DustedDusted
Seed deck · Sep 2026 · Confidential
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DustedSeed deck · September 2026

Dusted

Bet on yourself.

Play familiar games live against friends and rivals for real money.

$5 Blocks. Ninety seconds. Winner takes $9.

Markus challenged you · $5 Blocks Rematch · 7–6
Two friends in two different homes, each on their own sofa playing a game against the other on their phone, the two rooms divided by a lightning bolt. Both are laughing.
7 – 6 $10 POT
Entry$5
Round90 seconds
Format1v1 · live
Dusted fee10%
StagePrototype · unreleased

01What every game has in common

People have put money on games for centuries. Mobile gaming is the anomaly.

Cards, dice, pool, darts, dominoes, poker. Nobody had to be taught that a stake makes a game matter; it was there before the rules were written down.

Cards

Money

Dice

Money

Pool

Money

Darts

Money

Dominoes

Money

Poker

Money

Games on
your phone

Nothing

3.1 billion people play games on a phone.[S5] Almost none of them can play a friend for five dollars.

02The $5 round

One friend. One game. Ninety seconds.

Both enter for $5. Same live match. Winner takes $9, Dusted keeps $1, and the result becomes a replay, a rematch and a rivalry record.

Dusted Blocks live match: $10 pot, timer running, rival on camera, both boards visibleDusted Blocks · live match screen

Why this is new · three things no phone game does today

01

$10 at stake

Two friends, $5 each, on one round of a game they already play. Winner takes $9. No phone game lets two friends put money on each other.

On screen · $10 POT

02

Live. Nobody has cracked it on mobile

Same board, same clock, both of you playing now. Skillz, Papaya and every other cash game on a phone are asynchronous: their players play alone and get compared to a stranger afterwards.

On screen · LIVE MATCH · OPPONENT BOARD

03

You see and hear your friend

Face and voice on by default with friends. Off by default with strangers; the board is always shared.

On screen · Milo, on camera · Video call connected

Beating your friend for nothing is a Tuesday. Beating him for $5 of his money is a story.

Practice, friendlies and clubs are free. Playing for money is optional and it is the only thing we charge for.

03Who plays Dusted?

They already pay for stakes. They already play games. We combine the two.

Wagering-native · US · reported figures, marks belong to their owners

Prediction markets

Kalshi

$37bn tradedAug 2026

Event contracts, one month

Prediction markets

Polymarket

$8bn tradedAug 2026

From under $5bn a month combined a year earlier

Broker

Robinhood

13.6bn event contractsQ2 2026

10× in a year

Sportsbooks

DraftKings · FanDuel

$167bn stakedFY2025

52% of US men 18 to 49 hold an account

Cash gaming

Skillz

$542m entry feesFY2025

Solo scores compared later; nobody present

Every one of them is betting on somebody else

  • A team
  • An athlete
  • An election
  • A stock
  • A stranger's score

Competition-native · third-party titles, reported figures, marks belong to their owners

Block puzzle

Block Blast

300m monthly players

Alone, against nobody

Pool

8 Ball Pool

1bn+ downloads

Coin matches, no cash

Knockout

Stumble Guys

~600m downloads

Live, 32 players, nothing on it

Golf

Golf Clash

$789m revenue

Head-to-head, coins only

Racing

Mario Kart

87m units

Friends on a sofa, no stake

Every one of them competes on their own skill, for nothing

  • Ranked
  • Private lobbies
  • Friend challenges
  • Leaderboards

First customer

  • US, 21 to 40, male-skewed; already has a sportsbook, Kalshi, Robinhood or poker balance
  • Plays games, competitive with friends, comfortable with $5 to $20 on a short contest

Second customer

  • Competitive gamers who do not wager today
  • Already play ranked and friend challenges; want a match to matter more

A $5 contest needs no explaining to either group.[S1, S4, S8, S17, S20, S21, S36, S41, S42]

04The games

Blocks first. Then the formats everyone already plays.

Each one an original build, on the same identity, wallet and rival graph. The figures are what the reference title has already reached.

Format reference · third-party titles, reported figures · marks belong to their owners

Launch

Blocks

300m monthly playersBlock Blast

Same seeded board, two players, ninety seconds

Next

Pool

1bn+ downloads8 Ball Pool

Live 1v1, prototype built

Lined up

Bubble

Cash competition provenBubble Cash

Same board, first to clear

Lined up

Knockout

~600m downloadsStumble Guys

Up to 32, last one standing

Assessed

Racing

87m unitsMario Kart

Kart racer prototype built

Assessed

Golf

$789m revenueGolf Clash

Head-to-head, one hole

Assessed

Falling block

500m+ unitsTetris

Two wells, one seed

Assessed

Party

21m unitsMario Party

Minigames, club night

One competition layer over every format

  • Original code, art, design
  • Identical seeded conditions
  • A human opponent, live
  • $5 entry, 10% fee, shown first
  • Face, voice, board
  • Challenge a friend · rematch

Named for format identification only; no affiliation implied. Formats are not protectable, expression is, and every Dusted game is our own.[S6, S17, S20, S21, S24, S25, S27, S36] Full landscape in A3.

05How Dusted gets its first players

Friends first. Then the internet watches.

Challenge · via link · $5 Blocks

Markuschallengedyou

Same board. Ninety seconds. Winner takes $9.

Accept · $5

FRIENDS COMPETITIONS

The invitation is a match, not an app

A challenge link opens straight into a $5 match against someone you know. The loser gets a replay and a rematch button. Group chats, offices and alumni groups run a weekly club night with one bracket and one pot. A prize is a rented user. A rival is an owned one.

LIVE ◉ 4,812 Streamer's phone screen: Dusted Blocks live match, $10 pot
Streamer webcammarkus_plays
Opponent webcamtomo · from chat
CHAT vs STREAMER · GAME 37 – 6$10 POT
2:14:07

markus_plays ✓

Losing $5 to my own chat on Dusted Blocks · challenge link below · loser pays

Dusted Blocks$5 matchesEnglish

Subscribe

STREAM CHAT

brk_ he lost AGAIN 💀

tomo that's $15 tonight lmao

lina.k REMATCH

dvs put $20 on it coward

mod challenge link in the description ↓

brk_ chat vs streamer next??

nia__ i'm next, $5, same board

tomo ez money

Send a messageChat

SOCIAL MEDIA

Two friends, real money, one board. The clip writes itself.

