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.
Guidance only — not legal, financial, or tax advice. Publishers are responsible for their own compliance (consumer disclosure, securities, EULA/transfer terms).