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iv.

Economy & Markets

A real player economy with an order book, price history and anti-inflation taxes — gear flows toward whoever values it most, and every coin has a faucet and a sink.

The grid inventory screen with stacked items, each carrying its own icon, its tier, and the maker’s label.

Every item remembers where it came from. Every coin remembers where it’s going.


Every item remembers where it came from; every coin remembers where it's going. The market is not a chart: it is an auction house with a real order book, where you browse listings, undercut your rivals, and leave buy orders that fill themselves when a seller appears — even while you're offline.

It is an economy that defends itself. Every action pays a small cut — broker, listing, cancellation — that destroys coins and protects your buying power; the price history lets you bargain as an informed merchant. The inventory carries each item's provenance, "Made by: <name>", and nothing is lost on relog. What you sell and what you buy flows toward whoever values it most.

Every coin has a faucet and a sink: it enters where the world mints it, it leaves where the world consumes it. That is how value stays value.

The features

  • Auction house (sales and buy orders)

    A 4-tab market gated by proximity to a stall: you browse listings filtered by category and sorted by price, sell by drag-and-drop, place buy orders that fill themselves when a seller appears, and manage your own. Every row names the player selling it, and coins and items change hands automatically.

    A real economy: undercut your rivals, snap up bargains, or leave orders that fill while you’re offline.

    Playable now
  • Market taxes and price history

    Every market action takes a small cut (5% broker, 3% listing, 2% cancellation) that destroys coins, plus a per-item price history you can consult to judge a fair price.

    Tax = a coin sink that protects your buying power, and the history lets you trade as an informed merchant.

    Playable now
  • Offline deliveries (settlement)

    When a listing sells or an order fills while you’re away, coins or items are queued and delivered safely on your next login.

    Nothing is lost if a trade closes while you’re offline — the market works for you 24/7.

    Playable now
  • Black market (gear sink)

    A proximity-gated NPC counterpart that BUYS what the world consumes — gear, raw materials, potions — for minted coins, under a daily cap: the goods leave the world and come back re-equipped or drunk by the NPCs you might face.

    There’s always a buyer for your surplus loot — and what you sell literally arms the enemies you meet.

    Playable now
  • Player-to-player trade

    A direct trade window between two nearby players: each side offers items and coins, both must confirm, and the swap happens atomically.

    A safe face-to-face swap — both sides lock the offer before anything changes hands.

    Playable now
  • Inventory and item provenance

    A 40-slot inventory where items stack, move/split/merge/sort and carry the maker’s label (“Made by: <name>”) and their tier. Procedural icons render items with no asset downloads.

    Rich, reliable inventory management where every item tells its origin, with no data loss on relog.

    Playable now
  • Storage chests

    You place and use chests (on your island) to stash items beyond your carried inventory, opening an interface to move items in and out.

    Extra storage for hoarders — deposit your loot instead of dropping it.

    Playable now
  • Corpse and container looting

    Fallen creatures and containers hold a lootable inventory you open, browse and take from slot by slot — and a guild that loses an outpost sees the gear in its barracks spill onto the ground for whoever is still standing.

    Loot is a place you go and a thing you can lose, not a number that appears in your bag.

    Playable now
  • Full-loot zones

    In the ruins, the arena, the crystal cavern and the volcanic peak, dying spills your whole inventory and worn gear into a bag anyone can open. The city, the forest, private islands and wave instances never do — the table that decides this is deliberately kept apart from the PvP one, so every zone is decided twice. Everywhere, death also burns 5% of the coins you carry.

    Real stakes where the reward is real, and a beginning that stays safe.

    Playable now
  • Carried weight, bags and pack animals

    Every item weighs something. Bare-handed you haul 120 kg; a crafted bag adds 25 to 120 kg, and the mount under you another 40 to 220. Below 80% of capacity nothing slows you at all; at the limit you move at 0.85 speed, and never worse than half however far you overload.

    Hauling becomes a decision — what you leave behind, which bag you bothered to craft, and whether it was worth bringing the mount.

    Playable now

Current state

All eight features are playable now: the auction house with buy orders, taxes and price history, offline deliveries, direct player-to-player trade, inventory with provenance, storage chests, corpse and container looting, and the black market — the NPC counter that buys your gear to arm enemies. The market economy is fully live.

See in the Chronicle →