Streamers challenge their chat and lose $5 on camera. Creator tournaments with one pot. Every result is a shareable card with the replay attached. Twitch, TikTok and YouTube do the distribution; we pay creators for a first paid match, not an install.

Where the clips travel · third-party platforms, marks belong to their owners

Twitch

Streamer vs chat · live

YouTube

Full matches · Shorts

TikTok

The 20-second clip

Kick

Streamer vs chat · live

PAID

Wagering-native audiences

Sports-betting, prediction-market, poker and fantasy audiences in permitted US states, age-gated. Channel eligibility is confirmed during launch clearance, not assumed.

AFFILIATES

Betting and gaming newsletters

Prediction-market, poker and pool creators and newsletters, paid on a first completed paid match.

PROMOTIONS

Seed the first tables

First-match credits and creator tournaments to fill matches at launch; promotional entries reported separately from deposits.

Paid acquisition will be expensive. The bet is that challenges, rematches and clips lower the blended cost over time; the pilot measures whether they do. Model in A5, gates in A12.

06Competition

Live and casual is the empty box.

Live ← → Asynchronous

Live · casual

Dusted

Your opponent is present. Two minutes to understand. Friends before money.

Live · core

  • FACEIT
  • Players' Lounge
  • Challengermode

Real competition, for people who already take gaming seriously.

Asynchronous · casual

  • Skillz
  • Papaya
  • Pocket7Games
  • WorldWinner

You compare scores with a stranger. Nobody is actually there.

Asynchronous · core

  • Ladder and tournament tooling

Infrastructure, not a consumer product.

CasualCore

Skillz proved people pay to compete: $2.44bn of entries in 2021. Its players competed alone against strangers' scores; when the bonus cash stopped, its paying base fell from 610,000 to 110,000.[S8, S28] History in A4.

07Team

Built by a consumer product founder.

Markus
Maier

Founder

LinkedIn ↗

Built and sold a venture-backed consumer company. Built Dusted's multiplayer prototypes and competition rails himself.

Built & sold

Nudge, sold 2026Backed by Balderton, Coinbase, Brevan Howard

Product

Amazon Prime Video, Senior Product Manager

Operated

Axel Springer SE, Chief of Staff

Trained

Harvard Business School · Bridgewater · HV Capital

First senior hire

A founding game director who has shipped and operated successful multiplayer games. Month one, founding equity. Full hiring plan in A10.

08The ask

€7m to launch Dusted Blocks, prove repeatable player acquisition and establish the rivalry loop in one cleared US market.

57%
19%
10%
8%
6%

€4.0m

Customer acquisition. Paid, affiliates, creators, promotions, creative.

€1.3m

Game and product team. One excellent launch game, lean and senior.

€0.7m

Competition rails, integrity, anti-fraud.

€0.6m

Legal, payments, compliance, market clearance.

€0.4m

Infrastructure, G&A, contingency.

STAGE 1

Small tests

Creative and channel tests at small budgets.

STAGE 2

Larger cohorts

Only after legal clearance and acceptable retention.

STAGE 3

Scale

Only after contribution economics and challenge-led acquisition show promise.

Why the team stays small

AI lets us prototype mechanics faster, produce far more ad creative, test formats cheaply and keep the permanent team lean. That is why 57% of the round goes to distribution, not headcount. Headcount follows evidence. Unit economics in A5, trust and permissions in A13, vendor claims in A9.

A row of Dusted pixel players above a checkered line.

Bet on yourself.

Familiar games. Human opponents. Real stakes.

AAppendix

Diligence.

Sources, legal analysis, model assumptions, integrity proofs and the hiring plan. Collapsed on purpose.

Open the diligencelegal & platform gates · model · integrity proofs · hiring plan · 42 sources

A1 · What exists today Built Open

Two unreleased prototypes and one set of competition rails. Verified 14 September 2026 on a clean checkout.[P1]

138

Pool prototype tests passing: 39 simulation, 51 rules, 48 server integration. Two real accounts matched and played one live table over two WebSockets, one agreed result and a replay id.

Built

10,000

Generated shots reproduced bit-exactly across two independent simulation instances. The simulation contains no floating-point arithmetic.

Built

20/20

Cash-integrity attacks refused by the server from a hostile client: score injection, out-of-turn shots, frame replay, forged and expired tickets, seat theft, flooding.

Built

17/17

Kart racer backend tests: ledger, idempotency, settlement, security, five e2e multiplayer scenarios. Eight networked clients in one authoritative race; escrow reconciled to zero; kill the server mid-race and it voids and refunds exactly once.

Built

Also measured and reported whether or not it flatters us. Pool fairness on the final table geometry: first breaker wins 50.74% over 14,400 matches, inside the acceptance band — and still no-go for cash until an unexplained between-batch dispersion is understood. A shot-selection solver held to human aim error is a coin flip against a strong scripted player; given perfect aim it wins 95%. Automated aim input is the threat that matters, and it is why cash limits will be governed by attestation, not by the shot clock.

Not done

  • No proof it is fun. Passing tests establish nothing about enjoyment. An unfamiliar player choosing a second round is the gate, and we have not met it.
  • No device. No iOS or Android build has run on a phone. Performance, thermals, touch ergonomics and the 60 fps target are unmeasured. Controls cannot be called polished.
  • No real-money payments. No payment code paths exist; cash matches are refused outright. Deliberate.
  • Three codebases, not one. The pool prototype and its server, the native racer, and the racer's ledger server are separate. Joining them is milestone one.
  • No social layer. Friends, rivals, challenges, clubs, rematch and spectating are designed, not built. Matchmaking pairs the longest-waiting player with no rating.
  • Authentication, transport and load are unexercised against real services: no identity provider configured, plain HTTP locally, no load test, no cost-per-match figure.
  • Collusion and multi-accounting are undetectable before launch scale. Both need cross-match analysis over a population that does not exist yet.
  • No licences, no channel approvals, no players, no revenue.

A1b · Defensibility stack and portfolio effect

Brand

The place competition happens

Games

Owned, original, and the reason to arrive

Social graph

Friends and rivals — the reason to stay

Competition liquidity

Fair matches that fill instantly, at any hour

Player reputation

Rating and history worth not abandoning

Integrity data

Years of match telemetry a newcomer does not have

Developer distribution

Access to a competing audience already assembled

Why game five is easier than game one

Every new title inherits accounts, payments, matchmaking, anti-cheat, the social graph, clubs, tournaments — and an existing population of players to fill its matches on day one. The first game has to find its own audience. The fifth does not.

