A private line to the edge.

AbyssLink is a backend-initiated mTLS control plane. It carries heartbeats, native ping, health, and threat signals — without installing a handler in the gameplay pipeline.

EditionPremium only
TransportmTLS · pinned leaf
DefaultDisabled
Evidence16/16 mTLS interop

Not another public API.

The backend dials the proxy. A private listener verifies the client certificate and pins the backend leaf to a node identity. There is no public HTTP mutation endpoint and no remote game administration in v1.

Direction
Backend-initiated; the proxy accepts and never dials the backend.
Identity
Client chain validation plus a constant-time SHA-256 pin of the backend leaf.
Capabilities
heartbeat is required; ping, health, and threat negotiate on top.
Gameplay
No handler is installed in the gameplay pipeline. Existing forwarding and verification remain the security path.
ABYSSLINK / SESSIONPRIVATE BIND
Backend nodeclient cert
TLS chain + leaf pin
AbyssLink listeneradmission · 16
capability intersection · heartbeat
Native pingbounded executor
deadline · stale reply discarded
Aggregate metricsno player/IP labels
v1 is a control plane. Remote admin, transfers, player blacklist actions, and gameplay compression are out of scope.

Premium is the gate, not a detail.

AbyssLink requires the Premium distribution, a valid entitlement, and the separate AbyssLink plugin entitlement. Loss of entitlement disconnects the control session; ordinary proxy processing keeps its policy.

ENTITLEMENT CHECKFAIL-OPEN
EditionPremium
LicenseVALID
Plugin entitlementabysslink
Control sessionallowed
A Premium label alone does not prove validation. The runtime reports the edition; the control plane reports the heartbeat.

What v1 does, and what it refuses.

The narrow scope is the point. AbyssLink is useful precisely because it does not become a second way to mutate the game.

In scope

  • Authenticated node heartbeat
  • UUID-based native ping with deadlines
  • Health reports and advisory threat signals
  • Fixed-cardinality aggregate metrics
  • Bounded admission, queues, frames, and backpressure

Not in v1

  • Remote administration or transfer commands
  • Player blacklist actions through the control plane
  • Gameplay packet compression
  • Public HTTP mutation endpoints
  • A claim of live production gameplay ping
Evidence, not marketingReal-peer mTLS interoperability with SourbyCraft passes 16/16 checks. Live cross-fork gameplay ping through a production proxy is not demonstrated, and no external penetration test is claimed. Read the full boundary.