Paper · v1 · 8 September 2026

Turning recorded playtime into ownership

Nine sections, four pages, including the one on how this fails.

Steam has kept an exact record of how long every player spent in every game, for two decades, and nothing has ever been built on it. This paper describes what we do with that record: map each game to the company that owns its studio, check whether a share of that company exists on Robinhood Chain, and pay recorded hours in real tokenized equity.

The interesting result is not the payout. It's the measurement.

On real libraries, the overwhelming majority of playtime goes to companies nobody is allowed to own. That finding is section 7, and it's the reason the project exists.

Contents

  1. The record nobody used. Why a Steam library is an unusually honest ledger.
  2. The claim. Three lines of pseudocode. Everything else is machinery.
  3. Following ownership. 265 companies, and why acquisitions resolve to today's owner.
  4. Weighting and solvency. Square root of hours, and the 5% cap that makes insolvency impossible.
  5. Where the shares come from. Including the part where speculation pays for the gesture.
  6. Held value. What happens to hours we can't pay yet, and the deadline that can't move.
  7. What the measurement shows. The finding.
  8. How this fails. Six ways, in order of likelihood.
  9. What this is not. The disclaimers, written as prose.

Why publish one at all

Because the parts of this that matter are arithmetic, and arithmetic is easier to attack on paper than in marketing copy. The weighting formula, the solvency cap, the reserve deadline — all three are stated so that someone who disagrees can point at the exact line.

And because section 8 exists. A roadmap that only goes forward isn't one, and a paper that only describes success isn't either.