A2 · Distribution & legal gates Policies read Sep 2026 No approvals held

Platform & channel policy6 rows — status and implication
ChannelStatusImplication
Meta DE/UK/USConditionalCash-prize skill formats need authorisation and established lawfulness. A channel to apply for, not approved distribution.[S9]
TikTok GermanyExcludedProhibited outright. Removed from the base case.[S10]
TikTok UK / USUK path · US unclearUK lists skill games with money-out. The US example says free. Treated as unavailable until confirmed.[S10]
AppleConditionalLicensing, geo-restriction, free app — and IAP cannot fund real-money play, which dictates the wallet architecture. The Epic injunction currently bars Apple from taking commission on external payment links in the US, which makes web deposit cheaper than it has ever been — and is still under appeal, so we do not underwrite a zero Apple take.[S11, S33]
Google PlayExcludedProhibited outright, not merely restricted. Play does not allow "content or services that enable or facilitate users' ability to wager, stake, or participate using real money … to obtain a prize of real world monetary value", and cites as a violation "games that accept money in exchange for an opportunity to win a physical or monetary prize." The licensed exceptions are casino, sports betting, horse racing, lotteries and daily fantasy — skill-cash tournaments are not among them.[S12]
Steam / consolesExcludedNo verified path. Out of the base case entirely.[S13]

The consequence, stated plainly

This is an iOS-first business, possibly an iOS-only one. Google Play currently excludes the format outright and Android is roughly seven in ten of the world’s phones; Solitaire Cash has stayed on the App Store while disappearing from Google Play.[S12, S29] Read every audience figure here as iOS users in a cleared territory, not as adults with a smartphone. The sideload and alternative-store routes opened by the EU Digital Markets Act are a possibility to test, not a plan to fund.

Legal permission and platform permission are separate gates. No legal opinion is offered here: classification depends on consideration, prize value, the role of chance, player location, age, custody and payment flows, and “mostly skill” is not an exemption anywhere. Germany’s statutory test turns on whether the outcome depends predominantly on chance,[S15] so adding randomness to frustrate bots moves that analysis the wrong way. The on-point precedent is Michigan: in October 2024 the Gaming Control Board issued a cease-and-desist finding that 21 Cash, Bingo Cash, Bubble Cash and Solitaire Cash constitute illegal gambling under state law.[S34] A “skill game” label did not survive contact with a state regulator. Two risk vectors are easily conflated: the 2025–26 rulings that declared cash-entry products unlawful (Pennsylvania, Missouri) concern physical terminals, not mobile apps, so the read-across is doctrinal rather than binding, while the live exposure for a mobile operator has run through false advertising and consumer protection.[S29, S35] Both are real; we do not plan for them the same way. Before any paid entry: jurisdiction-specific advice, operating permissions, payments acceptance, age and identity verification, geolocation, fund-handling and withdrawal terms, tax treatment, written Meta classification. Today every one of those is open.

And a category can be switched off. India’s Promotion and Regulation of Online Gaming Act 2025 banned real-money online games outright in August 2025; Dream11, MPL, Zupee and WinZO suspended paid contests within days, and the ban removed 95% of Dream Sports’ revenue.[S32] That is not a prediction about Germany or the United States. It is the reason this round buys written permission in one market rather than scale across many.

Payments is a gate in its own right Checked 14 Sep 2026

The default payment rail refuses this business model, everywhere. Stripe's restricted-businesses list places under prohibited: "Games of skill including video game and mobile game tournaments or competitions, darts, card games and board games with a monetary or material prize." We checked three locale editions of that list — default, United Kingdom and Australia — and found no country carve-out in any of them.[S38]

This holds regardless of whether the activity is lawful in a given market: the operator must be underwritten by a specialist gaming-payments processor rather than a general one — higher fees, real underwriting diligence, longer integration. We treat it as a funded work item in the permission gate. Whether PayPal and Adyen take the same position could not be verified. Open

Where we can operate — verified status only Verified Mostly unresearched

Where we can operate14 markets — verified status only
MarketStatusBasis
United StatesOpen, ~45 statesPredominance test in most states. Cash entry disabled in AR, CT, DE, LA, SD per the incumbent's current terms; SC, MD and MI apply a stricter wager-focused test. Our first market.
United KingdomOpen via licenceGambling Act 2005 s.6(2) treats chance plus skill as a game of chance regardless of proportion; the s.14 prize-competition exemption is narrow. Realistically a licence application, not an exemption.
NetherlandsPromisingWet op de kansspelen Art. 1 turns on overwegende invloed — whether participants lack predominant influence. A genuine predominance test. Needs Dutch counsel before we call it open.
AustraliaUnresolvedInteractive Gambling Act 2001 contains an "excluded gaming service" section whose operative text we could not retrieve. Largest unresolved English-language market; worth real diligence spend.
MaltaLicensableThe only purpose-built Controlled Skill Games regime, 5% tax on gaming revenue. Does not passport — there is no EU mutual recognition for gambling, and the e-Commerce Directive's country-of-origin rule excludes it.
GermanyAdverseFederal administrative-court authority holds an entry fee escapes gambling consideration only where it covers organiser costs, not where it funds the prize. A rake model is the case that fails it. § 284 StGB is criminal.
CanadaClosedCriminal Code s.206(1)(f) captures mixed chance-and-skill for money with no predominance safe harbour; Ontario enforcing against skill-marketed machines through 2025.
South AfricaClosedNational Gambling Act 7 of 2004 s.5(1)(a)(ii): a game qualifies whether the result is determined by skill, chance, or both. Skill alone is still a licensable gambling game.
IndiaBannedPromotion and Regulation of Online Gaming Act 2025. The ban removed 95% of the largest operator's revenue.[S32]
China, Indonesia, Turkey, Vietnam, MexicoClosedProhibition, state monopoly, or — in Mexico's case — an explicit payment-processor exclusion naming this exact model.

We are deliberately not publishing a green map. Of roughly twenty markets assessed, only a handful have been taken back to a primary statutory source; Ireland, Japan, South Korea, Singapore, Israel, Poland, Austria, Belgium, Spain, Portugal and most of Latin America remain genuinely unresearched. A market is listed above only where we have a basis. The plan funds one market properly rather than claiming many.

