite' }}, body: JSON.stringify({{ payload: hashLoot({{ player, item, roll, seed }}), did_caller: `did:agent:gameserver-${{regionId}}` }}) }}).then(r => r.json()); # Send the receipt to the player's client sendToPlayer(player, receipt); # The player or an auditor can check it offline # POST /v1/receipt/verify with {{receipt_id, payload_sha256, sig_b64u, ts}}
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