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Game Server

JoyFlick games run on the Elympics game server platform. This document covers what is confirmed from the live site and legal documents.

Game Catalog

As of 2026-04-28, the following games are listed on joyflick.com:

Live Games

GameJoyFlick URLHosting Subdomain
Top Flightjoyflick.com/top-flighttop-flight.elympics.host
Fortune Cannonjoyflick.com/fortune-cannonfortune-cannon.elympics.host
Sweet Rushjoyflick.com/sweet-rushsweet-rush.elympics.host
Breaklinejoyflick.com/breaklinebreakline.elympics.host
Money Stackjoyflick.com/money-stackmoney-stack.elympics.host
Solitairejoyflick.com/solitairesolitaire.elympics.host
Block Busterjoyflick.com/block-busterblock-buster.elympics.host
Sky Snatcherjoyflick.com/sky-snatchersky-snatcher.elympics.host
Sushi Hitjoyflick.com/sushi-hitsushi-hit.elympics.host
Jack 21joyflick.com/jack-21jack-21.elympics.host

Coming Soon

GameJoyFlick URLHosting Subdomain
Neon Masterjoyflick.com/neon-masterneon-master.elympics.host

All 11 games already have hosting subdomains on elympics.host and marketing assets on hosting-meta.elympics.ai, including the "Coming Soon" titles.

Game Delivery

Games are Unity WebGL builds. Each build is served as Brotli-compressed artifacts from hosting-bucket.elympics.ai:

hosting-bucket.elympics.ai/{game-uuid}/{build-number}/
Build.data.br
Build.wasm.br
Build.framework.js.br
Build.loader.js
Build.elympicsmeta.json

Some games use named paths instead of UUIDs (e.g., block-buster-platform/46). At least one game ships separate desktop and mobile build variants under the same UUID (e.g., {uuid}/33-desktop/ and {uuid}/33-mobile/).

Marketing assets (hero images, how-to-play screens, icons, video previews, OG images) are served from hosting-meta.elympics.ai/games/{game-slug}/.

Server Regions

Five game server regions are confirmed from the HTML source. Each exposes a /health endpoint:

RegionDomain
Warsawwarsaw-gs.elympics.ai
Dallasdallas-gs.elympics.ai
Tokyotokyo-gs.elympics.ai
Mumbaimumbai-gs.elympics.ai
Belgiumbelgium-gs.elympics.ai

Not publicly visible: How players are routed to specific regions (geo-based, latency-based, or configurable) is not exposed in the public HTML.

Match Model: Async PvP

The Terms of Service (Section 3) explicitly describe the match format:

"JoyFlick offers skill-based gameplay experiences, including asynchronous player-versus-player formats. Outcomes are determined by player skill and performance, as measured by the Platform's scoring rules for the applicable game and contest." (Section 3.1)

"For asynchronous formats, you acknowledge that opponent selection and timing depend on demand and availability." (Section 3.2)

How Async PvP Works (from ToS)

  1. Player enters a contest (paying an entry fee in USDC or Diamonds)
  2. Player plays the game — the platform's scoring system records their performance
  3. The platform matches the player with an opponent (timing depends on availability)
  4. The opponent plays the same game independently
  5. Scores are compared; the winner receives the prize
  6. If no match is found within 24 hours, the entry is refunded (Section 7.3)

Contest Types (from ToS Section 3.3)

TypeEntryPrize
Practice Mode (Free)NoneNone
Money Async PvPUSDC balanceUSDC prize (platform takes a fee)
Diamonds Async PvPDiamondsDiamonds (no monetary value)
Diamonds-to-MoneyDiamondsUSDC balance

Fair Play

Per ToS Section 3.4: "For certain contests, the Platform may generate identical or comparable levels for participants." The platform acknowledges that perfect equivalence can be affected by device performance and latency, and reserves the right to invalidate results.

Server-Authoritative Model

Inferred but not explicitly stated in public sources. The ToS describes outcome determination by "the Platform's scoring rules" (Section 3.1) and the ability to "invalidate suspicious results and adjust outcomes" (Section 7.2). This is consistent with a server-authoritative model where the game server validates gameplay and calculates scores, but the exact architecture is not publicly documented.

The presence of dedicated game server regions (*-gs.elympics.ai) with health endpoints confirms server-side game infrastructure exists.

Settlement Flow

Per the Terms of Service:

  1. Entry fee: Disclosed before contest entry — includes entry amount, prize pool, and platform fee (Section 7.1). Example from ToS: "$0.60 entry each; $1.00 prize; $0.20 fee."
  2. Outcome determination: Based on scoring system and game rules (Section 7.2)
  3. Settlement: Platform uses smart contracts, session keys, and technical controls to execute on-chain settlement (Section 4.4)
  4. Withdrawal: Users can withdraw via crypto transfer on the Base network or via a third-party virtual card partner (Section 8.1)

Settlement uses USDC on Base (contract 0x833589fCD6eDb6E08f4c7C32D4f71b54bdA02913) via the Battle Wallet smart contract, which verifies match results cryptographically and distributes prizes on-chain.

Non-Withdrawable Balances

  • Bonus dollars — promotional credits, not withdrawable, may be forfeited on withdrawal or termination (Section 6.2)
  • Diamonds — internal engagement currency, no monetary value, not on-chain (Section 6.4)