# HANDOFF — 2026-11-02 (Steam ownership check) ## State - `main`; local work unit, not pushed. - Distribution plan: one paid Steam app ($79 announced launch price, then $99) plus its associated free Demo. Same code; no subscription, DLC purchase, or GitHub binary. - `IEntitlement.IsAppOwned` feeds the app-wide `MainViewModel.IsAppOwned` flag. Debug uses a fake owned result; the fake is excluded from Release. - Release ownership uses `BIsSubscribedApp(paidAppId)` and fails closed when the ID or Steam is unavailable. **The paid app ID is not configured yet; the Steamworks application is pending.** - Steam's private-use clause is not, by itself, a proven blocker. EULA wording should expressly allow commercial/monetized streaming; OBS is the relevant Steam software precedent. See `MyMistakes.md` → Steam distribution. ## Next action Day 1: grey out higher tiers for non-owners and link to the paid Steam page; then the system-message strip. The queued Debug-only test-access rule also needs checking. Keep one integration test per change. ## Landmines - The Demo has its own App ID. Ownership must check the paid app ID, never the Demo ID or test ID `480`. - No fake ownership code or developer panel in Release. - No Steam checkout in the app; Steam handles purchase and updates. - The paid app ID is not available yet; Release stays fail-closed until it is configured. - `verify.sh` clean app build passes; `EntitlementTests` passes 5/5. Full suite currently has 13–14 UI/content failures; connection to this change is unconfirmed, investigate separately. - Bundled FFmpeg must stay outside the single-file exe (`ExcludeFromSingleFile="true"`). - Build with Windows `dotnet.exe`; run tests per class (the whole suite can hang in WASAPI teardown).