problem there is that anti-drm and ownership of a license to download and run software don't combine while financially viable to the stores. aside from the additional problem of having to manage inventories, trades and everything that happens to break those systems, "owning" the license and allowing to sell to someone else doesn't do much if you don't employ a DRM to enforce the make-believe of you pretending you're monetarily compensating a physical larbor of transferring a given copy of a media, people will share things with each other before you can blink and not care where it comes from so long as it runs and it's clean, specially in places where people won't pay for games instead of food. only reason CSGO skins works on Steam as the original NFT system is because there's servers to enforce what people get to see you holding and what you don't own. and allowing for transferring games between accounts without a DRM is not something you'll ever see any big company doing under the liability of being accused of promoting "piracy".
i think nothing beats literally getting the zip file with all the contents of the game with no middleware like GOG employs. to decentralize the store further requires the devs to at least manage their own website hosting, domains, ownership status accounts for updates. the only step available beyond that is the payment methods, and i don't think there's any viable solution to be done in that case besides having more companies like Stripe and Paypal.
in that sense, Itch is handling things pretty good for devs so far,
#example gitlab gitconfig from the included path
[user]
name = Your Name
email = 0000000-YourName@users.noreply.gitlab.com
signingkey = 0000999988887777
[commit]
gpgsign = true
if all works well, Git should be able to automatically use the selected key depending on the repo's stated remote server.
planes uses air pressure from the air below to lift using their wings. merely having the plane tilted to one side makes it so there's less air pressure holding the extremities of the wings, and less so on the wing whose end has the least altitude. the result is that the tilted plane slowly yaws continuously more to the side it's tilted to, which causes more roll, causing more changes to the force on the wings, causing more yaw, on a feedback loop that ultimately makes the plane lose altitude.
combine that with the plane continuously pointing its wings upwards relative to itself, and you get a constant air pressure that is pointing more directly to the bottom of the plane and less efficiently to the rotors and turbines whose job is to propel the plane forwards, which then makes the plane lose speed.
i can vouch for that as someone who participated this year. even maintaining a bunch of barcode flags on the canvas near the painting frame was difficult because of how little people we had.
not sure what "rest of the world" is because there's so many languages. i know that portuguese calls it "abacaxi" ("xi" is pronounced "she")