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TON Tanks

Telegram game: server-side battles and game systems

Product lead, backend and game systems
01 / The challenge

The challenge

Game progression, digital ownership, trading and the backend had to form one coherent product.

02 / How I approached it

How I approached it

My work covered game logic, backend, product decisions and coordination of development tasks. The server manages turns, action points, effects and damage, sends battle updates over WebSocket and records results. I also worked on launch, promotion and the TON/NFT side of the product.

System flow
  1. Player & tanks

  2. Turns & actions

  3. WebSocket updates

  4. Recorded results

What that means in practice

Architecture & decisions

01

The battle loop

A server-side battle coordinates PvP and PvE turns. Tank state includes health, armor, speed, abilities, effects, cooldowns and action points. The loop chooses the next turn, applies actions and damage, then sends available actions and state changes to clients over WebSocket.

02

Ownership, rentals and crafting

Tank access distinguishes an owner from a renter and accounts for cooldowns and rental limits. Crafting checks the input tanks and their ownership, then records a crafting document and the resulting game tank. Wallet links and NFT state are part of the asset model.

03

Live state and recorded results

The server maintains the active battle state while clients receive updates. Database records link a battle to its tanks and store outcome data, including damage and points. Telegram WebApp authentication connects the player session to the game API.

03 / The outcome

The outcome

The game reached 130k users. The independent project brought together game systems, backend development and launch work.

04 / Tools & technologies

Tools & technologies

Continue exploring

Modular Vehicles / Unity

Contact

Complex challenge? Let’s make it work.

Architecture, technical leadership, or a product that needs a solid foundation.

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