Build a game on Zomo
Zomo runs the accounts, the lobby, the viewers and the money. Your game runs the game.
Last updated 2026-08-09
What each side owns
Zomo gives you: sign-in across four platforms, the lobby and room system, the viewer layer with no registration, the diamond economy, leaderboards, fifteen languages, and the audience itself.
You give Zomo: a manifest describing your game, a browser client, and a game server that speaks one WebSocket protocol.
The manifest is the whole interface
You declare your room settings, your viewer items and their diamond prices, and your scoring metrics in one document. Zomo renders the lobby form, the viewer panel and the leaderboards from it without knowing anything about your game.
That is the deal worth understanding: you never build a settings screen, a payment flow or a spectator UI. You declare what exists and the platform draws it.
Viewer items
A paid item costs diamonds, not money. By the time your server sees it, it is already paid for — you receive the effect with the number of diamonds spent and an idempotency key, and you either apply it or say why you did not. Silence for 30 seconds refunds the viewer automatically.
Keep at least one paid item at or under 100 diamonds, so a viewer who has just signed up can use it with the welcome grant.
Getting the contract
The full specification — manifest schema, the WebSocket protocol, the ticket format and the JWKS endpoint your server verifies against — lives in docs/GAME-INTEGRATION.md alongside the code, so it can never be a version behind.
Email support@zomogames.com and we will send it over along with a game id and a shared secret for the sandbox.