Technology and research

An honest split: what works on the portal, what requires connection, what is in development and what remains research. Describing an intellectual asset does not prove a patent, scientific validation or product readiness.

Works

Accounts and sessions

18+ sign-up recording the accepted terms versions, sign-in, sign-out, password change, session management, sign-in rate limiting.

Gaming passport and reputation

Profile with match and tournament history, rank and a reputation score from dispute outcomes.

Teams

Owner, captain, invitations, role transfer, logo and banner; player transfers from other teams of the same game with the consent of the player and their team, a 14-day dispute window and a public roster history.

Team finder

Looking-for-team and looking-for-group posts by game, region, roles and languages; up to three vacancies per team, an accepted application adds the player to the roster; a post lives 30 days. No stakes, no paid advantage.

Scouting

Search over public profiles: game, country, quick match rating, a looking-for-team post, activity; saved filters and a private watchlist. A player is not told who watches them; a private profile leaves search and every list.

Clans, clan wars and seasonal ladders

A clan brings together players of different games: owner, officers, invitations. A clan war is a Bo1/Bo3/Bo5 series with lineups of 1–6 players: challenge, answer, one side's score confirmed by the other, disputes decided by the portal team. A seasonal clan ladder per game (Elo, a season is a quarter) and a seasonal players' table from quick match rating.

Partner API, webhooks and widgets

API keys of an organising space (only a fingerprint is stored, 120 requests a minute), reading tournaments, participants, matches and standings; webhooks on tournament status, registrations and matches with HMAC signatures, replay protection and retries; bracket, registration, standings and calendar widgets for an iframe; documentation on the Developers page.

Venues and QR passes

Venues of an organising space are published once the portal team confirms their address and status; a new address sends them back for review. A tournament at a venue gives participants a QR pass (from 3 hours before the start to a day after), a venue issues guest passes for up to 7 days; a pass admits once, and reused, expired, revoked passes and passes of withdrawn entries are refused; online verification and provisional offline scans with server reconciliation are available; every entry is logged.

Organiser spaces and co-organisers

Owner, administrator and referee roles; per-tournament co-organisers; country restrictions.

Single and double elimination

Byes for top seeds, losers bracket, grand final and bracket reset; seeding by manual seeds, then XP, then registration order.

Round robin and Swiss

One or two legs; Swiss pairings by points without rematches and rule-based byes; draws at the organiser's choice. Buchholz, Median Buchholz and Sonneborn-Berger tie-breaks (MV-STANDINGS-1, MV-SWISS-1), settings frozen at the start.

Multi-stage events: groups, leagues and playoffs

Snake-seeded groups → a playoff (single or double elimination, or a gauntlet); round robin or Swiss → a playoff of the top N. Playoff seeding by group place keeping group-mates apart in round one, round dates by interval, the main stage locked once the playoff starts (MV-STAGES-1).

Gauntlet (stepladder)

Up to 16 entrants: the lowest seeds play first, each winner climbs to the next seed, the top seed plays only the final; places are unique.

Bo1–Bo7 series and points by level

Series length and points are inherited: tournament → playoff → lower bracket → group → round or stage → match; series scores are checked against the wins needed, and a referee may change one match before its result (MV-SERIES-1).

FFA: lobbies with placement points

Snake-seeded lobbies, several games per round, placement and kill points, the best of each lobby advance to a final lobby; referees enter versioned results, games can be disputed, the next round waits for decisions (MV-FFA-1).

Registration review, admission, questions and rosters

Approval or rejection with a reason, a registration deadline, admission criteria (confirmed email, account age, XP and matches in the game — for every roster player), up to five questions (answers visible to organisers and referees only), roster lock and organiser substitutions with history.

Circuits and seasons

Cumulative weighted points, qualification to finals, divisions with promotion and relegation, frozen season history in the gaming passport (MV-CIRCUIT-1).

