Build the Next Generation of Games on QIE
Blockchain gaming lives or dies on transaction volume: frequent, small, and time-sensitive. QIE is an EVM-compatible chain built for exactly that. Mint NFTs, run play-to-earn economies, and move in-game assets without fees or wait times getting in the way.
Don't let the blockchain get in the way of the game
Most of what makes a blockchain good for DeFi makes it a poor fit for games. Here's where that friction usually shows up.
Games generate a high volume of small transactions: item drops, crafting, match rewards. A network where fees average $0.17, like Ethereum's independently measured current rate, turns routine in-game actions into expensive ones.
Players expect an action to confirm before they move to the next one. A chain with multi-second or multi-minute finality breaks that expectation and breaks immersion with it.
Studios have already invested in Unity or Unreal, Solidity knowledge, and MetaMask-based wallet flows. A chain that is not EVM-compatible means rewriting contracts and integrations from scratch.
Blockchain game development without the usual tradeoffs
One chain, built to handle what games actually need from it.
Performance
Cost
EVM compatibility
Interoperability
Already building in Unity or Unreal?
QIE does not publish its own Unity blockchain SDK or Unreal plugin. What it does have is full EVM compatibility, which means the standard Web3 integration approach studios already use for Ethereum-based games works here too.
Connect a wallet with WalletConnect or a similar library, point your RPC provider at QIE's network, and call your deployed contracts the same way you would on any EVM chain. Existing community Unity and Unreal Web3 plugins built for generic EVM support can be repointed at QIE by changing the network configuration, no rewrite required.
// hardhat.config.js module.exports = { networks: { qie: { url: "https://rpc1testnet.qie.digital", chainId: 1983, accounts: [process.env.PRIVATE_KEY] } } }; // QIE testnet config shown; see docs.qie.digital for mainnet
Keep gameplay off-chain, blockchain where it adds value
Putting every game action on-chain is slow and unnecessary. The common, practical pattern is a hybrid architecture: core gameplay, physics, matchmaking, and real-time state run on your regular game servers, the same as any non-blockchain game.
The blockchain layer handles the parts that benefit from verifiable ownership: minting an item once it's earned, recording a trade between players, or settling a reward. That keeps latency-sensitive gameplay fast while still giving players real, portable ownership of what they earn.
What typically stays off-chain
Movement, combat resolution, matchmaking, session state, anything that needs to update many times per second.
What typically goes on-chain
Item minting, ownership transfers, marketplace trades, reward payouts, anything that benefits from being verifiable and permanent.
NFT gaming: assets, ownership, and trading
How NFT games turn in-game items into something players actually own, on an NFT gaming blockchain like QIE.
Assets
Ownership
Trading
Designing a game economy that holds up
Play to earn games only work if rewards, tokens, and ownership come together as a real economy.
Rewards
Tokens
Ownership economics
What to look for in a blockchain for your game
The criteria that actually affect a game's economy, and where QIE lands on each one.
| Criteria | Why it matters for games | QIE |
|---|---|---|
| Avg. transaction fee | Sets the floor cost of every mint, trade, and reward payout | $0.0001 |
| Block finality | Determines how long a player waits before an action is confirmed | < 2s |
| Throughput capacity | Headroom for high-traffic moments like a drop or tournament payout | 25,000+ TPS |
| EVM / Solidity support | Lets you reuse existing contracts, audits, and developer tooling | Yes |
| NFT token standards | ERC-721 and ERC-1155 support for unique and stackable items | Yes |
| Consensus | Affects security assumptions and validator decentralization | Delegated Proof-of-Stake |
| Fee model | Whether fees are simply paid out or partly removed from supply | 80% of gas fees burned |
What you can build on QIE
The same low-fee, EVM-compatible foundation that Web3 games need applies across genres.
Character progression, gear, and crafting materials minted as NFTs that persist and trade independently of any single server.
Territory, resources, and unit ownership recorded on-chain, with low fees keeping frequent strategic actions affordable.
Card and collectible games where each item is a verifiably scarce, tradable ERC-721 or ERC-1155 asset.
Tournament payouts and match-based rewards settled quickly thanks to sub-2-second finality.
Land, avatars, and in-world assets owned by players and tradable across a persistent, low-fee economy.
Grants for game studios building on QIE
Whether you're a solo developer or an established blockchain gaming company, the Developer Grant Program funds QIE projects, including games, from 5,000 to 500,000 QIE, with mentorship included.
