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Welcome

Cloud1x2 is a B2B iGaming platform. Game studios (and the internal team) write game services; Cloud1x2 distributes those games to operators — the betting sites and casinos that have the players. The platform handles everything between the game and the operator: the money flow, player authentication, content management, and reporting.

From a player’s point of view: the player clicks a Cloud1x2 game on the operator’s site, the game opens, the player plays. Behind the scenes the player’s money stays in the operator’s wallet, and Cloud1x2 mediates between the game and that wallet. A game service never touches money directly — it only says “take this much as a bet” or “pay out this much,” and the platform does the rest.

PartyResponsibilityData it owns
OperatorThe betting site. Player accounts, wallet, deposits/withdrawals.Player identity, balance
Cloud1x2 PlatformThe broker between game and operator: launch, wallet proxy, ledger, reporting, content management.Ledger (financial record), game catalog, translations
Game ServiceRuns the game. Produces rounds, decides outcomes.In-game state, bet details, round history
PlayerPlays the game from the operator’s site.—
flowchart LR
Player -->|plays| Operator[Operator site]
Operator -->|launch| Platform[Cloud1x2 Platform]
Platform -->|round/bet| GameService[Game Service]
Platform <-->|wallet| Operator
GameService -->|debit/credit| Platform

A game service developer is responsible for four things:

  1. Run engines — the platform says “bring up this engine with this runtime profile,” and the service brings it up.
  2. Produce rounds — open and close rounds according to the game’s logic and decide each outcome.
  3. Take bets — accept bets from players over WebSocket and report debit/credit to the platform.
  4. Hold state — round history, open bets, and engine status live in the service’s own database.

The platform owns the rest — and a game service must not reimplement any of it:

  • Player authentication (launch-token verification)
  • Talking to the operator wallet (debit / credit / rollback proxy)
  • The ledger (the financial record of every bet)
  • Content management (translations, skins)
  • Reporting

The dividing line is simple: the financial truth lives on the platform; the game truth lives in the service.

CGSP — the Cloud1x2 Game Service Protocol — is purely an HTTP + WebSocket contract. As long as a service speaks HTTP and WebSocket and follows the protocol, Cloud1x2 does not care whether it is written in TypeScript, Go, Python, Rust, PHP, Java, or anything else.

The reference implementations in the Cloud1x2 monorepo happen to be TypeScript on Node — useful as concrete examples, not as requirements.

A developer building a service should be comfortable with:

  • HTTP and WebSocket fundamentals
  • Some persistent storage layer (the service owns its own data; the engine design is up to the developer)
  • Whatever build / packaging tooling the chosen ecosystem needs
  • Reach. Approved games are distributed to global B2B operators and reach real players on real partner platforms.
  • No distribution overhead. The developer focuses on the game; the platform handles launches, wallets, compliance plumbing, content management, localization, and admin tooling.
  • A small, stable contract. CGSP is at v1.1 — a working service can be ready in days, not months. Versioning rules keep existing services running across minor bumps.
GoalPage
Understand the architecture before writing codeConcepts
Build the smallest possible working exampleQuickstart
Read the full protocol contractCGSP v1.1 Specification
Look up a specific endpoint or payload shapeProtocol Reference
Scaffold and register a real serviceBuild a Game Service

The recommended reading order for a developer (or an AI agent following this guide programmatically) is:

  1. Concepts — read once, no code
  2. Quickstart — build the minimal example
  3. Protocol Reference — when implementing each endpoint
  4. Build a Game Service — production-ready patterns

This Welcome page stays the canonical entry point.