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The Arcane SDK is how your game talks to Arcane Powered. Link it once (Rust crate or C ABI) and you get the platform integration path for ownership, achievements, cloud saves, friends, and the rest of the Arcane surface — with multi-engine bindings (Unity, Unreal, native).

Integration in practice

For launch, you do two things:
  1. Link the SDK
  2. Call arcane_init with your portal public key
That is the default path. arcane_init checks ownership at launch automatically, unless the cached drm_enabled flag is false — then it succeeds without a ticket. You do not wire a separate ownership step unless you want a custom flow.

Quickstart

Link the SDK and call arcane_init at launch.

Ownership

What init does by default, and when DRM is skipped.

Rust API

Public functions and types for native Rust games.

C ABI

FFI for Unity, Unreal, and other native engines.

Portal public key

Each title gets a public key generated in the Arcane portal. Pass that value to arcane_init (and related APIs). It identifies your game to Arcane Powered — it is not a hand-picked slug or package name.

Shipped today

Ownership is the first platform surface in this crate. More Arcane Powered capabilities land in the same SDK as they ship — one dependency, one integration story.