Steam publishes the concurrent player count of every game on its platform, a public number refreshed on a roughly ten-minute cycle, argued about daily by millions of players, and tradeable nowhere. Respawn turns that feed into a market. Traders go long or short a game's index price in sessions: entries lock before the first measurement, the session closes at the game's own peak hour on a verified window median, value moves between longs and shorts by the surprise in the game's volatility unit, capped at 50 percent per session, and the position settles back to the trader's own vault at the session close, so a position never loses more than itself and its holder re-enters the next session if they want. The design goal is verifiable fairness over trusted fairness: every mark is a median of quorum-attested observations committed on-chain at the source's own timestamps, settlement follows published formulas with no discretionary path, and any close can be recomputed by anyone against public chart history. Longs and shorts are matched against each other at lock; a seeder pool funded from the exchange's own fees takes the lighter side of thin books by rule, and the fee is identical whichever side wins. A pool model, perpetual positions against a shared pool as counterparty, is built and locked: perpetual trading turns on as soon as community-token creator fees are enough to seed the liquidity pool; until then every game trades in sessions. The community token, launching with the platform, confers no rights over the exchange and no share of its economics.
Concurrent players, CCU, is gaming's scoreboard. Launch-day peaks make mainstream news, chart races between rival releases run for weeks on social media, and "dead game" is a taunt with an integer attached. The metric is public, high-frequency, emotionally load-bearing for a very large audience, and, until now, not tradeable anywhere.
The feed itself has properties that shape everything in this document. Steam's endpoints serve a cached snapshot on a roughly ten-minute cycle, and the ranked charts endpoint self-reports each snapshot's generation time. Different network edges roll over at different moments, which means a sophisticated poller can observe a new value seconds to minutes before a casual reader. Every third-party chart site is downstream of the same single Valve counter, so no independent second source exists. And because idle logged-in clients count as players, the metric is cheaply manipulable for free-to-play titles and expensively manipulable for paid ones.
Respawn does not pretend these properties away. The market structure is built from them.
Games cannot issue stock, so Respawn trades them in sessions on the index price: the game's surprise, how far it beats or misses its own tape, the median of its count at the same weekday and time over the trailing four weeks, measured in the game's own volatility unit. A game one unit above its tape prices about ten percent higher than one exactly on it; a game that climbs exactly as the clock says it will does not move. A session locks before the first measurement and closes at the game's own peak hour; a long pays the change in the index price from the opening mark to the closing mark, a short the reverse, and longs and shorts are matched against each other at lock with a seeder pool on the lighter side of thin books. At the close mark the position settles back to its holder's vault, capped at 50 percent, and its holder re-enters the next session if they want. A session runs to its close: there is no early close on an on-chain session, because a verified mark is the only price the system will ever act on.
Long or short, sized in ETH reserved from your Respawn vault. The entry joins the next session on that game that has not yet locked.
Before the first measurement. Longs and shorts are matched, the seeder pool takes the lighter side of a thin book, and a quorum signs the opening window median.
The session closes at the game's own peak hour on a quorum-signed median over a verified thirty-minute window.
Value moves between longs and shorts by the surprise in the game's volatility unit, capped at 50 percent per session, less a fee on the value moved, and your ETH returns to your vault at the close. Re-enter the next session if you want.
Every mark and every close recomputes from committed observations and the published tape.
The seeder pool backs thin books. At lock, longs and shorts are matched against each other pro rata; the seeder takes the lighter side of an uneven book, bounded by a published cap per session and a published share of its own balance and never beyond the actual imbalance, and any excess on the heavy side is returned. It is an account inside the vault with no key and no view: it never picks a side, it is on whichever side has less by the same rule every session, and it is funded from the fees the exchange earns, recycled into liquidity without leaving the vault. Its position is an ordinary position, settled on the same marks, paying the same fee, voided with everyone else when a feed degrades, and losers settle first. A degraded window voids the session by rule: no value moves, the fee is waived, and every position returns to its vault unchanged. The exact formulas are published and enforced in the contract.
The pool model is built and locked. Under it a position opens instantly at the verified index plus a spread and closes at the index less it; a shared pool takes the net of longs and shorts on every game as counterparty, never a side of its own choosing, inside two caps derived from its own usable equity and an absolute per-game ceiling sized below the cost of buying fake players; the spread widens as a game's cap fills and hourly funding flows from the heavy side to the light side, so an imbalance is priced rather than refused; and if the pool ever owes more than its equity, gains are paid pro rata at a published ratio and losses are unaffected. Perpetual trading turns on as soon as community-token creator fees are enough to seed the liquidity pool; until then every game trades in sessions. The Depth season is the latest it happens. Sessions retire at that point, every open position carries across at its last mark, and depositor access to the pool, under the same shares, a withdrawal delay, and an exposure guard, follows.
