Standout Builder Studio · planning Index / Glossary reviewUpdated 13 Jun 2026

Glossary

Every term this suite uses without ceremony, defined once — written for an external Game Builder reading the plans for the first time. Each entry links to the page where the term does its real work.

TermMeaning
AgentAn autonomous software worker that does a defined job in the pipeline and hands the result to a human gate — the roster is Scaffolder, Math-Sim, Asset, Copy/Localisation, Validation, Deploy, Cert-Pack and Info-Sheet. See the agent workforce.
Autonomy ladderThe three trust rungs a generative-AI touchpoint can sit on: assistive (model proposes, human commits), autonomous · gated (model produces, a named human approves), autonomous (no per-artefact gate). Promotion is earned per touchpoint. See the generative AI map.
Build pathThe intent a builder declares at the start: reskin, tune, variant, new game, or import of an existing game. The path determines which steps are heavy and which gates apply. See the Build Path Picker.
CatalogueThe games-service's list of launchable games, refreshed from the engine's manifests; once a game appears here, operators can request launch URLs for it. See the component map.
Certification / GLI-19Independent laboratory testing against the GLI-19 standard for interactive gaming. The randomness package is certified and locked — changing it triggers recertification. See open questions.
Dispatch namespaceWorkers for Platforms' container for many isolated customer Workers, routed by one dispatch Worker — the proposal uses one per environment (sandbox / demo / prod). See edge delivery.
Durable ObjectCloudflare's single-instance stateful object; the proposal uses one per shared-world room (a crash round everyone watches together) so all players see identical state. See edge delivery.
Game engineThe server application (apps/game-engine) that loads game plugins, owns sessions and sockets, and talks to wallets — today one container on Cloud Run. See the component map.
GameSpecThe dashboard's record of a configured build: which template it builds on, the config overrides, theme and metadata. The proposal grows it into the spine that versions, validation runs and sandbox sessions hang off. See the data model.
GateA pass / warn / fail check that blocks progress until resolved — manifest completeness, math config, RTP proof, assets, copy, jurisdiction. Some gates are automatic; the ones that matter end in a named human's approval. See step 5.
Hit frequencyHow often a round pays anything at all, expressed as a percentage of rounds. Lower hit frequency with bigger wins means higher volatility.
HMACA keyed signature both sides can verify because they share a secret — used to sign launch URLs and wallet calls in both directions so neither party can forge the other's requests. See the Launch Lab.
Info sheetThe document that describes a game commercially and mathematically (mechanics, RTP, max win, paytable). The Info-Sheet agent works it in both directions: parsing an uploaded PDF on import, and generating one from a finished spec. See the import example.
JurisdictionA regulated market (UK, Ontario, Malta…) with its own rules about what a game may do and say. Jurisdiction assumptions are declared in the package and checked as a gate. See step 2.
Launch URLThe signed link an operator requests to start a player session; the games-service verifies the signature, mints a session token, and serves the game client. See the Launch Lab.
Lobby tile / safe areaThe artwork an operator shows in their game lobby; the safe area is the central region that must survive every crop the lobby applies. Tiles failing the safe-area check are a validation warning. See the reskin example.
ManifestA plugin's self-description embedded in its code: id, name, version, type (real-time or turn-based), session mode, default RTP, bonus usage. The engine and catalogue are driven by it. See what a game physically is.
Max winThe largest multiple of stake a game can pay in a single round — a headline number for players, a constraint for the maths.
MechanicThe playable rule-set isolated from any one game's skin — a shared-world multiplier curve, a three-choice pick'em, a press-your-luck ladder. The proposal makes mechanics first-class library records that games reference. See the mechanics library.
OperatorThe casino brand that runs the games in front of players — supplies the players, the wallet, and the lobby; consumes launch URLs and certification packages. See audiences & tenancy.
PaytableThe player-facing table of outcomes and what each pays. Generated copy must match the configured maths exactly — it is checked as part of the copy gate.
PluginA game's server logic implementing the engine's TurnBasedPlugin or RealTimePlugin interface — it declares the manifest, handles bets and broadcasts state. See what a game physically is.
Provably fair / RNGThe randomness scheme: a certified CSPRNG whose server seed is committed by hash before play, so any player can verify outcomes afterwards. The implementation is locked by certification. See the anatomy table.
R2Cloudflare's object storage — the proposal keeps game bundles, art, replay bundles and uploaded documents there. See edge delivery.
Registry (PLUGIN_MAP)The engine's hard-coded map from game id to plugin package; a game does not exist to the engine until its entry is inserted. The scaffold writes this entry today. See what a game physically is.
Reskin · Tune · VariantThree weights of building on an existing game: a reskin changes theme, assets and copy only (no maths gate); a tune changes config values only (maths gate applies); a variant goes further into mechanic parameters and needs a scaffolded game folder.
RGSRemote Game Server — the supplier-side stack (engine, launcher, wallet integration) that operators integrate against rather than hosting games themselves. Standout's engine + games-service together play this role. See the component map.
RTPReturn to player — the long-run percentage of stakes a game pays back (96–97% across the current catalogue). Configured as a target; proven by simulation; protected by a gate. See the Math-Sim report.
SandboxA safe, playable environment with a stub wallet and seeded players where a build can be experienced before any operator or real money is involved. See the Launch Lab.
ScaffoldThe CLI codegen (standout scaffold-game) that turns an approved spec into a real game folder in the engine repo — copy, rewrite, wire, ship as a PR. See the walkthrough.
Session JWTThe signed token minted at launch that carries player, operator, currency, bet limits and session id; the engine verifies it before any socket traffic counts. See stage E of the walkthrough.
Stub walletA fake wallet that honours the real wallet API — including its failure codes — so sandbox sessions exercise the same paths production will, fault injection included. See the Launch Lab.
TemplateA form-drivable snapshot of a base game: its manifest plus the config fields a builder may set, with real defaults. Today three exist, hand-copied; the roadmap automates extraction for all fifteen games. See the mechanics library.
Theme tokensThe palette, typography and named asset slots that define a game's look as data — the thing a reskin changes and a shared client shell consumes. The keystone build change. See what we should change.
VolatilityHow spiky a game's payouts are: low volatility pays small and often, high volatility pays rare and large at the same RTP. Tunes mostly exist to move this dial.
Worker / Workers for PlatformsA Worker is Cloudflare's serverless unit running at the edge; Workers for Platforms is the multi-tenant flavour where a platform hosts many isolated customer Workers behind one dispatcher — the decided target for hosting every game version. See edge delivery.