Apply for a GrantGames already built on QIE
Live play-to-earn games running on QIE today, not concept art.
QIE Lottery
A provably fair, blockchain-powered lottery game on QIE, built for transparent, verifiable outcomes.
Pawsome
A dog-racing game built on the QIE blockchain using a play-to-earn gaming model.
QIE Doodle
A nostalgic play-to-earn doodling competition game on QIE, where players battle other players to win.
From design to launch on QIE
Five steps of Web3 game development, from concept to a live, on-chain economy.
Design
Build
Integrate
Deploy
Launch
Developer resources
Everything you need before you write your first contract.
Documentation
Full developer docs covering network setup, smart contract deployment, and core concepts.
Read the DocsTestnet & faucet
Free QIE testnet tokens so you can mint, trade, and test your game's economy before spending real funds.
Get Testnet TokensBlock explorer
Track mints, trades, and contract activity on the live QIE network.
Open ExplorerFrequently asked questions
What studios and solo developers actually ask before building a Web3 game.
Start with your game engine as usual, Unity, Unreal, or otherwise, and decide which parts of the game actually need to be on-chain: usually asset ownership, trading, and player rewards, not core gameplay logic. Choose an EVM-compatible chain so you can use standard Solidity contracts and existing tooling like Hardhat, Truffle, or Remix. Write and test your NFT or token contracts on testnet first, using free testnet tokens, then connect a wallet like MetaMask so players can hold and trade their in-game assets before deploying to mainnet.
In-game NFTs are typically issued through one of two Ethereum token standards, both of which work on any EVM-compatible chain including QIE. ERC-721 is used for unique, one-of-a-kind items like a specific character or rare weapon. ERC-1155 is used for items that exist in multiple copies, like stackable currency or common crafting materials, in a single contract. You deploy the minting contract with standard tools like Hardhat or Remix, then connect it to your game's inventory system so ownership shown in-game matches ownership on-chain.
It depends on what your game needs most. For frequent, low-value transactions like minting common items or paying small in-game fees, look for low average transaction costs and fast finality so players are not left waiting. For code portability, EVM compatibility matters, since it lets you reuse Solidity contracts and standard wallets like MetaMask instead of learning a new language. QIE is built around that combination: a published capacity of 25,000+ TPS, sub-2-second finality, an average fee of $0.0001, and full EVM compatibility. Weigh those specs against your game's actual transaction volume and existing tech stack rather than picking on reputation alone.
QIE does not currently publish its own Unity or Unreal plugin. Because QIE is fully EVM-compatible, standard Web3 integration approaches built for any EVM chain work the same way here: connect a wallet through WalletConnect or a similar library, point your RPC provider at QIE's network endpoint, and call your deployed smart contracts the same way you would on Ethereum or another EVM chain. Existing community Unity and Unreal Web3 plugins built for generic EVM support can be pointed at QIE by changing the network configuration, without needing a QIE-specific SDK.
Play-to-earn describes games where playing can produce assets, usually NFTs or tokens, that hold real value and can be traded or sold on a secondary market, rather than staying locked inside the game. Players typically earn these assets through gameplay milestones, competitions, or in-game economies, then trade them peer-to-peer or on a marketplace. It's worth noting that play-to-earn economies are only sustainable if enough real demand exists for the assets being earned. Studios should design the underlying economy carefully rather than assuming rewards alone will hold value long-term.
Cost depends on your contract's complexity and how many items you mint at once, but the network's average transaction fee sets the floor. On QIE, the average fee is $0.0001, compared to Ethereum's independently measured average of $0.17 as of August 31, 2026, per chainspect.app. That difference matters most for games minting frequently, common drops, crafting materials, or per-match rewards, where fees on a higher-cost network can outweigh the value of the item itself.
Not entirely, at least not on QIE today. There is no dedicated no-code blockchain game builder offered by QIE. You'll still need a game engine like Unity or Unreal for the game itself, and a Solidity smart contract for any on-chain assets. That said, the coding burden for the blockchain half is smaller than it sounds: template tools like OpenZeppelin's Contract Wizard can generate a standard, audited ERC-721 or ERC-1155 contract without writing one from scratch, which covers a large share of what most games actually need on-chain.
Build Your Game on QIE
Full EVM compatibility, near-zero fees, sub-2-second finality, and a Developer Grant Program waiting for your project.
