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.
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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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 sale | Proposed | Goes to |
|---|---|---|
| Burn | 2% | Destroyed — permanently removed from supply |
| Creator royalty | 3% | The studio that made the item |
| Platform | 1% | Running the marketplace |
| Seller | 94% | 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.
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 →
