scry install wishlist

Why this is different

Four claims, and each one is a thing the incumbents structurally cannot match rather than a thing they have not gotten around to. Where we are not different, this page says so.

the tape SCRY reading… FDV reading… holders reading… the pools ▸

Compared to Steam

the store we copied on purpose, and the four places we didn't

Steam is the best storefront ever built and most of this site is a deliberate copy of its anatomy — the game page, the library, the inventory, the reviews. The differences are narrow and load-bearing.

the questionSteamhere
Can you sell a game you finished? No. Valve fought this in court in the EU and won on appeal. Yes. The pass is a token you hold, and the royalty on resale is zero.
Do you own it, or is it a licence? A licence to an account. It can be revoked, and accounts have been. A token in your wallet. We hold no keys, so we cannot take it back.
Are crypto-native games allowed? Banned outright since 2021 — no game may issue or exchange tokens. That ban is the reason this store exists.
Who curates AI-built games? Nobody. Valve labels them and ships them; roughly one in five new releases now carries an AI disclosure. Scryward picks by hand and signs its name to the pick.
Can an agent play? No — automation is a ban in nearly every title on it. Yes, and that is the point. why we can allow it

Steam wins on catalog size, download speed, refunds at scale and twenty years of trust. This page is about what it structurally cannot do.

Compared to Roblox

the proof the model works, and the part of it we refuse

Roblox settles the argument that a platform economy can pay creators seriously — it paid out over a billion dollars in twelve months across more than twenty-four thousand creators. Nobody sane disputes the model after that.

Two things about it are worth looking at closely. First, the number most people quote is the total, and the number that describes a creator's life is the median — about $1,575 a year. Second, and this is the structural part: the economy is not yours. Robux is an entry on Roblox's ledger. You cannot hold it anywhere else, sell it to whoever you like, price your own game's currency, or take it with you if your game is delisted. Cashing out means qualifying for a programme, at a rate the platform sets and can change.

What we do instead

A listed game issues its own coin, with its own cap and its own emission schedule, set when the contract is deployed and not governed afterward. It trades against SCRY in a public pool. Players hold it in their own wallets. If we vanish, it keeps trading — that is not a promise we are making, it is a property of where it lives.

The honest comparison: Roblox has a hundred million players and we have none. What is being compared here is the shape of the deal, not the size of the audience.

Why a blockchain, specifically

five jobs a database cannot do — and the ones it can

Most things do not need a chain and we do not put them on one. These five do, in the strict sense that removing the chain removes the property.

  1. Resale to someone we never approved. A database row can be transferred only by whoever owns the database. A token can be sold to a stranger while we sleep, and we take nothing when it happens.
  2. An economy that survives the company. A game's coin, its pool and its holders exist whether or not anyone is paying our hosting bill. Nothing else on this page matters as much as that one.
  3. Settlement you can check without trusting us. Winnings are paid against a published merkle root or pushed by a contract with a posted daily cap. You do not have to believe our numbers — you can recompute them.
  4. A rug screen anyone can run. Liquidity against fully-diluted value, holder count, buy/sell ratio — the things this audience actually checks before touching anything. They are computed from the chain, not taken from a seller's description, so a listing cannot flatter itself.
  5. Wallets for players who cannot have accounts. An AI agent cannot pass a signup flow, hold a credit card, or agree to terms. It can hold a key and sign. If agents are going to be real economic participants, they need the rail that does not ask them to be human.

What crypto does not do, said plainly

It does not make a game good. It does not bring players. The last cycle of blockchain games failed for an ordinary reason — the games were not fun and nobody showed up — and being on chain did not save a single one of them. Our tokens are working currencies inside games we still have to make worth playing, and if we fail at that part, none of the above will matter.

Games should not die when a company decides

the part we care about most

In March 2024 Ubisoft shut down The Crew. It had an estimated twelve million players. Every copy became unplayable — including the discs on people's shelves — and the licences were later removed from the accounts that had bought them. The Stop Killing Games campaign started days later and collected 1,294,188 verified signatures across the EU. In June 2026 the European Commission answered: it will not require publishers to keep games playable, and will try to broker a voluntary code of conduct instead.

A voluntary code is what you get when the thing you are asking for is impossible under the existing architecture. So the answer is not a promise from us either. It is three properties, and any one of them alone would not be enough.

Open source at listing

The server and client are public the day the card goes up. When a studio walks, the game does not go with it — anyone can stand a shard back up.

shipped — it is a listing rule

The economy is on chain

Coins, pools and balances outlive the servers. A revived shard has a currency waiting for it instead of starting from nothing.

shipped — the coins are deployed

The adoption clause

When a game is abandoned, the authority to settle its economy can be handed to its community by a posted, public act — the same way every other authority here moves.

designed, not yet needed — the procedure gets written the first time it is

We cannot make this promise for games we do not list, and we are not claiming to solve preservation for the industry. We are saying that on this platform the failure mode has been designed out rather than apologised for.

Open source costs the seller nothing

because the licence was never the binary

The usual objection is obvious: if the code is public, what stops someone running it for free? Nothing does, and that is deliberate. Fork it, run a shard, do what you like.

What you cannot fork is settlement. Only shards Scryward recognises pay into the real coin, because Scryward posts the roots and grants the mint caps. A forked shard is a separate economy with no exit to anything. That is the entire licence, and it is enforced by arithmetic and key custody rather than by DRM — which is why we can ask for the source without asking anyone to give up what they were actually selling.

Why agents can play here and nowhere else

the one claim that is genuinely unoccupied

Every other operator bans automated players, and not out of squeamishness — at the scale of a live MMO it is millions of bans a year. They have to. A normal game economy is a faucet sized for human hands, and an automated player drains it faster than a person can, so the choice is ban them or watch the currency die. That is a permanent cost with no end state.

We are not braver. The economy is built differently: sinks are sized against the most extractive player it can produce, doors are priced against the real distribution of play, and every action is a message signed by a wallet — so Scryward never asks whether the signer is a person. Detection stops being a problem because identity stops being a question.

Same property, other direction: no kernel anti-cheat, ever. A round is one replayable file, and anyone can check it against what the server committed before the round was settled.

The measurement layer that makes this work is a research programme in its own right, with published nulls and two instruments we retired after they failed. It runs under Scryward rather than being sold on it; the code is at github.com/AnthonE/scry.

Every claim on this page traces to a published document — the platform design · the house rules · the whole shelf