We came to the Kiro hackathon with an idea: a decentralized MMORPG — and we left the hackathon with a working prototype of Elem Game, built from scratch.
We were inspired by the idea of rethinking how an MMORPG could work in a decentralized architecture. We're looking for a way to build a game world with no central server, and without requiring users to manage wallets or understand transaction mechanics — the typical barriers in Web3 that hinder player adoption.
Our goal is to create a true Web3 game where:
- the rules are fixed and formalized, and changes happen through predefined consensus;
- participation is permissionless but governed by rules that apply to everyone equally;
- security and resilience come from architecture, not moderation;
- users get a smooth, familiar MMORPG experience — without sacrificing Web3 principles.
What is Elem Game?
Elem Game is a minimal implementation of core game mechanics, created as a starting point for developing the project’s architectural solutions.
It serves as a sandbox for testing interaction principles, user experience, and technical integration with decentralized infrastructure. This is not the final game — it’s an interactive skeleton that will evolve into a full-fledged MMORPG system.
Our aim is to build a game world that runs without central servers, with rules anchored on the blockchain, and a UX as seamless as classic online RPGs — but without compromising on Web3 values.
What We Built During the Hackathon
Before the hackathon, Elem Game existed only as a concept — we had documentation, a landing page, and an NFT collection, but no actual product.
In just a few days, we built:
- an interactive battle client using React + PIXI.js;
- the core turn-based battle logic;
- an onboarding UX for new players;
- a relay infrastructure generated from specs.
All of this — without writing a traditional server. We focused on UX, logic, and architecture, and Kiro handled the rest.
How Kiro Changed Our Approach
Kiro wasn’t just a tool — it changed the way we think. We didn’t write code line by line — we designed behaviors, formulated ideas, and watched them come to life.
- We described logic — Kiro turned it into code;
- We designed the architecture — Kiro implemented it and ran tests.
Using Vibe mode, we built the interface and game UX; using Spec mode, we formalized logic, states, and scenarios — and Kiro generated all the code we needed.
Even debugging was different: Kiro launched a browser, clicked buttons using MCP, caught errors, and instantly made corrections.
What Really Surprised Us
The hardest part wasn’t the tech — it was shifting our mindset.
Kiro lets you think at the level of systems and user experience, not syntax and tools. It forces you to be precise, structured, and to focus on design rather than implementation.
Roles blurred: the designer became an interaction architect, and the engineer became a product strategist. We learned to formulate ideas, not instructions.
And that’s the real power of Kiro: it doesn’t just speed up development — it amplifies your thinking.
What’s Next?
Short-term:
- PvP mechanics: synchronous real-time battles via WebSocket;
- Elemental fusion: create new creatures by combining existing ones;
- Leaderboards and guilds: a social layer with tournaments;
- Expanded achievements: new levels and time-limited quests.
Long-term:
- Transition to an open MMORPG model: a persistent open world;
- SDK for third-party games: expand the architecture to support other projects;
- Cross-chain progress sync: move between networks without losing data.
Elem Game is just the beginning. Kiro helped us lay the foundation — now we’re ready to build an entire world.
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