Ethereum Towers needed its apartments and in-game items to be owned, used and traded. Aetsoft built the digital ownership and asset economy layer, from the contracts to the Game API.
Ethereum Towers needed its apartments
and in-game items to be owned, used and traded
Aetsoft built the digital ownership and asset economy layer, from the contracts to the Game API.
Apartments and in-game items became assets players could own, use and trade, and the game could act on. The Unity game was built by the client's studio partners, and it queries the Game API we built for what a player owns and may do.
- 3,403 apartment NFTs minted on Ethereum mainnet
- Two Aetsoft-authored contracts independently reviewed by Hacken
- 10/10 on the ERC-20 token contract
- 9.9/10 on the NFT staking contract
Ethereum Towers issued its virtual apartments as ERC-721 tokens on Ethereum. 3,403 of a designed 4,388 had been minted when we last read the contract, in September 2026. Between Q4 2021 and Q2 2024, Aetsoft built the digital ownership and asset economy layer that made those tokens usable inside the game. The Unity game and the web portal query it for what a player owns and may do. It covers the apartment ownership contract, an NFT staking contract, wallet-linked accounts, an access and identity model, an asset catalogue, the operator console and the Game API. Apartment ownership is live on Ethereum mainnet. The ERC-1155 item marketplace was built and demonstrated on a Polygon test network. The contracts are public on GitHub.
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ClientEthereum Worlds Limited, the company behind Ethereum Towers, two 101-storey towers of resident-owned apartments in the Ethereum Worlds game. Aetsoft is listed among its industry partners.
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ChallengeApartments and items existed as tokens on one side and as game objects on the other, with nothing joining them. The client needed ownership the game could read and act on, an economy built around it, and controls its own staff could operate without a developer.
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SolutionThe digital ownership and asset economy layer: smart contracts, wallet-linked accounts, an access model, an asset catalogue, the web portal, the operator console and the Game API. Token vesting and staking were integrated from a specialist provider.
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Aetsoft's roleUX and UI design, software requirements (SRS), software architecture (SAD), backend, the asset and economy layer, and the Game API.
The problem
People bought the apartments. Inside the game they were still just rooms
Ethereum Towers issued its apartments as tokens on Ethereum, and 3,403 of a designed 4,388 have been minted. Each one was also a room in a Unity game, and the two had no connection.
The people were a third thing again. Players registered on the web portal with an email address, verified it, and picked a display name. That account knew who somebody was. It did not know what they owned. The chain knew what an address held, and nothing about the person holding it.
So when a player walked up to a door, nothing in the product could answer:
- Is this the owner, a tenant, a guest, or a member of the club that meets here?
- May they walk in, redecorate, or host tonight's event?
- Which items do they hold, and which are already applied to this apartment?
- What has changed since we last looked: a sale, a stake, a tenancy, a new friend?
A token records that an address holds an asset. It says nothing about the person, and a game engine has no way to read it. So an owner could prove the apartment was theirs and still not decorate it, let it, or keep anyone else out.
So when a player walked up to a door, nothing in the product could answer:
- Is this the owner, a tenant, a guest, or a member of the club that meets here?
- May they walk in, redecorate, or host tonight's event?
- Which items do they hold, and which are already applied to this apartment?
- What has changed since we last looked: a sale, a stake, a tenancy, a new friend?
A token records that an address holds an asset. It says nothing about the person, and a game engine has no way to read it. So an owner could prove the apartment was theirs and still not decorate it, let it, or keep anyone else out.
Selling apartments was one line of income. Everything the client planned after it needed ownership the product could act on
- In-game items. Furniture, finishes and wearables bought with the world's token, with spend recycled into a player reward pool. Players have to own an item, apply it to an apartment, and keep it.
- Resale. Apartments and items changing hands, with a fee on each trade. Needs transferable ownership and one record the market and the game both trust.
- Events and clubs. Residents hosting evenings that are public, private or paid, and clubs whose members can enter a particular apartment. Access has to follow who someone is and what they hold.
- Brands. Sponsorship, advertising and retail space inside the towers. A brand pays for a room in a world with verifiable residents.
- Renting. Non-owners taking a short tenancy to get in and take part. The right has to move while the asset stays where it is.
Two cheaper options were available, and both stop short of that list:
- Leave the game as it is. The apartments stay decorative, and the sale is the only income the project ever sees.
- Mint on an existing NFT marketplace and stop there. Apartments do trade on open secondary markets, and that part works: the ownership contract is what makes it possible. What a marketplace cannot do is let a club into an apartment, apply a sofa to a room, or pay out a reward pool. Those need a layer inside the product.
