Give your game away.
Keep the receipts.
Real keys, into the hands of people who were watching at the time. Not an inbox, not a spreadsheet, not whoever reads fastest when a winner goes up on screen. Every one accounted for, down to the last claim.
Invite-only. We work with a few studios at a time.
Neon Nights — Q1 push
Live71%
Claimed
38
Streamers
42k
Viewers
Example figures. Yours are live in your portal.
Twenty keys, one email, then silence.
How many actually went out. How many the streamer kept. How many were read straight off the screen while a winner was being announced. You find out when they surface on a reseller — by which point the campaign is over and there is nothing left to learn from it.
We cannot stop somebody selling a key they legitimately won, and we are not going to claim we can. What we can do is take the batch out of everybody’s hands but ours, put each key in front of one person who was in the room at the time, and show you the numbers afterwards.
Nobody handles your keys. Least of all the streamer.
Not one. They buy a bundle and we keep the codes — no batch in an inbox, no spreadsheet, nothing to hold back or pass to a friend. When they run a drop, the key goes by private Twitch whisper straight to the account that won it. It is never rendered anywhere the broadcast could pick it up: not on the overlay, not in their dashboard, not in the API response sitting behind it.
There is exactly one exception, and it is worth stating plainly. If a streamer buys a copy for themselves at checkout — optional, paid for, one key — they see that one. It is theirs. Every key they are giving away, they never lay eyes on.
Four places a readable key exists: the winner’s claim page, a copy somebody bought for themselves, our own admin tooling, and — for a key a winner has reported as broken — your own portal, so you can look up what happened to a key you issued. There is no fifth, and a streamer is not on the list.
They cannot win their own drop
Their account is excluded, along with their moderators and known chat bots. A winner sharing an IP with the streamer is flagged for a human to look at.
A bad key comes to you
Nothing is replaced automatically. You check your own activation records, and only a replacement you authorise — and we then approve — reaches the winner.
Unclaimed keys come back
24 hours to claim. After that the key returns to the streamer’s bundle rather than sitting live on an unattended account.
One key per winner. Five keys is five people.
Not a setting a streamer can change. It used to be, and the same purchase was either “one winner takes all five games” or “five winners get one each” — and concentrating the value is precisely what makes collusion worth organising. A bundle of N keys reaches N different people, and your reach figure means what it looks like it means.
The streamer chooses the room, not the winner
Before a drop they pick who is eligible: anyone watching, anyone who has spoken in the last fifteen minutes, followers only, subscribers only, or whoever types !drop while entries are open for a minute. That is the whole of their influence over it — the draw itself is seeded and recorded, and the exclusions above apply whichever room they pick.
Worth knowing which you are buying into. “Anyone watching” is the widest and rewards leaving a tab open; the other four are all narrower and land with people who did something.
Not everyone gets to hand out your game.
Every streamer carries a trust score out of 100, recalculated after each drop. It weighs how consistently they stream (25%), how long their Twitch account has existed (20%), how big and engaged their room is (35%), whether they have unresolved flags against them (10%), and how many drops they have run cleanly (10%). The score sets a tier, and a bundle can require one.
Standard
0–29New or unproven. Small bundles only, and never one you have marked premium.
Enhanced
30–59Streaming consistently, nothing unresolved against them. Ordinary bundles.
Trusted
60–100A real history of drops that went cleanly. Everything, premium included.
The gate is enforced twice — a streamer below the tier cannot buy the bundle, and cannot deploy one they already own if their tier drops. On top of that: a Twitch account must be at least 30 days old, drops only fire on a live stream that has been up ten minutes, and there must be more eligible viewers than prizes, so a draw is a draw.
Terms that enforce themselves.
Every clause is generated from a field the software reads the moment your keys arrive, and labelled with what it actually rests on. None of it depends on anybody remembering anything.
Global keys only
Not a term you negotiate — a rule that applies to everyone. A winner is drawn from whoever is in chat at that moment, and no platform tells us where they are, so a region-locked key is a coin flip on whether the prize works. Anything tagged otherwise is refused at upload, and refused again when a key is picked.
