The studio pays only for a confirmed sale
Nothing is charged per click, per view or per install. Unsold keys go back to the studio at no cost, and a demo nobody buys after playing costs the studio nothing at all.
The whole model, including the parts that are inconvenient for us.
Browse campaigns from indie studios. Every game listed had its ownership verified by the studio itself.
If the game has one, playing it for 15 minutes puts Loot aside for you. The clock only starts when you press Play Demo — time you already had never counts.
An official Steam key, delivered instantly. Your demo Loot is released with the purchase.
Every achievement you unlock after buying pays Loot, weighted by how rare it is worldwide. A 2% achievement is worth far more than a 60% one.
Trade Loot for Steam keys — items with real stock, counted one by one.
Nothing is charged per click, per view or per install. Unsold keys go back to the studio at no cost, and a demo nobody buys after playing costs the studio nothing at all.
From what the platform keeps, transaction costs come out first, then a fixed slice goes into a pool held in dollars. That pool is the real money behind every Loot in circulation.
Loot is never calculated straight from a fee — always from the contribution that actually entered the pool. Issued Loot and backing are the same amount in different units, by construction.
The cost is debited from the pool when the item goes live, not when you redeem it. If the pool cannot cover it, the item never appears.
It has no direct monetary value, cannot be withdrawn, transferred between accounts or refunded. It is redeemable only for what is in the rewards catalogue. We also never publish an internal Loot-to-currency rate — quoting one would be inviting you to treat Loot as currency, which it is not.
Around 3am, in a single pass. There is no button to force a check — one would be an easy way to abuse our Steam API quota, and the quota is shared with every other player. If you just unlocked something, it lands tomorrow.
Ownership when a purchase needs confirming, playtime at the two thresholds that gate a reward, achievements on the daily pass. We removed a Steam call that only fed a vanity metric.
Unlock batches with timestamps incompatible with real play have the Loot withheld — not clawed back, withheld — and the account suspended automatically. You can contest it with evidence, and a human decides.
Your Steam profile and the "Game details" privacy setting both need to be public. Without them we cannot read your achievements or playtime, so nothing can be credited. This is a Steam setting — we cannot change it for you, and we will not guess.
Steam privacy settingsThe same model from the other side: pay per confirmed sale, or subscribe to keep the players you already have.