Marketplace

Own. Trade. Collect.

A planned home for in-game items, founder collectibles and player-owned assets across the ArcadeUnion ecosystem.

Game assets

Cosmetics, characters, pets, equipment, land decorations and other items created for participating games.

Player trading

Where appropriate, transferable assets can move between player wallets through transparent marketplace rules.

Founder collectibles

Node milestones, launch collections and historical participation can create a visible record of early support.

Marketplace functionality is planned, not currently live. Asset transferability will vary by collection and game.
Browse

What’s for sale.

Read live from the ArcadeUnion item index, which follows the item and marketplace contracts on chain. No wallet is needed to look, and nothing on this page can move anything — the contract is always the authority on who owns an item and what it costs.

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Browsing only. Buying and listing are not built yet, and would in any case wait until ARCU has a pool deep enough that a trade does not move the price against the buyer. Item artwork has not been made, so items show the glyph for their kind.
Settlement

How a sale would be split.

Sales are proposed to settle in ARCU — but only once the token has a pool deep enough that routing trades through it does not move the price against the buyer. Until then the marketplace would not run. Every figure below is illustrative and not a commitment.

Share of a saleProposedGoes to
Burn2%Destroyed — permanently removed from supply
Creator royalty3%The studio that made the item
Platform1%Running the marketplace
Seller94%The person who owned the item

The burn is a sink, not a supply policy

It destroys tokens for good, and because emission tapers while trading does not, it matters more each year rather than less. What it is not is a route to a shrinking supply any time soon: fully offsetting the first year’s emission would take several times the entire supply cap changing hands in twelve months.

Built because it is the right shape. Not advertised with a number attached.

Why the total is capped

Burn, royalty and platform fee all come out of the same sale and compete for the same room. Past roughly a tenth of the price, trades move to private deals instead — and a fee nobody pays raises nothing.

The ceiling is written into the contract rather than left to good intentions, so no collection can set a royalty that strips its sellers.

Provenance

Who made it stays with it.

Owning what you bought

Buying an advantage is an ordinary way to run a game, and owning the thing you bought is an improvement on the usual arrangement: spend on an item in most games and the money is gone the day you stop playing. Here it can be sold on and some of it recovered.

Nothing here discourages that, and no item is restricted by default.

Except where a prize is at stake

One narrow case behaves differently. In a competition paying a real prize, an advantage on sale is not a purchase but better odds on a payout — and it is self-funding, since the item can be resold once the season ends.

So each item carries a permanent record of who forged it, which a sale never changes. Whether that record matters is decided per competition: a prize season may choose to count only self-forged equipment, and an ordinary ladder has no reason to ask. How boards work →