docs(steam): record the real onboarding state — a wait on Valve, not a task
The docs described Steamworks onboarding as pending work. It is pending VALVE: the partner account exists, identity verification is under review, and the tax interview is in their queue with a quoted turnaround of up to 30 business days. No app IDs are assigned, no store page exists, and Release entitlement therefore still fails closed — by design. Distribution.md §2 becomes a status table plus the critical path computed from Valve's own published windows (30 business days verification → fee/app IDs → up to 12 business days store review → page public ≥2 weeks before release → up to 12 business days build review). Earliest realistic launch: early-to-mid February 2027, leaving ~7 weeks before the 2027-04-01 launch price ends. Nothing in this blocks the code; commercial.md, TASKS 54 and HANDOFF now say so instead of implying Steam is an outstanding coding task.
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@@ -75,6 +75,11 @@ the purchase funnel. Both use the same code. The demo checks whether the current
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the paid app, then exposes the higher output tiers. The app-wide `IsAppOwned` value is the binary
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ownership result used by later feature checks.
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- **Steamworks status (2026-11-05):** partner account created; **identity verification pending** and the
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tax interview is in Valve's queue (they quote up to **30 business days**). No app IDs are assigned and
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no store page exists yet, so the Release build still fails closed on entitlement — by design. Earliest
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realistic launch is early-to-mid February 2027; the 2027-04-01 launch-price deadline therefore has
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~7 weeks of buffer. Detail: [`Distribution.md`](../../Distribution.md) §2.
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- **Steam owns the purchase.** The demo calls `BIsSubscribedApp(paidAppId)` after `SteamAPI.Init`,
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behind `IEntitlement` (`Services/Entitlement/`). It is a local check against Steam's own state —
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no server, key, lease, or LlamaCasty account.
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