Every game on Steam rises and falls with the same daily and weekly wave. A position priced on the raw count is decided by the clock and shared by every market: on one day of live observations across 82 listed games, the afternoon window rose on 94 percent of games at once and the evening window fell on 88 percent, while the full-day median move was 3 percent. Priced on the surprise, every window split within a point of fifty-fifty with real dispersion, and per-game volatility spanned an order of magnitude, which is why payouts are measured in each game's own unit. The tape and the volatility band for every game are signed into every mark and are replayable from committed observations.
A pair is long one game against another. At launch it is two positions in two books, one long and one short, locked and marked in the same sessions, so the shared wave cancels and only the disagreement between the two games pays. The single-ticket pair, settling on the ratio of the two surprises in a combined volatility unit, follows after launch.
Settlement inputs come exclusively from Steam's public endpoints, with the ranked charts endpoint as the canonical source because it alone self-reports snapshot generation time. The relay works as follows:
The registry enforces the rules in code: a quorum of distinct reporters (five of seven at launch), a source timestamp no older than twenty minutes at fetch, reporter clocks within five minutes of the chain, strictly increasing source timestamps per game, at least three samples per window, and a stale threshold of fifteen minutes measured from the last observation before the window, so a feed that died just before a window opened degrades it. The same rules run in every reporter and in the contract, so a mark is only ever what the rules produce.
Medians over windows are chosen deliberately: a single snapshot can be mistimed or manipulated, but shifting a median requires sustaining a false value for the majority of samples, in public, on charts the entire internet watches.
Degraded feeds stop the clock, they never improvise. If the source timestamp goes stale beyond the published threshold, the window is degraded and the session voids by rule: no value moves, the fee is waived, and every position returns to its vault unchanged, under objective rules enforced in code. There are no discretionary reversals, no post-hoc clarifications, and no governance vote over outcomes, the three failure modes that have damaged comparable venues.
Anyone can replay any mark: published windows, on-chain snapshots, the evidence hash on-chain, public chart history. Disagreement would be provable.
The central threat in a player-count market is not block-level extraction; it is minutes-scale information asymmetry against a cached public feed. Respawn's answer is structural rather than procedural:
| Threat | Defense |
|---|---|
| EARLY READS | Entries lock before the first measurement, so there is no position to take on a number that is being measured. Every mark is a thirty-minute median, and a minutes-early read of one snapshot moves it by a fraction of one sample. |
| SNAPSHOT GAMES | Marks are medians over windows with unpredictable sample timing inside the window. |
| IDLE-BOT INFLATION | Paid games only, above a trailing player floor. Inflating a paid title requires buying it per fake player; per-game exposure caps are sized below that cost. Free-to-play does not list. |
| BOOK READING | The book is public and it does not matter: at lock the heavy side is matched pro rata and its excess returned, so a lean buys no exposure, and the seeder pool takes only the lighter side, never the crowd's. |
| THE VENUE ITSELF | Identical fee income whichever side wins, automated observation commitment, and a published ban on team trading. The only house exposure is the seeder pool: mechanical, capped, on the lighter side by rule, funded solely from fees, visible on-chain. When perpetual trading turns on, the pool takes the net of every book under the same disclosure, capped as a share of its own equity and paying winners pro rata by a published rule if it ever owes more than it holds. |
| INSIDER CATALYSTS | Patch-day markets ship last, after exposure controls have a public track record. |
| Instrument | Description |
|---|---|
| POSITIONS | Long and short positions per listed game on the index price, the surprise in volatility units, in sessions that lock before the first measurement, close at the game's peak hour, and settle to the trader's vault at the close mark. The core product at launch, and the only live instrument. |
| PERPETUAL POSITIONS | Open at the index plus the spread, close at the index less it, hourly funding, a shared pool as counterparty. Built and locked: perpetual trading turns on as soon as community-token creator fees are enough to seed the liquidity pool; until then every game trades in sessions. |
| RANK POSITIONS | Chart seats: holding top 3 at the weekly close, top-10 entries and exits, flippenings, settled on Most Played rank. The rank ledger (live concurrent chart and weekly Most Played rollup, at the chart's own timestamps) records from launch. |
| PAIRS | Long one game against another; two positions locked and marked in the same sessions so platform-wide seasonality cancels. The single-ticket pair on the ratio of the two surprises follows after launch. |
| LISTING TARGETS | New releases list with crowd-priced launch-week peak targets. |
| PEAK RANGES | Range markets on daily peaks; bucket structure removes venue line-setting risk. |
| COMPETITIONS | Entry-fee leagues over a fixed window; seasons scored on portfolio growth rate rather than account size. |
| CATALYST MARKETS | Patch and update markets, shipped last by design. |
Respawn's revenue is a toll on trading, never a book against users: a fee of 5 percent of the value moved at each session close, paid by the side that gained, plus an entry take of about 10 percent on competition pools. Nothing is charged when nothing moves, on a void, or on a deposit. The venue's income is identical whichever side of any market wins, which removes every incentive that makes discretionary venues dangerous. At launch the seeder pool's share of every fee, 100 percent, is swept to its vault balance and becomes liquidity at the next lock; the share is a published parameter, dialled down through the timelock as organic depth arrives. When perpetual trading turns on, the toll becomes 10 basis points of the position at open and again at close with the pool's share credited to pool equity, plus a published spread and hourly funding. Deposits and withdrawals carry no Respawn fee.
