On-Chain / Off-Chain Boundary Guide

This page is being written.

Named as the second-highest-priority missing document in docs/strategy/08-ux-strategy.md and docs/strategy/12-documentation-architecture.md.

Tracked in: salazarsebas/Cougr issues


What this guide will cover

Developers coming from traditional game development or web backends often hit the same wall: what logic actually needs to be on-chain, and what doesn't? Getting this wrong is expensive — literally, in gas fees.

This guide will answer:

  • Which game state must live in Soroban contract storage vs. what can stay off-chain
  • How Cougr's observed components (impl_component_observed!) bridge the gap with real-time events
  • Patterns for off-chain movement with on-chain settlement
  • Resource cost intuition: what makes a transaction cheap vs. expensive

Check back soon — or watch the repository to be notified when this page goes live.