A cap per agreement
Send more than you agreed and the upload is refused before anything is stored, rather than accepted and quietly over-running.
The same code cannot go out twice
Every code is fingerprinted against the ones we already hold for you, so a repeated CSV — or a duplicate row inside one — is rejected line by line.
Channels always. Viewers only if they ask.
You see which channels ran your keys, their tier and the size of the room — that is your campaign, and you should know where it went. Winners stay anonymous unless one ticks a box on their claim page naming you, in which case they join an opt-in list you can export. Nobody is on it by default, nobody is added retrospectively, and anybody can take themselves off from the link they claimed with.
What we cannot check
No store lets anyone ask whether a key is valid, unredeemed or genuinely region-free, and we will not pretend otherwise. What you declare on upload is what we hold you to. The only moment we ever learn a key was bad is when a winner tells us — which is exactly why that report lands with you rather than quietly costing you a replacement.
Every key, accounted for.
Live in your portal, campaign by campaign and batch by batch, and channel by channel, from the moment the first one goes out. Figures below are an example.
4,000
Keys sent
3,188
Given away
2,264
Claimed
812
Still in stock
| Campaign | Sent | Out | Claimed | Rate | Streamers |
|---|---|---|---|---|---|
| Neon Nights — Q1 push | 4,000 | 3,188 | 2,264 | 71% | 38 |
| Launch week | 1,500 | 1,500 | 1,187 | 79% | 21 |
| Summer sale tie-in | 900 | 640 | 402 | 63% | 12 |
Which size of room claims best
Channels are banded by the viewers actually eligible on a typical drop — not follower counts, which measure history rather than the room a key landed in — and each band carries its own claim rate. It is the cut that tells you where the next batch should go, and it is routinely not the answer people expect.
What the opt-in export contains
A CSV, from your portal, of the winners who ticked the box naming you: name, email, country, the genres they say they play, which of your titles they won and when they claimed it. It will be a short list. Everybody on it played your game and then asked to hear from you.
A claim rate below 100% is normal and not a loss: a key unclaimed after 24 hours goes back to the streamer to drop again, so it counts as given away more than once before it finally lands.
Follow one key all the way down.
01 Uploaded
Checked against your agreement. Accepted, quarantined, or refused with the row number.
02 In stock
Held by us. Nothing is allocated until a streamer buys a bundle containing it.
03 Set aside
Reserved against one order before any money moves, so a bundle cannot be sold twice.
04 Drawn
A seeded, recorded draw from people actually in chat. The seed is kept.
05 Whispered
Privately, to the account that won. Never in chat, never shown to the streamer.
06 Claimed
24 hours. Unclaimed, it returns to the streamer to give away again.
Reach
Deliberately scarce.
Three bundles in rotation at a time, ideally one studio each, with a small number of keys behind each. Not the same drop running on a hundred channels at once. A prize every chat has already seen is not a prize, and a key that common does your game no favours either.
The shape of a bundle is yours
Five keys of one game, so five people in a chat walk away with it on the same night. Or a mixed crate — six keys across two of your titles, four of one and two of the other — which is a way to put a quieter game in front of people who turned up for the louder one.
On a mixed crate, which winner gets which title comes out of the same recorded draw as the winners themselves. It is not a queue where the first three get the better game.
Where we actually are
We are early, and the streamers on the platform are UK-based for now. If you are weighing this against a campaign measured in tens of thousands of keys, it is not that yet and we would rather you heard it here than after a call.
A first run of 50–100 keys against one campaign is enough for a claim rate to mean something, and small enough that nobody needs to approve it twice.
Tell us what you’ve got, and who it’s for.
We work with a small number of studios at a time, because every key carries an agreement and somebody has to stand behind it. We will come back to you either way.
Already invited? Your invite link takes you straight to setup — it is good for 14 days and can only be used once.