The solution
The digital ownership layer sits between the chain and everything that acts on it
Four mechanisms were designed as one economy, so that assets could move. Each got to a different point
- Transfer and resale. Live. Apartments change hands on open secondary markets, which is what the ownership contract exists to allow.
- Staking. Built and audited. Custody sits in the contract. It holds an apartment while the product treats it as in use.
- Renting. Designed in full and built into the staking contract, then removed before release. It did not ship.
- In-game item trading. Built and demonstrated on a Polygon test network, with lazy minting, maker and taker orders and batch airdrop.
Where each asset lives follows from how often it moves. Apartments are valuable and rarely move, so they sit on Ethereum where permanence matters more than fees. Items were designed to behave differently: low value, held in quantity, and expected to move often as players bought and applied them. At that rate, Ethereum fees would have made ordinary play absurd. Items went to a lower-cost chain, and a cross-chain route was designed to move the world's token between the two.
The client's own team runs the economy
Above both chains sits the operator console. The client's team sets sale phases, prices, whitelists, reward parameters and which items are live, without a deployment and without us.
The smart contracts were audited by Hacken before anyone depended on them
Two of the contracts we wrote were reviewed by Hacken, an independent security firm. If a product is going to act on ownership, the record underneath has to be sound enough for someone else to check.
The result we point to first is not the security score. Both reviews scored the functional and technical documentation 10 out of 10, and recorded that the requirements had been provided. We wrote the requirements behind the staking contract and set the tokenomics with the client. Business analysis is the part of this work that usually leaves no evidence a buyer can check. Here an outside firm read it and scored it.
The contract results:
- The token contract: 10 out of 10, no findings.
- The NFT staking contract: 9.9 out of 10, after five of six findings were fixed.
We hold blockchain development to that standard, and crypto wallet development has to sit on it.
Aetsoft delivered this end to end: product and business analysis, the software requirements and system architecture, UX and UI, the backend, the frontend, the smart contracts, the infrastructure and the Game API.
The Game API needed a different working pattern. We designed and built it with the client, then supported the game studio directly. We supplied the documentation, answered their questions, and made the changes their integration needed as it progressed.
Upon the completion of major development milestones, Aetsoft continued with the support and maintenance of the system.
Where this sits in our work on virtual worlds
For Xsolla's XLA Metasites we worked out which markets a virtual platform could realistically win, what enterprise buyers would fund, how the products should work and how they should earn. That engagement was business model and product consulting.
Ethereum Towers is the implementation proof. Here we designed the ownership model and the asset economy for a game, then built and integrated the infrastructure that runs them.
What the work
delivered
Frequently asked questions about Game APIs
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What is token gating, and how does it actually work?
A person connects a wallet and signs a message to prove they control it. A service then reads what that wallet holds and compares it to a rule you set. The blockchain proves ownership. The service turns it into something a product can use without reading a chain.
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What does a player really own when a game item becomes an NFT?
A record of ownership that sits on a public chain, outside the company’s database. They can hold it, sell it or prove it without asking permission, and it survives if the product does not. On its own it carries no utility. Whether the item works inside the game, and whether the artwork it points to still loads, depend on infrastructure someone has to keep running.
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Can tokenized in-game assets be used across different games?
The token can be read by anyone. Using it in a second game is an integration: that game needs the rules and the service to interpret what holding the item means in its world. Interoperability is a product decision, and someone has to build it.
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We already have customer accounts. Why add a wallet?
An account says who someone is. A wallet says what they hold, lets them prove it to anyone, and lets them take it with them. Add one when ownership needs to be real to the customer and checkable by outsiders such as a brand partner. If it does not, a tiered scheme is cheaper.
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What did Hacken validate in the Ethereum Towers contracts?
Hacken reviewed two contracts Aetsoft wrote for Ethereum Towers: the ERC-20 token contract and the NFT staking contract. A full audit scores code quality, architecture and documentation as well as security, and checks whether the requirements behind the contract exist and are coherent. Both reviews scored the documentation 10 out of 10, which speaks to the analysis behind the contract as much as the code.
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Who runs the economy after the build team leaves?
Your team, through an operator console, if someone designs one. Reward rates, prices, sale phases and item availability all change there, without a deployment. If that surface is missing, every economic decision becomes an engineering ticket.
Your product has to act on what a customer owns, on the day they try to use it. Tell us what you want ownership to unlock, and we will tell you what has to be true first.