Vanar is built for games and virtual worlds where people are already inside doing things.
In those places, the system can’t say: “Okay, this is yours… probably… we’ll check in a second.”
Because while it’s “checking,” the world keeps moving.
So Vanar makes a very simple rule:
Nothing is yours until it’s 100% confirmed.
And once it’s confirmed, it can’t be undone.
Here’s what that means in real life.
On many apps, when you buy something, the screen updates instantly. Even if the payment hasn’t fully gone through yet, it shows success and fixes problems later.
That’s fine for shopping apps. It’s terrible for games.
Imagine a game shows you own a sword before it’s actually settled. You equip it. You trade it. Another player reacts to it. Then the system says, “Oops, that transaction failed.”
Now the game has to pretend that never happened. That breaks trust fast.
Vanar avoids this by not showing anything early.
When you buy or transfer something:
• the chain confirms it first
• the fee is paid
• ownership is final
• only then does the game or world update
If it’s not final, the world stays the same.
It might feel a tiny bit slower, but it keeps everything consistent.
So the key idea is this:
Vanar doesn’t try to make things feel fast by guessing.
It makes things feel real by waiting.
That’s why Vanar doesn’t allow “pending ownership.”