LootLocker has SDKs for Unity, Unreal, Godot. If you're building in MonoGame or a plain C# project, you're on your own.
I ran into this myself while working on Edin's Gate. Wiring raw HTTP calls to a backend you didn't build gets old fast. So I built a wrapper and figured someone else might need it too 😊.
What I covered 🔥
Auth: guest sessions with automatic player identity persistence, Steam login.
Player: profile info, display name, server-side key-value storage.
Commerce: currencies, wallets, balances, catalog browsing, credit and debit.
Leaderboards: submit scores, fetch rankings, member lookup, full metadata
Progressions: XP systems, battle passes, skill trees.
Triggers: achievement-style reward firing, single and batch.
How it's built 🧠
Three .cs files. .NET 8, System.Text.Json, no Newtonsoft. Single static HttpClient. CancellationToken on every async method. Full XML docs & IntelliSense on everything.
Comes with a README and a working MonoGame demo project 💯
V2 is already planned — Characters & Heroes, real money purchases, additional auth providers. Existing buyers get it at no extra cost 🔥.
If you're building a game in C# and need a backend that just works, this might save you a few days.
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Built an AI-powered customer support chatbot for Fontty Games from the ground up.
Designed the system prompt architecture, intent scoping, and structured JSON output pipeline using the DeepSeek API. The assistant — Sir Alfonzo Quareno IV — handles game inquiries across three titles and escalates flagged cases (refunds, bug reports, collabs, and more) by collecting user data conversationally and logging it automatically to Google Sheets via a custom Apps Script webhook🔥.
Key engineering decisions:
Structured JSON output enforced via response_format to guarantee parseable replies
Stateless service with conversation history managed per session on the frontend
Escalation logic driven entirely by model output — no hardcoded UI triggers
Prompt designed to resist persona attacks, scope creep, and language confusion
Built on Blazor Server with MudBlazor for the frontend.
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The most annoying parts of shipping a game have nothing to do with the game itself — store assets, achievement icons, press kits, watermarks, favicons etc.
It's all busywork that takes you away from actually building.
I made Kur Forge Toolkit to handle all of it. 12 tools in one offline desktop app, built with .NET MAUI and SkiaSharp. No subscription, no internet required, no jumping between five different apps🚀 .
Store assets, locked achievement variants, press kit PDF and zip, watermarks, favicons, sprite sheet slicing, image framing, resizing, cropping, compression, format conversion, color palette extraction — it's all there💯 .
Available now for Windows🔥 .
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Screenshots from My game Sunset Sprout, Available on Steam, I recently released the first major expansion for the game, adding a whole new island, questline and 4 more language localization.💯 🎉
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A full-stack web and Android app that turns Wikipedia into a personalized daily reading feed. Users pick from 160+ topics and get one fresh article per topic daily, with swipe-based rating, article saving, and reading streaks.🚀
Built with Blazor WASM and Supabase. Arabic localization included. Android version in review.🔥
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Dungeon Of Kur 🔥
A simple Clicker game designed for Android devices. Made with my own android game engine based on the Monogame Framework, includes Leaderboards, rewards and online activates🚀
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Built a drop-in Steamworks integration kit for MonoGame, extracted and cleaned up from my shipped Steam game Sunset Sprout🚀
Covers achievements, leaderboards, stats, friends, cloud saves, rich presence, overlay, DLC management, and Steam Deck detection — all behind clean static method calls with zero boilerplate. Full documentation included.