๐บ๏ธ NEW MAPS ARE ON THE WAY
Shadeborn is expanding with new districts, rooftop routes, and deeper zones to explore.
More paths to master. More shadows to move through. More contracts waiting ahead.
Discover the expanded shadows.
$SHADEBORN on Robinhood Chain.
Big thanks to @DenizPhiMa and @vladtenev
The final layer was multiplayer, added without a dedicated game server. A Supabase Realtime "meet in 3D" module joins one town channel: presence carries each player's identity (name, color, avatar) and broadcast pumps their transform ~15ร/second. Remote players render as cloned avatars SkeletonUtils.clone so they can share a single loaded GLB driven by the same shared animation clips and smoothed between packets with exponential interpolation, so movement stays fluid between updates. The whole layer is environment-gated: with no keys it's a clean single-player experience, and with them every client walks the same streets. That's the throughline of the entire port every stage, from a legacy binary FBX to a live shared city, was about faithfully preserving what the original built while re-engineering how it runs, so a game that once needed an engine and an install now opens in a browser tab and holds 60fps while doing it.
@RobinhoodCrypto
From @emilyriehl on the #aboutlogic podcast (w/ @DenizPhiMa):
"I much prefer to interact with an autoformalisation agent than a large language model in discussing mathematics, because the large language models will feed you a lot of bullshit ..."
"I came up with my own counterexample, and then I asked Harmonic's agent Aristotle to verify it for me in Lean as a kind of extra check that my counterexample was correct. I did not ask a large language model for this, because if they tell me it's correct, that gives me no assurance ..."
"Aristotle was able to confirm that it is a valid counterexample."
๐ก๏ธ Accept the contract. Complete the mission. Claim your reward.
Every quest takes you deeper into the world of $SHADEBORN on Robinhood Chain.
@ShivVerma@NoraChanTweets
๐ INGAME MARKET IS COMING ONLINE
Buy rare items, sell your quest rewards, and trade with other players through a player-driven marketplace built to support the $SHADEBORN play-to-earn loop on Robinhood Chain. // https://t.co/0VcQMF7GD9
3. Hitting 60fps:
the draw-call and OOM gauntlet
Rendering 1,976 individual meshes the naive way ran at 10fps. InstancedMesh-per-submesh exploded the draw-call count to 2fps. Merging all ~23,000 geometries at once threw Array buffer allocation failed and silently dropped hundreds of meshes. The version that shipped does a two-pass merge keyed by material: pass one counts vertices per bucket, pass two preallocates typed arrays and writes transformed vertices directly (position ร world matrix, normal ร normal matrix), producing one mesh per material bucket a few dozen draw calls for the entire town, character, and shadows at a steady 61fps. Collision followed the same philosophy: per-mesh raycasts against ~400 colliders cost 11,000 queries/frame and died at 7fps, so every collider's geometry is concatenated into one world-space BVH (three-mesh-bvh) that answers capsule push-outs and ground snaps in log(n). The catch worth remembering: merged world-space triangles have mixed winding, so the collision material must be DoubleSide or rays silently miss walls.
https://t.co/DwO7wTQiwa
Now about the tech :
Porting a Unity Assassin's Creedโstyle game to the native browser:
an engineering log
When we set out to bring a Unity-built stealth-parkour game into the browser as Shadeborn, the goal was strict: keep the original assets โ the whole hand-built 1868 city, the character rigs, the animations โ but run it at 60fps in a tab with no plugins, no WASM Unity export, no download. That meant rebuilding the runtime from scratch in React Three Fiber / three.js and re-deriving the world from Unity's own scene files. Here's how each layer actually got solved, including the parts that fought back.
2. Reconstructing the city from Unity's scene graph
A game world isn't just meshes it's placement. We wrote a parser for the 9.6 MB MainScene.unity file (14,057 objects) that walks the Transform hierarchy, resolves each MeshFilter's GUID to a GLB via the .meta sidecars, and emits 1,976 world-space placements across 188 models. Two conversions were non-negotiable: Unityโthree coordinates (negate X on position, [x,-y,-z,w] on quaternions), and a scale gotcha where Unity's FBX import correction was baked in twice once in the scene transform and once in the GLB node producing streetlights lying flat underground and buildings hanging upside-down. The rule we landed on: for direct meshes, emit the full 16-element matrix and only re-apply the ~100ร unit factor if the scene transform doesn't already carry it. Prefab instances needed their own path, replacing root TRS per-component from the modification list. A validation script (diagnose.mjs) computes every placement's world bounding box exactly as rendered and flags anything sunken or floating โ the same tool later caught a dozen buildings hovering 5โ7 units above the street.
Hi @vladtenev, take a look at what weโve been building. ๐
๐น Enter real-time combat encounters, engage hostile targets, master your timing, and earn rewards through action-driven gameplay. Every battle strengthens your journey through the world of Shadeborn.
@robinhoodcrypto
Master the fight. Rule the shadows.
$SHADEBORN on Robinhood Chain
https://t.co/iDyN6L7TdN
One of the things we've learned from our Robinhood Chain mainnet launch is that ecosystems can grow incredibly quickly when there is exceptional engineering behind them
Huge credit to the Robinhood engineering team, and congrats to our friends and partners @arbitrum.
SHADEBORN ECOSYSTEM UPDATE
The team sold a portion of its allocation to reduce concentrated sniper and bundler exposure and improve the tokenโs distribution.
Going forward, platform fees will be redirected toward a structured buyback-and-burn program, while a controlled reserve will remain dedicated to in-game liquidity pools, quest rewards, marketplace activity, and continued development.
Our studio is now committing 100% of its resources to Shadeborn as our newest flagship model.
Current development focus:
๐น Expanding assassin contracts and NPC questlines
โ๏ธ Improving stealth, combat, and progression systems
๐ก๏ธ Building the player-driven marketplace
๐ฐIntegrating the $SHADEBORN play-to-earn loop
Adding new districts, loot tiers, and multiplayer features
@flapdotsh
0x271321ac22428569d205944943b2bf6106347777
This is a long-term execution strategy, not a short-term market move.
Build the world. Strengthen the economy. Deliver the game. https://t.co/iDyN6L7TdN
๐ก๏ธ QUEST MODE IS LIVE
Talk to NPCs, accept contracts, follow mission objectives, and earn coins for every completed quest. Rewards will support character progression, equipment upgrades, and the upcoming $SHADEBORN play-to-earn economy.
@0xBclub@MEJ50749@web3_chirou ๐
Complete the contract. Collect the reward. Rise through the shadows. https://t.co/iDyN6L7lof
Hey @vladtenev, weโre building Shadeborn, a 3D assassin-quest MMO on Robinhood Chain. ๐ก๏ธ
Players explore a persistent world, complete stealth contracts, hunt targets, collect loot, and participate in an on-chain player economy.
Bringing deeper gaming utility to the RH Chain ecosystem. ๐น๐ข
https://t.co/iDyN6L7TdN