A3 · "Can you just copy these games?" Case law

The format, yes. The expression, no. US courts have said it plainly — "game mechanics and the rules are not entitled to protection" (Tetris Holding v. Xio, 2012).[S25] Art, characters, names, levels and trade dress are protected: Xio lost because its clone was "all but indistinguishable", and the court noted it had "limitless options" to build the same-functioning game lawfully. The category runs on this — Stumble Guys cloned Fall Guys to 600m downloads.[S17]

The real exposure is patents, not copyright. Nintendo and The Pokémon Company sued Palworld's developer in 2024 over three Japanese patents on a creature-catching mechanic — not over art. Damages sought: about $66,000.[S26] Our rule: original art and audio from day one (already true — A7), freedom-to-operate review per format, and no mechanic that reads as someone's patent. Not legal advice.

The formats we have assessed

Every format below is short, thumb-playable, understood in ten seconds, and ends in a clean finishing order. We build originals of them, one at a time, on one competition layer. Orange marks the launch game and the next one.

Formats assessed12 formats assessed; Blocks launches, Pool is next
FormatStatusReference title — reported scale
Block duelLaunch gameBlock Blast · 300m MAU
PoolNext · prototype built8 Ball Pool · 1bn+ downloads
Bubble duelLined upBubble Cash · cash-competition proven
KnockoutLined upFall Guys · 50m in two weeks
Kart racerAssessed · prototype builtMario Kart · 87m
Golf duelAssessedGolf Clash · $789m
Sports duelAssessedWii Sports · 82.8m
Falling blockAssessedTetris · 500m+
Party minigamesAssessedMario Party · 21.2m
Platform fighterAssessedSmash Bros · 38.1m
Arena brawlAssessedBrawl Stars · 49.8m/mo
Live triviaAssessedHQ · 2.4m concurrent

Third-party titles are named for format identification only. Marks belong to their owners; figures are reported or third-party estimates describing those titles, not Dusted.[S6, S7, S17, S20–S24, S27] Each Dusted game is an original build — no IP, characters, levels or branding used or implied.

Two of these already charge an entry fee. 8 Ball Pool and Golf Clash run coin-entry head-to-head matches every day, with a billion downloads and $789m of revenue between them — the only difference is what the winner is paid in.[S20, S21] One already paid cash. HQ Trivia put real money on a casual game and reached 2.4 million concurrent players, then ceased operations in 2020; its prize pool was funded by investment rather than by a sustainable take on entries.[S22]

A4 · The precedent, in full SEC filings

The public comparable’s revenue and payer history at its turning points.

Skillz, by period5 periods — revenue and paying players
PeriodRevenuePaying MAUWhat it shows
FY2020$230.1mn/d+92%. Category demand is not in question.
FY2021$384.1m610k (Q4)The peak. S&M $465.5m — 121% of revenue — of which $187.6m was engagement marketing, bonus cash paid to existing players. 49% of revenue.
FY2022$269.7m235k (Q4)−29%. User-acquisition spend cut 30% in Q1 alone; payers fell with it immediately. Plus $168.1m of impairments writing off the Aarki acquisition.
FY2024~$95m110k (Q4)The floor. Payers down 82% from peak.
Q2 2026$31.0m117kRevenue +23% YoY. Payers still falling. Growth is ad-tech and ARPPU, not players.

Payer basis: FY2021–FY2024 figures are Q4 point-in-time; FY2025 and the 2026 quarters are as reported for the period. Marked where they differ rather than blended.[S8, S28]

What broke, in one line: they rented the peak. Sales and marketing exceeded revenue every year from 2020 to 2022 and roughly half the 2021 spend was bonus cash. When Apple's ATT change raised the price of buying users and management cut the spending, the paying base fell from 610,000 to 110,000 over three years. Management's own quarterly language attributes the decline to their own marketing cuts, not to market conditions.

And the 2026 recovery is not what it appears. Revenue is growing while paying players keep falling. The growth comes from an AI ad-tech unit, from the Papaya judgment, and from charging a smaller base more per head. The company reorganised and renamed itself Firy Inc. (NYSE: FIRY) in June 2026 — confirm current corporate naming before circulating. Nobody has yet grown this business by growing the number of people who want to play.

What the incumbent proves — and what it doesn't

Skillz reached $2.44bn of entries and ~3.0m monthly players in 2021, so the demand is not in question. By Q2 2026 it was down to 349,000 monthly players — an 88% collapse — while the survivors monetise harder than ever.[S8, S28]

Skillz proved willingness to pay. Its history also shows that money alone does not create a durable network. It was asynchronous: you played alone and your score was compared to a stranger's later. Nobody was present, so the prize was the main reason to open it. Engagement marketing ran at 49% of 2021 revenue, and when the subsidy stopped so did the players.

A shared balance is not a shared graph. Its titles are separate apps, downloaded separately, each with its own pool of opponents; whatever a player builds in one does not travel to the next, so every new title starts its liquidity at zero. Our bet is that live opponents, friends and rivalries can hold what a prize alone could not. That is a bet, not a finding.

The willingness-to-pay question under Block Duel

Block puzzle's audience has been monetised almost entirely by advertising rather than purchases. One widely repeated estimate puts the category leader's lifetime in-app purchases in the tens of thousands of dollars against hundreds of millions of players — but it traces to a single secondary page citing no analytics platform, and we do not treat it as fact.[S36] The defensible reading: enormous habitual engagement, unproven willingness to spend. Paying a small entry fee for a cash payout is a different transaction from buying a booster, and no published data answers whether this audience makes it. That is what the paid pilot exists to test, and it is why Pool, a format with proven cash payers, is the second game rather than a distant one.

A5 · Market and unit economics Model

US, iOS, permitted states. Pick a scenario; every figure below comes from one assumptions object.

scenario · Conservative
US adultsModel260m
In states permitting cash entryModel233m
With a smartphoneModel212m
On iOS (Google Play bars the category)Policy verified123m
Casual players of relevant formatsTo be verified61.5m
Paying monthly · 0.5% of the reachable baseAssumed308k
Monthly entries · $150 per payer · handleDerived$46m
Annual fees at 10% · revenueDerived$55m

Conservative

$55m

annual gross fees · 308k payers · $150/mo

2.2× the public comparable's 141k payers

Middle

$277m

annual gross fees · 923k payers · $250/mo

6.5× the comparable's payers

Expansion

$1.18bn

annual gross fees · 2.46m payers · $400/mo

17× the comparable's payers

Initial unit-economics hypothesis

MetricInitial hypothesis
Cost per iOS install$3
Install to first paid match5%
Cost per first-time payer$60
Monthly entry volume per payer$150
Gross Dusted fee at 10%$15.00
Variable costs (payments, fraud, verification)−$4.50
Monthly contribution per active payer$10.50
Payer retentionUnknown
Organic invitations per payerUnknown
Contribution LTVUnknown

At these assumptions Dusted needs about 5.7 paying months to recover a $60 acquisition cost; paying months are not calendar months. Retention and referral are the central economic questions.

