Provable Gaming on Kaspa: The Complete Six-Part Roadmap
Sovereign age verification, sybil-resistant gamer tags, sub-millisecond ZK on mobile, and a permissionless L2 so anyone can run game servers and earn. The six project roadmap.
If anyone was wondering, I haven’t abandoned Kaspa Kinesis. In fact, I’m working on several different pieces that will all come together in the end:
QSSM: an easy-to-use zero-knowledge system that requires no trusted setups, no prover networks, no global state, and runs on mobile devices. (Not a zkVM, not a VM, not an L2.)
ID Vault: lets users store private info like IDs and passwords on-device, then generate a proof whenever any third party needs to know something (e.g., “Is the user age-verified?”) without ever revealing the actual ID. The idea is simple: do that painful live “Verify with ID” process only once (or when the ID expires) and reuse the proof everywhere. Kaspa Kinesis will use it for verified gamer tags, friend lists, stats, and more—without doxxing the player and while preventing sybil attacks. My goal: protect the kids. I don’t want Roblox drama over here and now game devs can age restrict in BOTH ways. So think about it: “Is user > 18?” Yes→ Can’t play with kids that are < 18. Can even tighten it further so kids in same age group play together. All without revealing anyone’s DoB/sensitive info.
Browser Extension for ID Vault: makes “ZK Sovereign Login” seamless for everyone—from big companies to solo devs. Legacy password managers stay supported for people who want them.
MSSQ: a custom L2 that lets anyone run a server, charge small fees in Kaspa to route/verify game data, and anchor the important bits back to the Kaspa main chain. Players pay the micro-fee instead of getting crushed by base-layer costs as Kaspa matures.
Kaspa Kinesis (Refactor): change current approach that is directly on Kaspa to be the tournament version. Then add logic to use the new custom L2 with voice-chat and streaming that’s scalable.
Unreal/Unity Plugins: Time to target indie game devs and make it seamless for them to start creating unstoppable games without the potential surprise AWS bill.
But here’s what changed my timeline.
Once I got voice chat working in the game engine, it became obvious that the whole Kaspa network could realistically handle only about 500–1,000 concurrent users. Not long after, I saw Michael Sutton’s proposal for handling the incoming zk-proof fee increases (10x–100x once heavy usage hits). That alone will make hardcore gamers think twice about paying to play. If Kaspa’s price rises too, it gets even worse.
So the custom L2 isn’t a “nice-to-have later” anymore—it’s needed sooner rather than later.
A prime piece of the puzzle is the ZK tech itself. Every real-world ZK system deployed today is tied to an L2-style architecture or prover network because they rely on universal circuits, zkVMs, polynomial commitments, or recursion-heavy STARK machinery. None of them are stateless or mobile-optimized.
That’s exactly why I built QSSM: a specialized, non-universal ZK proving engine built from standard, well-understood primitives and stripped of all the generic circuit machinery I don’t need. I’m past the proof-of-concept stage and now working toward a fully specified, implementation-linked, simulation-based ZK theorem—with the goal of end-to-end formal verification. If I succeed, it would be the first of its kind. (There are almost no end-to-end formally verified cryptographic systems at all, let alone in the ZK space.)
I’ve already got a working Proof of Concept: ID Vault that uses this QSSM proving system so all user data stays on-device. I’m still finishing device fingerprinting to prevent sybil attacks, but thanks to the paper at https://arxiv.org/html/2407.00543v1 I think we have a very solid path forward.
When I first set out to create QSSM, I was confusing some of the L2 pieces with the ZK pieces. Traditional zk-tech tightly couples them so it can do arbitrary computation and be Turing-complete. I don’t care about arbitrary computation or being Turing-complete right now. I just want simple truths—like “Is X > Y” or “Is X within Y–Z range?”—made with simple templates that can be chained together, with no way for anyone except the proof creator to know the actual values. That said, from what I understand, another compiler plus recursion could be added on top later to make it Turing-complete if someone needs that.
The Roadmap (in order)
Formally verify QSSM
Polish ID Vault
Create Browser Extension for ID Vault
Create MSSQ L2
Refactor Kaspa Kinesis to use MSSQ L2
Unreal/Unity Plugins
I’m hoping MSSQ ends up general-purpose enough that anyone can use it for routing any kind of data—creating a new marketplace for decentralized real‑time routing. Maybe other utilities could be added too like pinning data if needed. Sure, cloud computing exists — but it’s centralized and trust‑based without cryptographic guarantees or immutable anchor states. Nor can anyone contribute and start earning.
This whole stack is being built in public, one piece at a time. The goal is still the same: provable anti-cheat multiplayer gaming on Kaspa—fast, cheap, private, and scalable.
If any of this sounds interesting to you—whether you’re a game dev, a Kaspa builder, or just someone who wants sovereign identity without the usual blockchain circus—drop a comment or check out the repos on GitHub:
QSSM: https://github.com/peavey2787/qssm-rs (Works, but still hardening towards formal verification)
Kaspa Kinesis: https://github.com/peavey2787/KaspaKinesis (Works, create unstoppable games today)
MSSQ: https://github.com/peavey2787/mssq-rs (Very early/messy; not even PoC yet but the p2p-net stack is premo)
Feedback, audits, and real use cases are all welcome.
We’re not chasing another zkEVM or rollup clone. We’re building the minimal, mobile-first, provable foundation that actually works for real-time games and sovereign identity.
One verified piece at a time. All of them together.
See you on the other side of formal verification. 🤞


