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Notes from
the build.

EngineeringOct 7, 2026

How We Benchmarked Recorded-Video Verification, and What the Result Does Not Say

38 clips across 14 titles and no wrong automatic settles. Here is how the offline benchmark was run, and where its limits are.

EngineeringOct 6, 2026

Settle, Hold or Void: How a Settlement Decision Gets Made

An event moves through six states, every move is one verb, and below the confidence threshold the answer is hold, not a guess.

ProductSep 25, 2026

Running a Portfolio Campaign on PLLAY

What a gaming platform can run today, how a provisioned partner reads participation, and what is still not on the public offer.

EngineeringJun 25, 2026

Why We Moved Off a Third-Party Identity Provider to Supabase Auth

Authentication and the rest of the platform's data used to live in two different places. This month they moved into one.

ProductMay 26, 2026

Cutting Creator Onboarding From 9 Steps to 2

Every step in a signup flow is a chance for someone to leave. PLLAY's creator onboarding had nine of them.

EngineeringMay 12, 2026

Introducing the PLLAY Partner API: Infrastructure for Platforms, Not Just an App

The logic that makes a PLLAY prediction pool work was never actually specific to PLLAY's own interface. This is the start of making it reusable.

EngineeringApr 23, 2026

Building PLLAY's Real-Time Operations Center

When a contest launch flow drops to under ten seconds, the team running the platform underneath it needs to move at the same speed.

CompanyMar 13, 2026

Behind the Scenes: Getting Ready for PLLAY's First Games

Picking the first titles to launch with is less about which games are popular and more about which ones we can resolve correctly, every time.

CompanyFeb 19, 2026

The Case for an Agent Operating Layer

Settlement, fraud checks, and disputes don't scale if a person has to look at every one of them. Here's why we're designing PLLAY's back end to run mostly on its own.

CompanyFeb 12, 2026

Designing for Creators First

What does a monetization feature look like when it's designed around the fifteen seconds a creator actually has to use it, not the fifteen minutes a product demo has to explain it?

CompanyJan 22, 2026

What "Skill-Weighted" Means, and Why We're Building Around It

Not every prediction should count the same. Here's the idea we're designing PLLAY's core mechanic around.

CompanyJan 15, 2026

Why Watching Isn't Enough Anymore

Fandom used to end at the chat window. We think the next generation of live audiences wants more than a reaction emoji.

Press releases → News