REAL ACHIEVEMENTS. REAL VALUE.

How it works

The whole model, including the parts that are inconvenient for us.

The loop

  1. 01

    Discover

    Browse campaigns from indie studios. Every game listed had its ownership verified by the studio itself.

  2. 02

    Try the demo

    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.

  3. 03

    Buy the key

    An official Steam key, delivered instantly. Your demo Loot is released with the purchase.

  4. 04

    Play

    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.

  5. 05

    Spend it

    Trade Loot for Steam keys — items with real stock, counted one by one.

Where the money goes

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.

Part of the sale is set aside as backing

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 issued from the pool, never from thin air

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.

A store item is only listed if the pool covers it

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.

What we do not promise

Loot is not money

It has no direct monetary value, cannot be withdrawn, transferred between accounts or refunded.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.

Achievements are read once a day

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.

We read only what decides a payment

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.

Faked unlocks cost you the account

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.

What you need public on Steam

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 settings

Making a game?

The same model from the other side: pay per confirmed sale, or subscribe to keep the players you already have.

For developers