556k

Monthly payers

×

$150

Entries / payer / month

×

10%

Fee

×

12

Months

=

$100m

Annual gross fees

US bottom-up model3 scenarios — one shared assumptions set
US bottom-up model — one shared assumptions setConservativeMiddleExpansion
Reachable base: US adult iOS casual players in permitted states (to be verified)61.5m61.5m61.5m
Share of the reachable base paying monthly assumed0.5%1.5%4.0%
Monthly paying players derived308k923k2.46m
Monthly entries per payer assumed$150$250$400
Annual entry volume (handle, not revenue)$0.55bn$2.77bn$11.81bn
Annual gross fees @10% derived$55m$277m$1.18bn
Versus the public comparable's payer base (141k)2.2×6.5×17×

One thing we will not do here is quote a market size for this category, because no honest one exists. The "$40bn global skill gaming market, 52% of it Asia-Pacific" figure that dominates search results comes from report mills, is not reproducible from any company's disclosures, and — decisively — no version of it we could find has been revised for India banning the largest real-money market in that region. Several still forecast Asia-Pacific as the fastest-growing region straight through the window in which it was outlawed. The only audited number in this entire category is the public comp's own: $541.9m of entry fees and $104.5m of revenue in FY2025.[S8, S32] Everything below is built from stated assumptions instead, and should be argued with on those terms.

Context that is deliberately not in the front deck. Stake-adjacent culture is real — roughly two in five American men 18–49 have used crypto, 0DTE contracts are a record 66% of SPX options volume, and Kalshi, Polymarket, PrizePicks and Underdog were valued at about $22bn, $9bn, $2.5bn and $1.2bn in 2025–26.[S2, S3, S39] None of them is a comparable for Dusted: liquidity, regulation, margins and user behaviour differ. They are evidence that people put money on outcomes for fun, nothing more.

Every row is rendered from one assumptions object; the front deck no longer carries the funnel, so the front deck and this table cannot drift apart. The reachable base is built bottom-up there: 260m US adults → 233m in states permitting cash entry → 212m smartphone → 123m iOS (Google Play bars the category) → 61.5m casual players. That last step is the one we have not sourced and it is labelled "to be verified" rather than asserted. Assumptions, not observed audiences or forecasts, and not a claim Dusted captures them. Before this is an investable SAM the first two rows need jurisdiction-specific adult reach and conversion evidence. Germany cannot be counted as reachable simply because Germans play games. We model at roughly a quarter of the only public comp's revenue per payer on purpose — Skillz runs ≈$320 of entries per payer per month at a 19.3% effective take, against our $150 at 10%.[S8]

Paying-player monthillustrative unit economics — conservative and middle cases
Illustrative paying-player monthConservativeMiddle
Entry volume (handle)$150$250
Gross fees @ 10%$15.00$25.00
Variable costs (30% of revenue; placeholder, no vendor quote)−$4.50−$7.50
Contribution before acquisition$10.50$17.50
Acquisition per new payer ($3.00 iOS CPI at 5% conversion; unverified. Android excluded — Google Play bars the category)−$60−$60
Simple payback (paying months)5.73.4

What payment fees do to a $5 match

Entry fees never touch Apple's rails. Apple prohibits in-app purchase from funding real-money play, so there is no 30% store cut on a wager; deposits run on external payment rails, and the Epic injunction currently bars Apple from taking commission on those links in the US.[S11, S33]

A $5 entry is not a $5 transaction. Players fund a balance and entries draw from it, so a fixed per-transaction fee is paid once per deposit and spread across many matches — cents per match.

Only fresh money carries a fee. The comparable discloses that prior winnings are more than 84% of paid entry fees, so about one dollar in six of entry volume is a new deposit.[S37] On $150 of monthly entries that is roughly $25 of deposits, not $150 — on standard card rates about 7% of revenue at $25 deposits and 10% at $10 ones. The fixed per-transaction fee is the entire difference, which makes deposit sizing and bank-transfer rails a product decision, not a finance one. For scale: the comparable's 10-K defines cost of revenue as “third-party payment processing fees, server costs, amortization of developed technology, personnel expenses… hosting expenses” — and that whole line is 12.5% of revenue.[S40] Its revenue rose 12.5% in FY2025 while cost of revenue fell, because GMV fell and payment fees track deposits, not revenue. Our rake is half theirs, so identical rails cost us roughly twice as much as a share of revenue. Both sit inside the 30% variable-cost line above, and next to $60 of acquisition cost per payer neither decides this business. Specialist-processor premium not quoted

Where the revenue actually comes from

Platform revenue is the rake, and the rake can only ever come from net deposits. It is an identity, the same one a poker room or a sportsbook lives by: money in, minus money out, equals what the house keeps. A player who deposits $50 and never withdraws will see that $50 ground through roughly $500 of entries at a 10% fee before it is gone — and generates exactly $50 of revenue whether they play it out over a week or a year.

Round velocity therefore sets the speed, not the total. Playing faster does not create more revenue; it shortens the player's life. This is why we report net deposits alongside entry volume, why entry volume is not a revenue-quality measure, and why the comparable discloses that prior winnings are more than 84% of its total paid entry fees — the same balance circulating while the rake grinds it down.[S37]

One structural point that is easy to miss and changes how every line above should be read. In this model, most entry volume is not new money. The public comp discloses that prior winnings made up more than 84% of total paid-entry fees — meaning roughly one dollar in six of gross entry volume is a fresh deposit, and the rest is the same balance circulating between players while the platform takes a cut of each lap.[S37] That is good for gross volume and unforgiving about churn: when a cohort leaves, it takes the float with it. We therefore report net deposits alongside entry volume from the first pilot, and we do not treat entry volume as a revenue-quality measure.

Sensitivity: at an 8% fee and $9 of variable cost the conservative case pays back in 20 paying months — not a business. The variable line is the first thing to interrogate and we have no vendor quote for it. "Paying months" are not calendar months. No LTV is claimed. From the first pilot we report paid versus promotional entries, net deposits, fees, contribution and cohort retention separately. Our scale-proof target is sales & marketing under 35% of revenue, against the benchmark's 68%.

