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The runtime already knew how to register /mnt/bannerlator-sd with the client; the app never bound anything there, so the client only ever saw internal storage. The Steam cog's Game storage section offers every removable volume (through the app's own folder on it, the one place a card lets a targetSdk-28 app write) and any folder from the File Manager, proven writable first. The session binds the choice and names it (BL_LIBRARY_LABEL); bannerlator-steam-library registers it, or forgets it when nothing is bound. The client does the rest: asks where to install, shows both on Storage, moves games between them. device.txt records the choice.