Game systems recipes Every recipe follows the same contract: 1. State lives on the server in a service module; persistent parts go through the data layer ( ). 2. Clients send intents through validated, rate-limited remotes ( , ) and render state they receive (attributes, snapshots/deltas). 3. Config is data : tunables in a shared/server config module (or live configs). 4. Lifecycle-safe : handles late joiners, respawns, leaving mid-action, and server shutdown. | System | Reference | | --- | --- | | Leaderstats, currency service, XP/levels, daily rewards, obby checkpoints | references/progress…