OGEngine is the shared game runtime that connects every OASIS world — shared quests, cross-game inventory, avatar SSO, NFT items, real-world discovery, and AR combat. Build once. Play everywhere.
OGEngine is the game-layer backbone of the OASIS Omniverse — a shared runtime layer built on the WEB5 STAR API and WEB4 OASIS API that makes your game a first-class citizen of a shared, living multiverse.
When a player earns a sword in Our World, it exists in their OASIS inventory. When they find a keycard in a park, it opens a real door in ODOOM. When they gain karma by helping someone in real life, it flows into every connected world. OGEngine is what makes this possible.
Any game that integrates OGEngine gets instant access to the full OASIS player base, cross-game economy, persistent avatar identity, and the real-world discovery network — no backend infrastructure required.
OGEngine is not a single library — it is the contract formed by three integrated layers that together give any game access to the full OASIS multiverse with zero backend infrastructure required.
OGEngine abstracts the entire OASIS infrastructure so your game just calls the API — everything else is handled.
Items, weapons, armour, powerups, and keycards persist across all connected worlds. Find a weapon in OQUAKE, use it in ODOOM. The inventory is player-owned via the WEB4 OASIS API.
One OASIS avatar identity across every integrated game. Players bring their name, reputation, karma, achievements, and NFT cosmetics wherever they go — no account juggling.
Quests span worlds. Start a quest in Our World, gather an item in ODOOM, complete a challenge in OQUAKE — OGEngine tracks progress across all of them simultaneously.
Real-world and in-game actions earn karma that flows through every connected world. A player who helps their community in real life is recognised as a hero in-game — via the OASIS API.
Weapons, armour, keycards, health packs, kills — any significant item or achievement can be minted as a blockchain-verified NFT. Trade on the OASIS marketplace or keep as proof of prowess.
Physical locations in parks and cities hide digital items — keycards, weapons, armour, powerups. Players must visit them in real life to claim them, then use them in ODOOM, OQUAKE, and beyond.
Fight ODOOM and OQUAKE monsters in real-world parks using augmented reality. With AR glasses taking off, OGEngine will project enemies into your local park — actual exercise disguised as gaming.
Built for performance. OGEngine's STAR API Client handles request batching, intelligent caching, and multithreaded delivery so your game stays fast even with cross-world calls at scale.
These titles are powered by OGEngine. Every quest, item, and avatar cross-connects between all of them.
The flagship OASIS world — a real/virtual hybrid RPG set across Earth itself. Earn karma by doing good in real life, explore locations, complete quests, and build your avatar's legacy.
EXPLORE OUR WORLD →
Classic demon-slaying FPS reimagined with OASIS integration. Find keycards in real parks to unlock doors. Carry weapons from your shared inventory. Your kills can be minted as NFTs.
EXPLORE ODOOM →
Lightning-fast arena combat fused with the OASIS ecosystem. Discover armour and powerups hidden in real-world locations. Cross-game achievements link with Our World and ODOOM.
EXPLORE OQUAKE →Building a game? Integrate OGEngine and join the Omniverse.
START INTEGRATING →OGEngine bridges the digital and physical. Real parks hide real items. Real exercise earns real rewards. Real-world good deeds power up your character — in every connected world.
Keycards, weapons, armour, health packs, and powerups are hidden at GPS coordinates in parks and public spaces around the world. Visit the location in real life to claim the item — then carry it into ODOOM, OQUAKE, or any connected world. The same keycard that opens a door in ODOOM might have been sitting under a park bench all along.
Coming soon via AR integration — ODOOM and OQUAKE enemies will be projected into your local park via augmented reality. With AR glasses taking off, you'll fight demons on your morning walk and level up on your lunchtime run. Real movement, real exercise, real gameplay — the park is your arena.
The OASIS karma system rewards real-world positive actions — planting trees, volunteering, picking up litter, cycling, teaching, donating. Karma earned in the real world flows through OGEngine into every connected game, making your character more powerful the better a person you are.
OGEngine exposes the full OASIS ecosystem through the STAR API Client — a C# Native AOT library that exports a native C ABI, giving your C or C++ game native-speed access to shared inventory, avatar SSO, quests, karma, and more.
The STAR API Client is written in C# and compiled with Native AOT (Ahead-of-Time) — it ships as star_api.dll / star_api.lib exposing a standard C ABI via AOT native bindings. Your C or C++ game links against it and calls star_api_* functions at native speed — no .NET runtime shipped with your game, no managed overhead at all.
The client acts as middleware between your game and the two OASIS API layers: WEB4 OASIS API handles identity, avatar profiles, wallets, and persistence; WEB5 STAR API drives quests, GeoHotSpots, objectives, and STARNET holons. The client locally merges quest progress so your game never makes raw HTTP calls.
Ships with offline mode and cloud resynchronisation, auto failover, auto load-balancing, auto-replication, built-in caching, batching, and multithreading. Runs on Windows, Linux, and macOS.
// Link star_api.dll / star_api.lib — C# Native AOT, native C ABI #include "star_api.h" // Initialise with your game ID and API key star_api_init("your-game-id", "sk_live_..."); // Load the shared OASIS avatar — same across Our World, ODOOM, OQUAKE StarAvatar avatar = star_api_avatar_get_current(); // Check shared inventory — keycard found in a park unlocks a door in ODOOM if (star_api_inventory_has(avatar.id, "keycard_level_3")) { OpenDoor(door_id); } // Award karma — propagates to all connected worlds instantly star_api_karma_award(avatar.id, "monster_killed", 5); // Sync quest progress locally — no raw HTTP calls from your game DLL star_api_quest_sync(avatar.id, "quest_baron_of_hell"); // Mint a kill as an NFT star_api_nft_mint(avatar.id, "boss_kill_baron");
OGEngine evolves with every OASIS release. Here's what we're building toward.
Shared inventory, avatar SSO, karma propagation, and cross-game quests via the STAR API Client. Our World, ODOOM, and OQUAKE all connected.
GPS-anchored item caches hidden in parks globally. Players physically visit locations to claim weapons, armour, keycards, and powerups for use in any connected world.
Significant items, rare discoveries, and boss kills minted as verifiable NFTs. Trade on the OASIS marketplace or hold as proof of achievement. Cross-game item value.
Project ODOOM and OQUAKE enemies into real-world parks via augmented reality. Fight demons on your morning run, level up on your lunchtime walk — exercise as gameplay.
Public integration SDK for third-party game studios. Any game — any engine — can join the OASIS Omniverse, inherit the full player base, and share inventory with all connected worlds.
Cross-game guilds, shared world events, real-world tournament integration, OLAND digital land for OGEngine games, multiplayer AR battles, and much more on the horizon...
Integrate OGEngine and give your players shared quests, cross-world inventory, persistent karma, and access to the full OASIS ecosystem — from day one.