Roadmap

Six steps. Four of them can stop it.

No dates we can't keep. Each step names the condition that ends the project if it isn't met.

Done

The reader

  • 265 companies mapped up the ownership chain. 430 publisher aliases.
  • 10,078 games cached, so nobody waits on Steam.
  • Tested on real libraries of very different sizes.
  • Live: sign-in, scan, statement.
Now

Does the card travel?

  • Put statements in front of real players.
  • Ship the shareable image — that's what moves, not the site.
  • Publish the aggregate ledger of hours nobody can own.
Stops here if nobody shares it. The reader stays free and that's the end. Cost of finding out: one domain name.
Next

The treasury

  • A contract that receives and pays. It never converts — no swap, no oracle, no price.
  • 5% cap per asset per epoch, written into the contract. A stolen key can't drain it.
  • Players deposit nothing. Ever. Only our money is at risk.
  • Testnet, then independent review, then a dollar goes in.
Stops here if the contract isn't understood line by line. Compiling is not knowing.
Next

$HOURS

  • Paired against a stock, so fees arrive as shares — the treasury refills itself.
  • Full supply on the curve. Zero to the team. Liquidity locked.
  • The token is a key. Your first statement stays free forever.
Changes shape if no game-industry stock is an approved pair on Pons. Then fees can't refill anything by themselves.
Then

Live

  • Feed of incoming statements, anonymised.
  • Treasury page read from the contract, not from a server.
  • Open endpoints. Recompute anything we show.
Ongoing

Ask for Japan

  • Korea, Taiwan and India have country funds here. Japan doesn't.
  • Capcom, Square Enix, Bandai Namco, Sega, Konami — all public, none reachable.
  • The day it lands, every held Japanese hour pays out retroactively.
Hard deadline 15 Oct 2027. No market by then, held value is distributed in whatever the treasury holds. Set at launch. Cannot move.

What kills this

Any of these goes on the site the day it happens.