MushRog

Trade, market, storage and guilds

October 14, 2026 mecanicaarquitetura

The social side of the economy has arrived: direct trading between players, a market that works while the seller is offline, per-account storage and guilds with their own storage and chat.

Why

An item that doesn’t circulate doesn’t make an economy. But a badly built trade becomes a scam, so the rule was that the client only asks, and the server checks and moves everything.

How it works

For a trade, tapping another player in town opens the invite. Each side builds its offer, and any change unlocks both. After both lock, there are 3 seconds of review with no active button, and only then do both confirm. The two accounts are saved together: either the whole trade happens or nothing changes. Everything stays in a log for 90 days. XP tomes, star essence and equipped pieces can’t be traded, and an account under 24 hours old or without a level 20 character can’t trade, to keep bots out.

At the Market building you list an item at a fixed price. The item is held, the buyer pays even if you’re offline, and the gold lands in your account with the 5% fee already deducted.

Storage has 100 slots per account, up to 300 by buying with gold, and it’s the way to move items between your own characters. A stored piece can’t be equipped, forged or sold until you take it out.

Creating a guild costs 10 thousand gold and takes a name and a tag. It holds up to 30 members, split into leader, officers and members. It has invites, a message of the day, a guild storage (everyone deposits, only the leader and officers withdraw) and chat with /gu.

Next step

Real stalls on the town floor, once there’s art for them.

Changes

  • feat(server): phase 2 systems behind one service hub

    Room instances: a full room opens a new instance (rid#n) and empty extra instances are dropped; matchmaking fills groups first. New room kinds: farm (wild animals that respawn, gather nodes, team revives instead of failing), legend (weekly boss, needs 2 players and a level, phases with summons and flooding, linked roots, aura cycling with reflect, damage only from given reactions) and explore (Wednesday and Sunday, 10 waves of 10 elites per rotating theme, 20 s pause with free swap, reward per wave, 10x chest capped at 2 per opening, ranking and a global announcement). Two more dungeons (Caverna Gelida, Bosque Uivante), four legends and the explore themes, all in data with their mobs, loot and portals. Modules: Cooking (farm gathering with personal regrowth, recipes, shop, food that buffs both characters for 30 min), Gacha (six banners with their own pity at 30, no 50/50, fragments, cosmetic visuals), Storage, TradeSession (two locks, 3 s review, atomic two-account update, 90-day log), Market (escrow, 5% fee, offline payout) and Guilds (ranks, invites, storage, message of the day, guild chat). Net exposes them through rq_op/panel_rpc. Protocol 12.

  • feat(client): farm, legends, explore and city service panels

    Farm room: zones, gather nodes with personal regrowth, tap a node to walk and gather, orange exit back to town. Legend and explore overlays: waiting for players, phase banners, flooding tint, roots, wave and pause with free swap. City: Taverna, Loja, Armazem and Mercado open their panels with F or a tap; tapping another player offers a trade; Gacha, Guilda and Incursao buttons at the top. New panels for cooking, storage, market, trade, gacha and guild, all talking to the server through Net.op. Food is eaten from the bag. Guild chat with /gu. Gacha cosmetics recolor the outfit, armor and weapon layers, and wings, mounts and pets show as a tag under the name. Mob sprites for the new monsters and the farm animals. Integration test covers farm gathering, cooking, food in the room, storage, gacha pulls, guild chat, legend gating, market eligibility and an explore wave. Version 0.2.0.

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