Published
The market is in. Players can now list items for sale, buy from each other, and run an auction — and the whole thing works without either side being online at the same time.
What went in
Listings. You put an item up with a price and it stays up until it sells or you take it down. The seller does not have to stand anywhere.
Auctions. A listing can take bids instead of a fixed price. The highest bid at the end wins; a bid that is beaten is returned in full.
Delivery fee. Buying takes a small fee on top of the price. It exists so that listing a thousand items costs something, which is what stops the market from turning into a wall of noise.
The one-stack rule. One listing holds one stack, up to 9 999 of a stackable item. You cannot split a stack across listings to game the sort order.
What we did about trust
Every trade is recorded. Both sides of a sale — the item leaving one player and the gold leaving the other — are written down together, and neither half can happen without the other. If a sale cannot complete, nothing moves at all: no item vanishes and no gold is created.
Gold and items only move through the server. The client asks; the server decides. That is why a market is safe to ship this early.
Not in yet
Price history and a search across all servers are not in this release. The fee is a dial we will turn during the alpha once there is a real economy to measure it against, and any change to it will be in patch notes before it happens.
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