Skip to content

Game Management

The Games section lets you create and manage game configurations. A configuration is a per-operator instance of one of our games with its own:

  • Basic info — name, slug, description
  • Game parameters — bet limits, RTP / house edge, and game-specific mechanics
  • Layout — the on-screen arrangement of game elements
  • Visual design — backgrounds, logo, fonts, colors, sounds (Dice has its own AI / manual design step)

Open Games in the sidebar. At the top, pick an operator from the Select Operator dropdown to see that operator’s configurations.

Column Description
Game Name Display name of the configuration
Operator Which operator owns this configuration
Slug Game slug used in the launch API
Type The game the configuration is built on
Status Draft, Active, or Archived
Version Configuration version (vN)
Created Creation date

Use the status tabs (All / Draft / Active / Archived) to filter.

Action Description
Edit Open the game editor wizard
Preview Launch a demo preview in an iframe (see Game Preview)
Version history View previous versions and roll back
Global / Private toggle (Platform admin only) make a game available to all operators or just the owner

The header Create Game button starts a new configuration.


Create Game opens a multi-step wizard. The steps adapt to the game type. The footer always has Back, Save Draft, and Next (or Publish Game / Update Game on the last step).

  1. Operator — choose which operator owns this configuration. (Skipped when editing.)

  2. Basic Info — Game Name, URL Slug (auto-generated from the name), and an optional Description.

  3. Configuration — first pick the Game. After creation the game is locked (shown as a read-only badge) because changing it would invalidate the saved design and history. Then set the game-specific parameters — see Game Parameters.

  4. Layout — choose how game elements are arranged on screen. Crash auto-selects its fixed Aviator-style layout (bets left, game center, chat right).

  5. Visual Editor (Plinko, Crash) — upload assets and tune colors with a live preview. Dice replaces this with a dedicated Design step (AI Design Studio + manual token editor).

  6. Preview & Publish — review everything, then Publish Game (or Update Game when editing).


Dice is configured around a single RTP value (the roll range and bet-window limits are derived from it — see the Dice game page).

Setting Description Default
Game Mode Classic (single target, over/under) or Range (two handles, inside/outside) Range
RTP Return-to-player, slider 80%–99% 96%
Bet Limits Min / Max bet Configurable

The configurator shows the Theoretical RTP, the derived House Edge, and a Derived limits panel (max/min multiplier, widest player bet, chance range) computed from maxWindow = floor(RTP × 10000) − 100. The backend re-validates this exact formula on every bet.

Plinko currently uses the platform default configuration — there are no editable parameters in the configurator. (Rows and risk levels are chosen by the player in-game; see the Plinko game page.)

Setting Description Default
House Edge Slider 1%–10%, the share the game keeps: RTP 90%–99% 3% (RTP 97%)
Bet Limits Min / Max bet Configurable
Setting Description
Game Candy Cash. Locked after creation
RTP variant The RTP the configuration plays: 90%–99%, default 96%. It stays fixed even if Beexar later changes the game’s default
Min Bet / Max Bet Limits of the base bet
Max Win Payout cap per round, at least the Max Bet

Market rules adapt the game to your market: no feature buying, no autoplay, no turbo, show RTP, and a minimum round duration. The card lists only the rules the game supports, and changes apply from the player’s next request. See the Candy Cash game page.

The game’s math comes from the game itself — nothing else is tunable.

Setting Description
Game Mine Cash. Locked after creation
RTP variant The RTP the configuration plays: 96%
Min Bet / Max Bet Limits of the bet
Max Win Payout cap per round, at least the Max Bet

Market rules adapt the game to your market: no Bonus Buy, no autoplay, show RTP, and a minimum round duration. See the Mine Cash game page.

The manual design editor covers every colour, picture and sound of the game. Generating a design with AI is not available for it yet.


The Visual Editor step has a tabbed asset panel on the left and a live preview on the right. Drag an image onto the preview to set it.

Tab What you set
Background Game background
Game Object Rocket / plane sprite (PNG with transparency)
Colors Color scheme (Primary / Secondary / Accent / Background / Text), Multiplier Display (font size + glow color), Chat Panel (background / text / border)
Sounds Takeoff, crash, cashout, background music
Logo Game logo
Fonts Built-in, uploaded, or Google fonts

Uploaded assets are stored per operator and served to players from the Beexar CDN (cdn.beexar.com).


Each publish creates a new version. From the games list you can open Version history to review previous versions and roll back to one. The editor shows a “Version N → N+1” indicator when you edit a published configuration.


Type Visibility Set by
Global Available to all operators Platform admin
Operator-specific Only the owning operator Organization admin

Global games appear for every operator; operator-specific games only for their owner.


Operators can retrieve their available games via the public Gateway endpoint (no auth):

GET {GATEWAY_URL}/api/v1/operator/games?operator={slug}

The response lists each game with title, identifier (slug), category (dice, plinko, crash, or rgs for Candy Cash and Mine Cash), payout (RTP %), volatility_rating, currencies, thumbnail, and demo_available.

images lists every catalog picture the game has, one per format, so a lobby can place the game in any layout:

type Size Use
square_640 640×640 Square lobby tile (also thumbnail)
portrait_3x4 600×800 Portrait lobby tile
landscape_16x9 1280×720 Landscape tile, banner
social_1200x630 1200×630 Link-preview card

Each entry carries url (PNG) and, when available, webp_url. A game without pictures has an empty images list, and thumbnail points at the platform’s default picture.


Games → Catalog images manages a game’s pictures, one per format above. Upload a PNG of the exact size, or open Generate with AI (every game except Plinko): the pictures are drawn from the game’s current design — a shot of the live game, its mascot, background and logo — plus an optional description and up to four reference pictures. Pick one of two square candidates; the portrait, landscape and social formats are then drawn from it. Save to catalog stores them as the game’s pictures.

The social card is also what a shared demo link ({GAMES_URL}/{game}/{operator}/{slug}/demo) shows in Telegram, X, Slack or Facebook, together with the game’s name and a short description of its type.