A6 · Integrity, liquidity and kill criteria Built Model

  • Fair competition. Server-authoritative simulation; one hashed seed manifest producing an identical board for every entrant in a match; telemetry, replay review, anti-collusion, anti-multi-accounting. Bots in practice are labelled bots. Procedural variety is variety, not anti-cheat.
  • Transparent money. Double-entry ledger; fee and split shown before entry; paid and promotional entries reported separately.
  • Reliable resolution. Unresolvable matches void and refund exactly once — tested by killing the server mid-race. Late results are fenced and rejected.
  • Never. No house bots in paid matches. No manipulated outcomes or personalised "luck". No paid performance advantages. The bar is no longer hypothetical and no longer an allegation. A jury found Papaya Gaming liable in April 2026 over undisclosed bots; trial evidence put 13 million bot accounts against roughly 11 million real players, and a court ordered $719m disgorged.[S29] Separately, AviaGames faces an active class action alleging bot-seeded matches, with the Supreme Court having denied its arbitration petition in May 2026 — those remain allegations, not findings.[S18] The distinction we draw is not that we would never do this. It is that our architecture is built so that a player, a regulator or a court can check. Published seed per event, replay available, human-only paid fields, and paid versus promotional entries reported separately from the first pilot.
  • Liquidity — three tiers, not one. Eight players is a small number until you need eight specific ones. Pools fragment by region, stake, skill, device and mode. The answer is a ladder: continuous asynchronous entry as the floor, so a player at three in the morning still gets a game; hourly skill-bracketed live events as the spike; and one daily marquee with a concentrated pool. At 5,000 daily actives, 12% attendance on a single hourly event is roughly 600 simultaneous entrants — enough to fill seventy-five eight-player fields inside four or five genuine skill bands, where continuous matchmaking over the same population would be pairing a novice against a veteran or holding them in a queue. This is scheduled-tournament logic borrowed from poker, and the incumbent already ships all three tiers: asynchronous "play and compare", bracket events, and live events with a common seed per entry.[S30] Hourly, not nightly. Tetris Primetime ran one cash tournament a night with over $1m a year in prizes and was discontinued; a single daily appointment gives a single conversion attempt a day.[S31] The schedule is gated on measured actives — an hourly event with eight entrants is worse than no event at all. Measured at pool level, never as a platform average.
  • Scheduled events make integrity provable, not just cheaper. One seed per event means every entrant ran an identical track, so outlier detection runs across a single large comparable field rather than across scattered pairings. After Papaya (the precedent table below) the ability to demonstrate that opponents were human and conditions identical — to a player, a regulator or a court — is a product requirement, not a compliance afterthought.

We stop if

  • Approved channels only deliver payers at a cost needing permanent subsidy.
  • Players who lose do not come back.
  • Unfamiliar players will not re-run without a prize.
  • Integrity cannot hold at pilot scale.
  • No attractive territory clears legally.

A7 · Art provenance Built

All Dusted art is original and produced in-house: illustrated scenery, characters and the item atlas generated with recorded prompts and provenance; environment surfaces CC0 (Poly Haven) with verified hashes; Barlow Condensed under the SIL Open Font License; music and effects generated by our own tool. No third-party audio samples, no purchased or scraped game art, nothing from Nintendo or any other publisher. Third-party titles elsewhere in this document are named in type only, solely to identify a format, and the marks remain the property of their owners.

A8 · Sources Verified

Research cutoff 10 September 2026. Sources support the specific observations attributed to them — never the product, the modelled economics or the build claims. Platform policies must be re-checked before any campaign.

