How operators integrate crash and instant games via one API
The hard part of adding game content was never the game — it's the integration. Every new supplier is another certification, another wallet hookup, another set of webhooks and another QA cycle. Caribet collapses all of that into one: a single API, five live titles today, and every future release behind a config flag instead of a new build.
The integration problem operators actually have
Lobby growth usually means provider sprawl. Each new studio you sign is a separate integration to certify, a separate wallet mapping to reconcile, a separate failure mode to monitor. Six providers means six things to maintain, six contracts of webhooks, six places a settlement can go wrong at 2am.
That cost is why good content sits unshipped: the engineering lift to add one more title outweighs the revenue it would bring. The fix isn't fewer games — it's one integration that the whole catalog rides on.
One API, the whole catalog
Caribet ships every title over a single contract: REST for stateless operations — the launch handshake, balance checks, bet settlement — and WebSocket for live round state, like a crash multiplier curve or live cash-outs streaming to every player in the round.
You certify that integration once. After you've wired up your first title, adding Deep Sea Tower, Skull Island Squeeze or Deep Sea Mines is a configuration change — the same auth, the same wallet calls, the same reconciliation. Five live titles share the contract today, and roadmap releases inherit it automatically.
How a round actually flows
Whatever the game, the round follows the same shape, so your platform only learns it once:
- The player authenticates on your platform; you issue a short-lived launch token.
- The game client opens with that token and subscribes to the round over WebSocket.
- Bets and cash-outs settle against your wallet API — single-wallet or transfer-wallet, your choice.
- Every outcome carries a provably-fair seed your players (and your audit team) can verify after the fact.
Crash vs instant — same pipe, different cadence
A crash game like Deep Sea Pirates is a shared, multiplayer round: a single multiplier curve climbs while players decide when to cash out, and the WebSocket carries both the curve and everyone's exits in real time. An instant title like Skull Island Squeeze is the opposite rhythm — fast solo rounds, RTP-tuned, settled the moment they resolve.
The point is that the difference is cadence, not contract. You integrate the transport and the wallet calls once; whether a title runs a 30-second social round or a half-second instant one, it settles through the same endpoints. Adding a new format never means re-learning the integration.
What you integrate once
The full surface area an operator implements — and never again per title — is small:
- Authentication and the launch-token handshake
- Wallet operations: balance, debit (bet), credit (win) and rollback
- Round and transaction webhooks for reconciliation
- The provably-fair seed-verification endpoint
- One set of sandbox keys that covers every title in the catalog
From sandbox to live in about 14 days
We hand over sandbox keys, math sheets and certification docs up front, with integration support through go-live. Most operators are live on their first title inside two weeks — and because the catalog rides one API, the rest of the games follow without another integration project.
That's the whole model: one integration, five live titles, and a roadmap you can switch on instead of build.