The Royalty Revenue Loop
Item trading on our marketplace is coming.
Every game is full of items players outgrow — the starter mount, last season's skin, the gear they replaced. In a traditional game those sit dead in an inventory and nobody benefits. Tradable items change this.
How It Works
Make those goods tradable items. When a player moves on from a mount or a skin, they sell it to another player instead of letting it rot — and every sale generates a royalty (the rate you set) that flows back to you.
A traditional free weekend XP boost costs you money and generates nothing. As an NFT, a Double XP Token can be used OR traded. Every trade is a micro-revenue event.
What Should Be an NFT?
Ask yourself: would players trade this if they could? If yes — and it's a good, not money — make it an NFT. Mounts, gear, consumables, cosmetics all generate royalty revenue every time they change hands. The hard line: nothing money-like (gold, gems, anything redeemable for currency) and nothing investment-like — goods in, money out.
The more your players play, the more items circulate, the more trades happen, the more royalties flow. You are not extracting money through aggressive microtransactions. You are earning a sustainable cut of a healthy, player-driven economy.
Guidance only — not legal, financial, or tax advice. Publishers are responsible for their own compliance (consumer disclosure, securities, EULA/transfer terms).