Live now · Verified July 17, 2026

Trade happens at places, between durable inventories.

Fractara's live economy combines location-bound trade hubs, player-priced listings, an authored city market, direct gold transfers, reserved inventory, transactional settlement, and skill-aware prices and fees. The server proves the hub, ownership, capacity, balance, and final transfer before a trade becomes real.

Trade settlementAuthority: server
Localhub-scoped listings
Durablegold on both sides
Reservedlisted inventory
Atomicpurchase settlement

From carried item to settled sale.

The marketplace treats items, gold, world position, carrying capacity, and listing state as one server-owned transaction boundary.

  1. 01

    Enter a trade hub

    The backend checks the character's current world structure. Listings and purchases stay scoped to the hub the character is actually inside.

  2. 02

    List owned inventory

    Choose an unequipped item, a valid quantity, and a per-unit gold price. The listed quantity leaves ordinary carrying state and becomes reserved.

  3. 03

    Purchase transactionally

    The server locks the listing, buyer, seller, and world state; rechecks availability and gold; transfers the item; then settles the sale.

  4. 04

    Settle or return

    Sold inventory becomes durable buyer property. Cancelled or expired inventory returns through the reservation system and carrying state is recalculated.

Players set prices. Markets set offers. Skills shape both.

The connected system distinguishes player listings from the authored city market while keeping both inside the same durable gold and inventory boundaries.

Player listings

A listing is inventory state, not a chat promise.

The server records item identity, quantity, durability and upgrade details, seller, hub, unit price, total price, status, and expiry. A buyer cannot purchase their own listing or one from another hub.

City market

Trade hubs also carry an authored market catalog.

The current catalog exposes eleven fixed offers spanning common resource bundles, tools, a compass, fire bombs, and a Void Compass. Availability and prices are resolved by the backend.

Gold movement

Every transfer updates both sides together.

Player purchases and direct positive gold transfers lock both character records in a stable order, reject self-payment or insufficient funds, and persist lifetime earned and spent totals.

Skill effects

Economic progression changes real prices and fees.

Merchant-market discounts and trade-post tax reduction come from the durable skill aggregate. The backend applies bounded effects rather than accepting a discount supplied by the client.

Rules that are visible and testable.

These values come from the current backend authority. They describe the live implementation, not an eternal promise against future balance changes.

7 daysplayer listing life
1 hourfree cancellation window
7.5%base seller fee
11authored market offers
1–1Mgold per unit boundary

Reviewed against the connected trade runtime.

This first-party record was reviewed by Mask on July 17, 2026. Claims were checked through client trade commands, backend transactions, market and skill catalogs, inventory reservations, synchronized projections, notifications, and behavior tests.

  • The connected client lists, buys, cancels, and purchases market offers through authenticated character commands.
  • Both seller and buyer must act through the same authoritative trade-hub scope for player listings.
  • Listed items are reserved transactionally so they cannot remain available in ordinary inventory at the same time.
  • Purchases validate capacity and gold, persist both character balances, finalize reserved inventory, and broadcast fresh state.
  • Expiry and cancellation return reserved items; sale, cancellation, and market purchases have focused behavior tests.

Production, exploration, and politics feed the market.

Crafting turns gathered materials into useful outputs. Pocket Dimensions add durable loot. Territory changes movement and opportunity. Kingdoms pool a separate treasury. Trade hubs give those systems a place where value can move between players.

Fractara economy questions.

Can players trade with each other in Fractara?

Yes. Inside a trade hub, players can create item listings, browse that hub's active listings, purchase another player's listing with gold, and cancel their own listings. The connected client and backend both expose this flow.

Are Fractara markets tied to location?

Yes. The server derives the character's current trade hub from authoritative world state. Creating or buying a player listing requires the character to be inside the matching hub; another hub or no hub fails validation.

What happens to an item while it is listed?

The listed quantity is removed from ordinary inventory and stored as a durable trade-listing reservation. A completed sale finalizes that reservation into the buyer's inventory. Cancellation or expiry refunds it to the seller.

How long do listings last and what fees apply?

Current player listings last seven days. Cancellation is free during the first hour; afterward it uses the same 7.5% base seller-fee calculation as a sale. Skill effects can reduce that fee. These are current backend values and may be rebalanced later.

Does Fractara sell items through NPC markets too?

Trade hubs currently expose an authored eleven-offer city-market catalog alongside player listings. Ordinary bundles and special items use durable gold, while relevant skills can change merchant prices and daily access to special offers.

Gather. Craft. Travel. Set your price.

Enter the live world, reach a trade hub, and participate in an economy backed by durable items and gold.

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