42 sourcesfull citation list — expand
S1
Siena Research Institute, Apr 2026 — 52% of American men 18–49 hold an active online sportsbook account. sri.siena.edu
S2
AIBM / Ipsos, 2026 — ~2 in 5 American men 18–49 have used crypto; more call it gambling than investing. aibm.org
S3
Cboe, Q2 2026 — SPX 0DTE a record 66.2% of SPX options volume, Jul 2026; retail ~57%. Cboe Q2 2026
S4
American Gaming Association, FY2025 — $78.72bn commercial gaming revenue; sports betting $16.96bn on $166.94bn handle. americangaming.org
S5
Newzoo, Aug 2026 — $213.9bn global games market 2026; 3.10bn mobile players. Forecast, not realised. newzoo.com
S6
Mario Kart sales — Mario Kart 8 Deluxe 71.53m lifetime; Mario Kart World 15.39m, to 30 Jun 2026. Nintendo reported. nintendo.co.jp/ir
S7
Fall Guys free-to-play launch, Jun 2022 — 20m players in 48 hours, 50m within two weeks, Epic Games Store concurrent record. Press coverage
S8
Skillz Inc. FY2025 results — GMV $541.9m, revenue $104.5m, cost of revenue $13.1m (gross margin 87.5%), 141k PMAU, ARPPU $61.70, S&M $71.1m. Derived ratios are ours. investors.skillz.com
S9
Meta ad standards — gambling & games. transparency.meta.com
S10
TikTok ads policy — gambling & games, Aug 2026. Country sections differ materially. ads.tiktok.com
S11
Apple App Review Guidelines §02.3 — §02.3.3 IAP prohibition, §02.3.4 licensing and geo-restriction. Re-verified Sep 2026. developer.apple.com
S12
Google Play — real-money gambling, games and contests. support.google.com
S13
Steamworks onboarding & Steam Online Conduct. Neither establishes a cash-product path. partner.steamgames.com
S14
US sweepstakes-casino legislation, 2026 — California AB 831 effective 1 Jan 2026; further state bans enacted. Adjacent-category direction of travel, not law applying to Dusted. InfoLawGroup
S15
German gambling law — Glücksspielstaatsvertrag. Statutory test turns on whether the outcome depends predominantly on chance. Background only; not legal advice. lexology.com
S16
Mobile / casual market, 2025 — $81.75bn IAP (+1.3%); downloads 50.4bn (−7.2%); casual IAP $32.7bn on 14.3bn downloads; 42bn casual-family downloads; hybrid-casual +20% to $4.2bn. Third-party estimates. Casual games market 2026
S17
Stumble Guys — ~600m downloads, ~38m monthly players, ~$168m lifetime mobile revenue. Third-party estimates. mobilegamer.biz
S18
Pandolfi v. AviaGames (N.D. Cal.) — class action alleging bot-seeded matches; SCOTUS denied certiorari on arbitration, May 2026. Allegations, not findings. classaction.org
S19
Generative AI in game production, 2026 — reported 70–90% reductions in asset-creation time; against that, only 21% of developers believe genAI reduces cost and 52% say it is harming the industry. Both cited. Game Developer / GDC 2026
S20
8 Ball Pool (Miniclip) — over 1bn downloads; ~$400m+ lifetime player spending; runs coin-entry 1v1 matches. Sensor Tower / PocketGamer.biz
S21
Golf Clash (Playdemic) — ~$789m lifetime revenue, ~64m downloads; EA acquired Playdemic for $1.4bn in 2021. PocketGamer.biz / EA
S22
HQ Trivia — peak 2.4m concurrent players (28 Mar 2018) on real cash prizes; ceased operations 2020. Press coverage
S23
Subway Surfers — ~4.5bn lifetime downloads; most downloaded mobile game of all time. Business of Apps
S24
Brawl Stars ~49.8m monthly players · Tetris 500m+ units · Slither.io 100m+ players. Third-party estimates. Sensor Tower / Udonis
S25
Tetris Holding, LLC v. Xio Interactive, Inc., 863 F. Supp. 2d 394 (D.N.J. 2012) — game mechanics and rules are not copyrightable; expression is. Case summary
S26
Nintendo & The Pokémon Company v. Pocketpair (filed Sep 2024, Tokyo) — three Japanese patents; combined damages sought ¥10m (~$66k). Ongoing. Game Developer
S27
Nintendo IR, top-selling title sales units — Super Smash Bros. Ultimate 38.14m (to Jun 2026), Super Mario Party 21.16m (to Mar 2025), Wii Sports 82.79m. nintendo.co.jp/ir
S28
Skillz historical results — FY2020 revenue $230.1m (+92%); FY2022 $269.7m (−29% YoY), 386k PMAU; Q1 2026 $29.1m (+33% YoY); Q2 2026 $31.0m (+23% YoY). Note: Skillz Inc. is reported to have rebranded to Firy Inc. and moved to NYSE under FIRY on 22 June 2026, with Skillz continuing as the skill-gaming unit — confirm before circulating. investors.skillz.com · SEC EDGAR CIK 1801661
S29
Skillz v. Papaya Gaming (S.D.N.Y., Judge Denise Cote) — jury verdict 23 Apr 2026 finding Lanham Act false advertising over undisclosed bot opponents, $420m actual damages; $719m disgorgement ordered 27 Jul 2026; Papaya filed Chapter 15 in Delaware 3 Aug 2026 and continues operating pending appeal. Trial evidence: of $6.7bn in advertised prize money 2021–24, ~$4.7bn was not paid to users because bots won. PocketGamer.biz · Perkins Coie analysis
S30
Skillz developer documentation — asynchronous "play and compare", bracket tournaments, developer-funded live events, and the "same seed per entry" model. Cited as evidence the three-tier liquidity structure is operated in production by the incumbent, not invented here. docs.skillz.com
S31
Tetris Primetime (PLAYSTUDIOS) — nightly 7:30pm local live cash tournaments, over $1m a year in advertised prizes; discontinued as of app version 2.12.3. Cited as the cautionary case for a single daily appointment. TetrisWiki
S32
India, Promotion and Regulation of Online Gaming Act 2025 — passed the upper house 21 Aug 2025, banning real-money online games. Dream11, MPL, Zupee, WinZO and My11Circle suspended paid contests; Zupee subsequently exited real-money gaming and cut staff. TechCrunch
S33
Epic Games v. Apple — Ninth Circuit found Apple in wilful violation of the anti-steering injunction; Apple currently barred from commission on external payment links in the US; remanded on the permissible fee, with Apple seeking Supreme Court review. Unsettled. TechCrunch, Apr 2026
S34
Michigan Gaming Control Board cease-and-desist, 3 Oct 2024 — found 21 Cash, Bingo Cash, Bubble Cash and Solitaire Cash to constitute illegal gambling under Michigan law; 14 days to block Michigan residents. Related consumer class action Barcelo v. Papaya Gaming (LA Superior Court, 24STCV32626) settled for $15m, preliminary approval 17 Oct 2025. Cited as evidence that a state regulator and a consumer-protection claim both reach mobile skill-cash apps directly. michigan.gov/mgcb
S35
Physical-terminal rulings, 2026 — distinguished, not applied. Pennsylvania Supreme Court, 15 Jun 2026 (5–2, Wecht J.): skill-game terminals meet the statutory definition of "slot machine"; 120-day enforcement stay. TNT Amusements v. Torch Electronics, E.D. Mo. No. 4:23-cv-00330, order 13 Feb 2026 (Ross J.): rejected the "no chance" preview-mechanic defence for physical kiosks. Both concern coin-operated devices; neither addresses mobile applications. Included because they are the rulings most likely to be raised by analogy. Pennsylvania Capital-Star
S36
Block Blast! (Hungry Studio) — publisher-stated DAU 40m (Dec 2024) → 70m (Jan 2026); MAU 160m → 300m over the same period; 284m downloads in 2025, second largest worldwide. Company press release syndicated via mobilegamer.biz, 14 Jan 2026 — company-stated, not independently audited. The widely repeated figure that lifetime in-app purchases total only tens of thousands of dollars traces to a single secondary page that cites no analytics platform for it; we flag it as unverified rather than relying on it. mobilegamer.biz
S37
Recycled winnings. Skillz FY2024 and FY2025 10-Ks disclose that "prior winnings represented more than 84% of total paid-entry fees" (FY2024; more than 80% in FY2020). Cited in A5 because it determines what share of gross entry volume is fresh deposit rather than recirculated balance. SEC EDGAR, CIK 1801661
S38
Stripe restricted businesses list, checked 14 Sep 2026 across the default, United Kingdom and Australia locale editions — prohibits under Gambling: "Games of skill including video game and mobile game tournaments or competitions, darts, card games and board games with a monetary or material prize." No country carve-out found. stripe.com/legal/restricted-businesses
S39
Stake-adjacent category valuations, 2025–26 — Kalshi ~$22bn (TCV-led round, May 2026, up from ~$11bn Dec 2025); Polymarket ~$9bn (ICE committed up to $2bn, Oct 2025); PrizePicks ~$2.5bn implied (Allwyn majority stake, Jan 2026); Underdog ~$1.225bn (Series C, 2025). Reported transaction and funding coverage, not audited figures; cited as evidence of category appetite, not as comparables for Dusted. Sportico
S40
Skillz Inc. FY2025 Form 10-K (filed 31 Mar 2026; entity now Firy Inc., CIK 0001801661) — accounting policy: “Cost of revenue primarily consists of third-party payment processing fees, server costs, amortization of developed technology, personnel expenses, direct software costs, amortization of internal use software, hosting expenses, and allocation of shared facility and other costs.” FY2025 cost of revenue $13.1m on $104.5m revenue (12.5%); FY2024 $13.4m on $92.9m (14.4%). No operator discloses its processing rate. sec.gov
S41
Kalshi and Polymarket monthly volumes — combined under $5bn in Sep 2025 (Pew Research, May 2026); Aug 2026 Kalshi $37.17bn and Polymarket $8.16bn, combined $45.3bn, first monthly fall in a year. pewresearch.org · Yahoo Finance
S42
Robinhood Q2 2026 — 13.6bn event contracts traded, more than 10× year on year; event-contract revenue $156m. Quartz · investors.robinhood.com
P1
Dusted build evidence — release notes, QA open items, engine and asset provenance, capture scripts, test logs. Internal repo; reproducible on a clean checkout.
docs/production/ · artifacts/production/