Templates, ratings, cloning and safe regeneration

Tournament templates with categories, statistics and participants' ratings from real events; participants rate an event within 30 days; copies into drafts; regeneration of a bracket, round, groups, playoff or lobbies only before the first result; structure preview before the start; the tournament's history from the log.

Leaderboard tournaments

Stat weights, best-of-N, submission window, KDA and kills tie-breaks, review of implausible lines (not anti-cheat).

Game Day, schedule, results and disputes

Game Day screen: the player's current events, opponent, time, readiness, lobby, format, evidence and the way forward, with the current state explained and the one action available; calling the referee to a match with a reply (one open call per side; an unanswered repeat escalates); the event's incident queue with priority, assignee and escalation to the space's owners; match pause; a documented reason for decisions against a reported score; correcting a decided match after later matches were played, with the consequences previewed and the affected matches replayed; map veto by the event's pool and the series length (MV-VETO-1). Report, confirmation, match check-in, referee decision, no-show after a grace period, disqualification, versioned correction, disputes of decided matches; venues, placing a round on venues in waves, moving a round and shifting the schedule with notifications, overlap checks for venues and entrants, across tournaments too (MV-SCHEDULE-1).

Standings, rankings and awards

Final placements from confirmed matches; ranking titles are first places of completed events; a winner's award in coins is set by the operator and paid once per champion.

Progression: XP, ranks, objectives, season pass

Credits only for confirmed activity, never twice.

Coins and cosmetics

Coins with no cash value: never bought, withdrawn, transferred or staked.

1v1 challenges and quick match with parties

No stakes; quick match pairs only real players from the queue — one on one or parties of the same size up to five (MV-MATCH-1). The match exists after every player confirms a 90-second ready check; declining or not answering closes the queue for a while, players who confirmed keep their place. A rating per game with history (MV-RATING-1) changes only through quick matches.

Referral programme

One code per account; the referrer is rewarded after the referee's first confirmed match.

Images: logos, banners, evidence

PNG, JPEG, WebP with signature checks and limits; evidence is visible only to the match's participants and referees.

Fair play: reports, sanctions, appeals

Report → review → a measure with the rule and its version, evidence (digest in the decision log), a confidence level and reasoning; a protective hold of up to 72 hours only during a review; one appeal within 14 days, decided by another staff member (MV-CONDUCT-1). The public trust page shows the rules and anonymised counts only.

Control centre and MFA

Staff access with a second factor; nine roles by duty, each sees only its sections, checked on the server; step-up for sensitive decisions; hash-chained log; a staff view of a private profile is marked and logged.

Streams, recordings and overlays

The organiser assigns a stream or recording to the event or a match after confirming the rights to show it; the match's players are notified. Twitch and YouTube play on the portal only after a click. Media: events under way, schedule, recordings; no viewer counts. OBS overlay and JSON: score from the match record, official or reported.

Messages from the portal team

Operational and marketing messages to a segment of accounts (audience, game, country, activity) with a notification and a page in the portal. Marketing only with consent and at most 2 in 7 days; every recipient has a delivery status and openings are counted. Not sent by email.

Feature switches, maintenance and status

The infrastructure role switches off new starts by feature without a release and turns on maintenance with a banner; changes are logged. Status panel: database, queues, delivery errors, incidents, the scheduled job, presence of settings without values.

Membership applications and invoices

Separate states for application, invoice, payment and membership; accepted terms are versioned.

Partner and direction applications

Stored in the database and routed to the administration work queue.

In-portal notifications

Invitations, matches, results, disputes, challenges, awards, invoices.

Data privacy

Profile visibility, personal data export, separate marketing consent, account deletion with anonymisation.

RU / EN interface

Localised routes and switching language on the same page.

Chains of three or more stages

For example Swiss → groups → playoff: up to three stages in rounds between the main stage and the playoff, each filled from the final table of the stage before, a stage locked once the next starts, places by the stage an entrant reached (MV-STAGES-2).

Academy and coaches

A coach is published after the portal team verifies the experience; programmes by game and level; a training request reaches the coach's queue; sessions without overlaps and in the calendar; progress records keep observation, recommendation and measurement apart. The portal takes no payment for sessions; AI reviews and school programmes are in development.

