- Session key
- A temporary signing key scoped to specific actions (crafting, match entry, listing) so players approve once instead of every transaction. The parent wallet can revoke session keys. Common in Solana games using Magicblock or similar session frameworks.
- Compressed NFT (cNFT)
- An NFT stored via Solana state compression, lowering mint cost for large collections. Ownership proofs use Merkle trees rather than individual on-chain accounts. Games use cNFTs for mass achievement badges.
- Token gate
- Access control that verifies a wallet holds a required token or NFT before unlocking content, channels, or features. Usually read-only; should not require transfer approval for basic membership checks.
- Embedded wallet
- A key pair created inside an app or by an SDK, often tied to email or OAuth login. Recovery depends on the vendor — distinct from importing a seed phrase into Phantom.
- Emission schedule
- The planned rate at which a game or protocol releases reward tokens over time. Verifiable on-chain via mint authority and program instructions. Press kits sometimes conflate testnet and mainnet figures.
- Token sink
- A mechanic that removes tokens from circulation — crafting fees, upgrade burns, or entry costs. Economies with weak sinks often see reward token inflation.
- Soul-bound token
- A token designed not to be transferred between wallets, used for reputation, credentials, or non-tradeable achievements. Implementation varies; verify whether "soul-bound" is enforced by program logic or policy only.
- Priority fee
- An optional extra lamports attached to a transaction for faster inclusion during congestion. Mobile games batching many player actions may set priority fees programmatically.
- Program ID
- The public address of a Solana program (smart contract). When verifying a gate or marketplace, compare program IDs against official project documentation — not just the front-end URL.
- RPC endpoint
- A server URL wallets and apps use to read chain state and submit transactions. Games may run private RPCs for reliability; players rarely configure this directly unless self-hosting tools.