
Robot Cache
» see robotcache.com as it lived, on the wayback machine
~ the last words ~
Brian Fargo founded Interplay and then inXile, which means he had spent decades on the developer side of a split that everybody in the industry complains about and nobody changes. On 16 January 2018 he announced a store meant to change it. Robot Cache would cut publisher fees by around eighty percent, and it would let a person who had finished a game sell the license on, with the original publisher taking a cut of that resale rather than nothing.
The mechanism was a blockchain and a token called IRON. You could mine IRON with your idle machine and spend it on games. You could take IRON for a game you sold back. The company planned a $15 million initial coin offering, then the SEC changed its position on that sort of thing and the whole raise was converted into a conventional securities offering, which is the first sign in this story of the crypto part being decoration on a normal business.
The store reached open beta in May 2020, two years after the announcement, into a market where Steam had already won and Epic was spending real money trying to prove the point could still be argued. Robot Cache was arguing something more interesting than a bigger revenue split, but it needed a catalog to argue with, and publishers did not queue up to let their games be resold.
By the time this would have been worth an account, I had a library somewhere else and no interest in owning the same games twice to prove a point about ownership. That is the fundamental problem with a store built on resale rights. The people who care most about the principle are exactly the people whose collections are already locked inside the store they are complaining about.
~ the record ~
| Born | 16 January 2018, founded by Brian Fargo |
|---|---|
| Peak | the open beta in May 2020, promising publishers 80 percent lower fees |
| Killed | 4 May 2026, thirty days after the notice |
| Lifespan | eight years from founding, six with a store open |
| Made by | Robot Cache, S.L., with Lee Jacobson as CEO |
| Killed by | $532 of game sales in a year |
~ what it promised ~
The pitch had two halves and both were defensible. For publishers: keep about ninety-five percent of the sale instead of seventy, and get paid again on the secondhand market you currently see nothing from. For players: your library has residual value, the way a shelf of discs used to.
That second half was doing something genuinely unusual. Digital distribution quietly deleted the used-games market, and nobody negotiated that away, it just went with the format. Robot Cache is the only storefront of any size that tried to put it back, and the fact that it needed a cryptocurrency to do so says more about license law than about technology.
~ what got taken back ~
The notice went up in early April 2026 and gave thirty days. The store closed on 4 May. Everything bought through it stopped working, including games already installed on machines the company had no connection to, and the IRON balances people had mined or earned from reselling went with them. A store whose entire reason for existing was that you should really own the thing you paid for ended by demonstrating that you did not.
The company's own statement was plain enough. They had given it everything they had and could not attract the user base or the sales to keep the store running. That is true and it is also not the interesting part, because the closure notice landed the same way every storefront closure lands, and the promise this one had made just made the landing louder.
~ the numbers ~
There is a figure in a 2025 report to investors that explains the whole eight years better than any narrative can. Robot Cache took $532 in revenue from game software sales in 2024. Not thousands. Five hundred and thirty-two dollars, for a full year, from a working storefront run by a founder whose name opens doors in this industry.
Set that against the pitch and the shape becomes clear. The resale idea was never tested, because a resale market needs a primary market first and there was no primary market to speak of. What died on 4 May 2026 was not a bad idea about game ownership. It was a good idea that never got enough customers to find out whether it worked.
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