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In-Game Items

Item trading on our marketplace is coming.

This is the core of the item economy. Mounts, gear, cosmetics, consumables — the goods players would trade if they could. Every marketplace sale generates royalty revenue for your studio.

The Royalty Revenue Loop

Traditional game: a player outgrows a mount or replaces their gear, it sits dead in their inventory, and the studio earns nothing.

Item game: that mount is a tradable item. The player rides it OR sells it to another player when they move on. Every sale = royalty for you. The item does the same thing in-game, but now it generates revenue instead of gathering dust.

Gifting

Players can gift items to friends via simple NFT transfer. This drives engagement and creates organic marketplace activity.

Item Types

  • Mounts — Horses, dragons, vehicles (hold to use)
  • Gear — Weapons, armor, accessories (cosmetic or utility)
  • Consumables — XP boosts, potions, food buffs (burn to use)
  • Materials — Crafting ingredients (used in recipes)

One hard line: goods in, money out. Money-like items — in-game gold, gems, credits, anything that is or redeems into currency — can't be listed; a tradable currency turns the marketplace into money transmission. Same for anything investment-like: nothing that earns, stakes, pays out, or is marketed on “resale value.”

Best For

Any game with an item economy. The more items circulate, the more royalties flow.