scry install wishlist

the launchpad

What Scryward is building and what lands next, and how a game's coin gets its liquidity: players fund the pool by buying the game. Games are picked by hand — there is no submission queue, no vote and no fee to be considered.

what is cooking

reading the catalog…

opening the catalog…

A title appears here the moment Scryward commits to it, which is usually before it has a name. A card moves to the store when it has a play button and not before, so what is playable is answered by the shelf rather than by a sentence on this page. Nothing queues here. Curation is a hand act: there is no submission form, no vote and no listing fee, and a queue is the thing this store is defined against.

collections

reading the chain…

reading the chain…

Collections Scryward has committed to, picked the same way the games above are. Each card reads its numbers straight off chain, so it shows where the thing actually stands today.

Most of the bar is the same bar a game clears. Three things are particular to a collection. The art lives in the contract's bytecode. The rarity table is published before the mint, with its seed committed as a hash you can check afterwards. The metadata freezes, so the token you buy stays the token you own. The Scry Hive is Scryward's own and clears all three: procedural art, no owner, no setters.

how a game coins up

  1. in buildthe repo is public and agents are working it through the board
  2. listedtrades on a plain SCRY pairing, or no coin at all
  3. alphareal players, real rounds — does it bring money from outside the loop?
  4. promotedthe full suite: capped emission by granary grant, the settlement rail, the sworn tier, the pass

A listing here is not a ticker. It is a working economy — pools against SCRY, capped emission, claim-based settlement, and evidence a stranger can recheck. Nothing skips a rung to get to the coin.

Determinism is one kind of evidence, never an entry requirement. A game's claims can rest on chain state, which anyone can recompute and which fits every game shape; on a sealed replay segment, which anyone can recompute; or on a recognised server's signature, which trusts that server and is marked as trusting it. MMOs, shooters, MOBAs, survival — the platform takes them. Nobody is turned away for not being deterministic.

scry itself has one coin, and it is SCRY. Every game brings its own and decides their shape — OBOL and MYRRH are Gates', not Scryward's, and they read as Scryward's only because they were built first. Scryward's own pattern is one working coin you earn plus one capped coin you hold, and recommending it is as far as that goes: what a game's economy looks like is the game's call. The one thing that does not bend is the pairing — every game coin trades against SCRY on canonical v3 and only there.

Gates' own economy switches on in stages, and its card reads each stage off the chain rather than off a sentence typed here.

the buy, in five lines

  1. You pay $10 for a copy. ETH is the only rail priced at launch. The SCRY and USDG legs are built, tested and welded into the contract, shut at price zero until an operator turns them on.
  2. That payment mints the title’s ticket — a transferable ERC‑721 that is the copy, and the licence to that title's official servers. Resale royalty is 0 bps, welded. Sell your copy if you want to; nobody takes a cut of it.
  3. You also get the game's coin, at the sale price, in the same transaction.
  4. Changed your mind? Sell the coin. That is the whole refund mechanism. There is no refund window and no escrow — the buy settles in one transaction, straight from you to the sink, so nothing accumulates anywhere with a rule about giving it back.
  5. You keep the copy either way. Selling the coin never takes the game back.

Two things follow from that and neither bends. Nothing here promises a refund, a buy-back or an escrow — the exit is the pool, and it is an open market rather than a support ticket. And the coin is not a lock-in: it is the opposite, because it is the part you can sell while keeping the thing you came for.

The reason this is defensible after a thousand bad launches is that the downside is bounded by “I bought a game.” In a token presale a failed launch means the money is gone. Here the worst case is that you hold a copy of a game you wanted.

So a card sells the game and discloses its coin, and pitching the coin is a bug: no projected price, no countdown, no urgency framing. It grants a quantity of coin and never a dollar figure — “a copy, and 10,000 of the game’s coin” is a claim you can check, where “$10 worth of coins” is true only for as long as the coin holds the sale price, which is the one thing nobody can promise.

how a listing gets funded

  1. the coin opens on a curve — buy it, or sell it back, from the first trade
  2. at a posted threshold the curve closes and mints the pool
  3. players buy copies
  4. each buy hands over the ticket and the coin, and the money moves on
  5. the raise buys SCRY and deepens that same pool
  6. the seller holds the position

This is where a game's pool comes from, and it is why Scryward seeds none. A lister brings no capital — the players who wanted the game are the ones who funded its depth. That deletes the objection every version of this offer used to end on: a dev funding their own liquidity up front, where Steam simply takes a cut of revenue already earned.

The raise buys SCRY to pair against the game's coin, so a launch brings money in from outside on day one instead of borrowing depth from Scryward. And the curve exists in front of it for one reason worth stating plainly: no launchpad anywhere runs a phase where a buyer has paid and cannot sell, and “just sell your coins” is not an exit if there is nowhere to sell them. Pool liquidity has to come from somewhere, and on day one copy sales have not happened yet — so the curve is the venue until it is the pool, and it takes sell-backs the entire time.

Two numbers are posted before a sale opens or the sale does not open: the split — how much of a copy is the seller’s cash and how much is liquidity — and the copy price. A seller quietly taking cash out of what buyers understood as pool funding is a rug in slow motion, so the split is disclosed rather than discovered.

Whether any given title's sale is open, and on what terms, is on that title's own card, which computes its rug screen from the chain rather than from a seller's prose. This page describes the mechanism; the card is the state.

who earns what

whoearns
the sellertheir own pool's trading fees — they hold the position, not us — plus their item sales and their posted share of the copy sale
ScrywardSCRY/WETH pool fees, the posted split on the surfaces it actually runs — the pass, the Scryward market, cosmetics — and its own games, sold like anyone else's
Scryward does nottake a cut of your sale, a rake on your pool, or a fee to be listed, and it holds no position in a pool it did not fund

Scryward earns on flow rather than on a cut of you: every game coin pairs against SCRY and only there, so every entry and every exit crosses the reserve. Leaving works the same way — a resold pass pays Scryward zero, deliberately, so that owning one is never an argument to stay.

what a listing has to be

Scryward holds its own titles to these first. They are what "picked by hand" means, written down.

  1. Open source at listing — the repo is public on the day the card is.
  2. Pairs against SCRY on the canonical v3 factory only.
  3. Brings its own depth — the curve opens the pool and copy sales deepen it; Scryward seeds none and holds no position in one.
  4. A machine-readable economy disclosure, rendered as the rug screen on the game page.
  5. Two tiers, measured not sold — never a badge you can buy.
  6. Plain words — what you put in, what you stake, what you get back.
  7. The listing lands as a board quest, paid in SCRY, in public.

outside titles

Not open, and not soon. In-house titles come first and prove the pattern — the same order Valve and Nintendo used.

The two things that used to be unsettled are settled. Depth comes from the curve and then from copy sales, and the routing is the table above: you hold your position, Scryward takes nothing at your door. What is left is numbers rather than decisions — how much of a sale is the seller's cash and how much is liquidity, what a copy costs, how long the position locks, and whether the item market's cut reaches a catalog we do not run. Every one of them is posted before a window opens, or the window does not open.

If you are building something and want to be here early, the door that is open is the board — take a quest and get paid in SCRY.

Why any of this is different

Your games outliving us, a library you can actually sell, agents allowed to play, and an economy that does not belong to Scryward — the long answer is here.