Comparable products built on asset churn have a uniform record of collapse once churn slows; a small toll on the value each session moves, and later a small toll at each open and close with a spread that widens only with imbalance, are the surviving model. The fee engine above is the entire business.
The community token stands apart from the exchange. The community token launches with the platform. It has no utility on Respawn, no rights, and no claims: it is not equity, carries no share of fees or revenue, has no governance power, and plays no role in trading. Its market value is independent of the exchange and may go to zero. Launch mechanics are subject to counsel review, and the only official announcements come from respawn.family; any contract address not announced there is fake. The exchange's own economics remain exactly as described above: a small toll at each open and close, requiring nothing from users except that markets keep being interesting. Creator fees earned from community token trading flow to the exchange and seed the liquidity pool; that flow runs from the token to the exchange, never the other way, and gives holders no claim on the pool or on Respawn.
Traders sign in with X. Authentication creates an embedded self-custodial wallet on Robinhood Chain through Privy; keys are generated and used inside secure infrastructure such that neither Respawn nor Privy ever holds them whole, and export is always available. Respawn stores public identifiers only: the stable X subject, username, avatar, and wallet address. Before balances pass a policy threshold, a recovery method is required so no X account event can strand funds. Traders who prefer their own wallet connect it instead.
Trading is live ETH from the first session. A trader deposits ETH from their own wallet into the Respawn session vault on Robinhood Chain, a position reserves ETH from that vault when it opens, and the position settles back to the same vault at the session close. Nothing on Respawn is simulated and no balance is issued by the venue: every position is the trader's own ETH, and withdrawal to the trader's own wallet is always available after the published delay.
Positions are public by design. Every position joins the open record attached to its X identity when it opens. The open book is the social product; the lock before the first measurement is what makes publicity safe, because nothing published at lock can be traded against.
Respawn deploys on Robinhood Chain, an EVM environment, chain id 4663, with development on testnet and launch on mainnet only after independent contract review. The contract system is modular:
| Module | Responsibility |
|---|---|
| MarketRegistry | Listed games, status, per-position cap and absolute per-game side cap, schedule hints (live at launch) |
| PositionVault | Native ETH custody: deposits, delayed withdrawals, per-session reservation, settlement pools, fee sweep to the seeder pool and the treasury; exact solvency identity (live at launch, invariant-tested) |
| SessionManager | Session lifecycle: lock, seeder matching, quorum-attested window marks, surprise settlement in volatility units capped per session, void rules, settlement back to the vault at the close mark (live at launch) |
| ObservationRegistry | Reporter set, EIP-712 verification, whole-snapshot commits at source time, attested window medians, degradation, bonded challenges (live at launch) |
| MarkFeed | The verified index price per game: quorum-signed index marks every five minutes, priced on chain, monotonic, bounded to a published step per hour, pausable (built, locked) |
| PerpPool | Custody and perpetual positions in one contract: opens at the index plus the spread, closes at the index less it, hourly funding, equity-derived caps, the pro rata solvency floor, pool shares for the house and later depositors (built, invariant-tested, locked until perpetual trading turns on) |
| PerpMath | Pure rules of the pool: spread, entry and exit, clamped PnL, funding indices, caps, haircut; mirrored in the app and asserted to the wei (built, locked) |
| EmergencyControls | Owner of every contract: guardians pause instantly, every unpause and rule change waits out a timelock (built, tested) |
Administrative controls sit behind a multisignature wallet with a time delay, and their scope is published. The venue cannot move user funds, cannot freeze wallets, and cannot reverse a close; guardians can pause, and every unpause and rule change waits out the timelock.
| Phase | Milestone |
|---|---|
| LAUNCH | The complete exchange from day one: live ETH sessions on 150 listed games after independent contract review, the oracle operating in public, seeder-backed books, every snapshot on chain, the pool model built and locked, geofenced per counsel, with the community token TGE at launch. |
| INSTRUMENTS | Rank positions on the recorded rank ledger, listing targets, competitions. Pairs as two positions ship at launch; the single ticket follows. |
| DEPTH | Perpetual trading turns on as soon as community-token creator fees are enough to seed the liquidity pool, in the Depth season at the latest; until then every game trades in sessions. Then depositors to the pool, peak ranges, catalyst markets, public data API. |
| BEYOND | Deeper pools on new listings, mobile app, copy-portfolio, new platforms beyond Steam. |
The charts are already a spectator sport. Respawn sells the seats.