In April 2026, Capcom’s Pragmata became a surprise commercial success. This game is a science-fiction video game about a lunar research facility, a rogue artificial intelligence, and a revolutionary 3D-printing technology capable of ending material scarcity. This essay reads Pragmata through the lens of economic justice, drawing on John Rawls’s account of fair equality of opportunity to argue that the game’s central conflict turns less on who owns the goods a transformative technology produces than on who is permitted access to the technology itself. Situating Pragmata within recent scholarship on video games, economic justice, and institutional power, the essay traces how the game’s plot, its central human–android relationship, and its own commercial success within a highly consolidated games industry together dramatize a live question in 2026: who will control the next transformative general-purpose technology, and on what terms. The essay argues that the game’s doubled position, as both a critique of monopolised innovation and a product of one, is not a contradiction to be resolved but the most honest thing it has to say.