A9 · AI production claims Owner-supplied · to verify

The AI paragraph in section 08 rests on an argument about search cost that stands on its own: prototype cheaply, measure, kill, repeat. The specific vendor capabilities cited in support of it were supplied by the founder and have not been independently verified in this document. Each should be confirmed before it is repeated to an investor:

  • Unity — project-aware AI agents inside the editor and an MCP server allowing external agents to inspect scenes, edit scripts and trigger editor actions. Confirm current availability and licence terms.
  • AppLovin — automated generation of ad creative including video and playable formats. Confirm scope and whether it is generally available.
  • Roblox — prompt-based creation tooling producing games at volume, cited as macro evidence that creation cost is falling. Confirm the figure and its basis.

The argument does not depend on any one of these being true. It depends on the direction of travel in engine tooling, asset generation and creative production, which is observable regardless of vendor. We would rather state that plainly than cite a capability we have not checked.

A10 · Hiring plan Model

One excellent launch game and a lean senior team. Headcount follows evidence; nothing below is committed beyond the first hire.

01

Founding game director

Shipped and operated successful multiplayer games. Owns whether it is fun. Month 1

02

Multiplayer engineer

Netcode, server-authoritative simulation, one seeded table per match. Month 1

03

Competition-rails engineer

Matchmaking, ledger, integrity, anti-collusion, anti-multi-accounting. Month 2

04

Art director

An original look per title. Month 3

05

Social product designer

Friends, rivals, clubs, rematch, spectating. Month 4

06

Growth lead

The cleared-market pilot, measured on cost per paying competitor. Month 4

Legal and payments are bought, not hired: specialist gaming counsel and a gaming-payments processor, funded as a line of the round. What the founder de-risks: company and consumer product building, networked infrastructure and settlement, regulatory and payments research, fundraising and hiring. What the game director must de-risk: whether it is fun, depth, progression, live operations, game economy and multiplayer craft.

A11 · Integrity proofs Built

What the four promises in A13 look like in the prototype. Built claims are reproducible from the repository and describe payment-free software; amounts are from the model.

Same seed

match  7f3a-0912
you    seed 9c1f7a…e07a
friend seed 9c1f7a…e07a
table  identical ✓

One hashed seed manifest per match, published after it ends. Built

Human opponents

paid field
  you      verified human
  lina     verified human
practice
  opponent PRACTICE BOT ◀

Bots exist only in practice and say so. No house bots in paid matches. Labelled Paid rule

Replayable result

replay 83d9…7630
turns re-derived    16 / 16
scores matched      16 / 16
VERDICT  reproducible ✓

A stored match rebuilt from its recorded commands. A tampered replay fails just as loudly. Built

Double-entry ledger

entry   you        −$5.00
entry   friend     −$5.00
escrow  match      +$10.00
payout  winner     −$9.00
fee     dusted     −$1.00
escrow  balance     $0.00 ✓

Every match reconciles to zero. Fee and split shown before entry. Built Amounts

Exact refund

0:41  server killed
0:41  match voided
0:41  refund you    +$5.00
0:41  refund friend +$5.00
0:42  refund again  REJECTED

Kill the server mid-match and it refunds once, never twice. Tested. Built

Collusion and multi-accounting are open problems before launch scale; both need cross-match analysis over a population that does not exist yet. The Papaya and AviaGames records are in A6 and the sources.

A12 · Milestone gates Model Thresholds to set before pilot

What the round has to show, in order. Where a threshold is not yet founder-approved it says so rather than inventing one.

FunGates 1–3

Voluntary unpaid second-round rate among unfamiliar players.

Threshold: to set before pilot

RivalryGates 4–5

Challenge send and acceptance rate; rematch rate after a loss.

Threshold: to set before pilot

RetentionGates 4–5

D7 and D30, rivalry cohort against solo cohort.

Threshold: to set before pilot

ResilienceGates 6–9

Retention after a loss inside an acceptable band of retention after a win.

Threshold: to set before pilot

LiquidityGates 6–9

Share of entries matched within N seconds, measured per pool.

Threshold: to set before pilot

IntegrityGates 6–9

Fraud and dispute rate at pilot scale; paid and promotional entries reported separately.

Threshold: to set before pilot

EconomicsGates 6–9

Contribution-positive cohort; payback in paying months. Model: 5.7 conservative, 3.4 middle.

Threshold: to set before pilot

PermissionGates 6–9

Written legal clearance, written platform classification, payment-processor acceptance, one market.

Threshold: binary · all three in writing

A13 · Trust promises and launch permissions No approvals held

A jury found Papaya liable in April 2026 over undisclosed bot opponents; a court ordered $719m disgorged.[S29] Fairness has to be checkable by a player, a regulator or a court.

Promise 01

Human opponents

In every paid match. Practice bots are labelled.

Promise 02

Identical conditions

Same board, same seed, verifiable after the match.

Promise 03

Replayable results

Every match rebuilds from its commands.

Promise 04

Transparent money

Entry, fee, payout and refund shown before you enter.

LegalRequirement 01

Written legal clearance for the first US jurisdiction.

Status: open

PaymentsRequirement 02

A gaming-payments processor; general processors exclude the category.[S38]

Status: open

DistributionRequirement 03

App Store classification for real-money skill play.[S11, S12]

Status: open

ControlsRequirement 04

Age and location verification before any paid entry.

Status: open

Dusted holds no licences or channel approvals today. Proofs in A11, markets in A2, integrity in A6.