

Cryptographic fog of war: in an ordinary game the server always knows where everyone is and just hides it from you. Here, nobody knows. Your position lives only on your own machine, sealed inside cryptographic commitments; your opponent, the network and even the deterministic referee that judges every move cannot see through it. You reveal yourself only by your own choices: sprint and you'll be heard (a single honest 'something moved nearby': no direction, no name), creep and you're silent but slow, carry your torch and you see six tiles, smother it and you see two but show nothing. Sight is one-way: read a rival's shadow and they learn nothing until you strike from what you saw, and they find out a round too late. Claiming a shrine takes a 20-round rite that publishes your exact tile the whole time: the points that win a timed-out delve cost you your hiding place. A two-player duel: last one standing, or most shrines when the torch burns down.
Provably fair, by construction
Matches run inside a XAYA game channel with cryptographic fog of war: every move is a hidden commitment, opened only as far as the rules demand, so nobody (not your opponent, not the server, not even the deterministic rules blob that referees the match) learns where you are until the rules themselves make it public. Sight is one-way and silent, hearing is a single honest bit, and cheating is not rejected but convicted: the audit replays your whole committed path, and the on-chain dispute protocol settles any match a cheater or a vanished player leaves behind.
Game channels & GSPs, explained
