FanZero pact rules

Every pact on FanZero runs on the same rules, and the server enforces them. A studio offers a share of its game's net revenue (above 0%, at most 50%) for a livestream, video, short, post or playtest. One streamer holds a game at a time. Once the studio accepts a pitch, the streamer has 30 days to go live and send proof, and the share runs for 4 weeks (28 days) from the moment it went live. FanZero tracks the pact; the studio pays the streamer directly, outside FanZero.

New to pacts? How a pact works explains them for streamers, with a worked example.

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The rules

  1. Same pact for everyone. The studio picks the action (livestream, video, short, post or playtest), the share (above 0%, at most 50%), a requirement and an optional follower floor. Nothing else: no duration, no slots.
  2. The window is 4 weeks from go-live. 28 days, starting when the stream, video, short, post or playtest went live: not when the studio confirms, and not when the game launches. The share is that percentage of the game's net revenue earned during the window, from every store it sells on (Steam, itch.io, its own site). Games may already be on sale. Tracked on FanZero, paid outside it.
  3. One holder per game. A game is held by at most one claim: an accepted one (waiting for the streamer to go live), an active one while its window runs, or a delivered one (proof waiting for the studio) while the window it would get is still running. After that the game is free; the studio can still confirm (the claim goes straight to completed) or turn it down. While a game is held, other streamers can still pitch, and their pitches wait. The studio can't accept another one until the game is free. Pitches are not a queue: once the game is free, the studio picks any waiting pitch.
  4. 30 days to go live and send proof. The deadline is 30 days after the studio accepts. If the proof isn't in by then, the claim expires and the game is free.
  5. Accepting needs an open pact on a live game. When a studio closes or replaces a pact, the pitches still waiting on it are passed, and the game's log says how many. A pact sent again unchanged keeps its pitches.
  6. Proof and go-live time. Delivering takes a proof link (http or https) and the time it went live (by default, now). That time can't be more than an hour before the studio accepted, before the end of any other window on the game (so windows never overlap), after the deadline, or more than 10 minutes in the future.
  7. Confirmation. The studio checks the proof and confirms. The window runs 28 days from the go-live time: confirming late never moves it. If those 28 days are already over, the claim is completed right away.
  8. Proof that doesn't check out. The studio can:
    • Send it back. The claim is accepted again, the proof is cleared and no window starts. Only the first send-back adds time: the deadline becomes at least 3 days from then. Later ones keep the deadline, and proof sent back after the deadline ends the claim there and then; the log records it as the studio's call, not as a missed deadline, since the proof was in on time. If another claim holds the game by then, the studio can't send it back; it confirms or turns it down instead.
    • Turn it down. The claim is declined, no window starts, and the game is free.
  9. One pitch or pact per streamer per game (pitched, accepted, delivered or active), across all of the game's pacts.
  10. A free game has no holder, is live and has at least one open pact.
  11. Store link. A game can carry a link to where it sells (https only, up to 300 characters).

Claim statuses

A pitch and what follows is a claim: pitched → accepted → delivered → active → completed. Side exits: declined, withdrawn (by the streamer, while pitched or accepted) and expired. Deadlines and window ends take effect at their exact time: the log records an expiry at the deadline and a completion at the window end. The game's public pact log shows each pitch, acceptance, delivery, confirmation and window end.

statusmeans
pitchedA streamer asked for a pact. The studio accepts or passes.
acceptedThe streamer holds the game and has 30 days to go live and send proof.
deliveredProof is in. The studio confirms it, sends it back or turns it down.
activeConfirmed: the streamer's share runs for 28 days from go-live.
completedThe window is over.
declinedThe studio passed on the pitch or turned down the proof, or the pact closed while the pitch waited.
withdrawnThe streamer withdrew.
expiredNo proof by the go-live deadline (or proof sent back after it). The claim no longer holds the game.

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