Venue map

The map and list share name, game, type, country and city filters. Organizers supply entrance coordinates and games; changes require review. The map loads on request without asking for the visitor’s location. Venues without coordinates remain in the list.

Clubhouse: events, stations and entry

Opening hours, conflict-checked bookings, free events, RSVPs and waiting lists. Offline scans are provisional: the server checks revocation and reuse on sync. A verified venue is required; the map shows reviewed coordinates.

Gamer dating 18+

Separate consent, preferences, discovery and mutual matches, private messages, blocks and moderation. Ranking by confirmed gaming results requires both members to opt in. Optional nearby discovery uses a rounded location for seven days and a 25–250 km radius. Voice and video are implemented; public calls require a configured relay.

Pass: missions and gifts

Daily, weekly and seasonal missions, game preferences, history and replay-safe rewards. Gifts require declared inventory at verified venues, reservations and collection codes.

Requires connection

Email confirmation and account recovery

Code is ready: single-use expiring links and a retried email queue. Requires an email service (Resend or SMTP).

Online membership payments

Card payments are prepared through Maximus Sports under an internal agreement with MAXIMUS VEGAS L.L.C-FZ. Activation requires a verified connection and approved offer terms.

Game publisher integrations

Requires approved access and keys (Riot RSO, Steam, PUBG API, etc.). Until then, manual verification with evidence.

Sign-in with Google, Steam, Epic

Requires registered apps with each provider. The buttons are not shown until sign-in is real.

CS2 server contour

Provisioning, RCON, demos and match recovery run on separate infrastructure.

White-label domains

Partner's own domain and branding.

P2P Cloud Gaming

Reviewed hosts, session allocation, WebRTC, Arena input, connection metering, key revocation and a Linux agent are implemented. Operating machines, a relay and GPU/game compatibility acceptance are required. Dedicated server management is listed separately.

Dedicated game servers

Node and template review, resource and port reservations, schedules, controls, team roles, private logs and backups are implemented. Operation requires a verified Linux node, an authorised game image and network acceptance. Paid rental is disabled.

Verifiable statistics and Web3

Signed intake with player consent and source review, record confirmation, private exports and integrity checks work. On-chain anchoring requires a deployed contract and RPC; bought coins, withdrawals and paid game entries are disabled.

In development

Clips, highlights, co-watch reviews and creator profiles

Additional media features; streams, recordings and overlays are listed separately as working.

Group communities, discussions and voice

With moderation and limits for minors.

Shop and marketplace

Real orders and confirmed goods only.

Sponsor workspace and partner sandbox

Sponsor campaigns and attribution, a dedicated sandbox. API, signed webhooks and widgets are listed separately.

AI assistants for players, organisers, coaches

Act within server-side permissions; critical actions are confirmed by a human.

Guardians, schools and wellbeing

Versioned consents, time and spending limits, contact restrictions.

Research

Stat verification through publisher APIs

PUBG: match telemetry with bot kills filtered out; CS2: demo parsing from match share codes. Separate work per game; keys live on the server only.

Own anti-cheat and ML signals

Real-time anti-cheat needs a game-side component and cannot be built by a website. Model signals trigger review, they are not proof.

CCTV analytics for venue security

Only with separate justification and permissibility.

Pupil-reaction analysis

Not applied to players: no conclusions about health, personality or honesty.

ACEXIS identity

A digital-solutions direction from the IP register; not a gaming product.

AI sales analytics, personalised news and loyalty

For partner programmes and permitted recommendations.

Intellectual asset directions

  • AI-based analytics of sales of goods and services
  • Personalised news, loyalty and bonus programmes
  • CCTV video stream analysis for security
  • Pupil-reaction analysis for identification and functional state
  • Digital solutions and the ACEXIS identity

These directions are recorded in the internal IP register. Biometric and medically sensitive directions are not applied to players until the method, data, rights and permissibility are verified.