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# 💰 Economy

The economy is built around player activity, risk, and trade.

Everything starts with gameplay.

Players gather resources, craft useful items, defeat enemies, earn gold, and trade with each other.

### Gold x10 update

All current gold values use the updated **x10 economy**.

This makes pricing less coarse and easier to trade around.

| Old value              | New value               |
| ---------------------- | ----------------------- |
| 1 gold                 | 10 gold                 |
| Bronze Chest: 4 gold   | Bronze Chest: 40 gold   |
| Epic Chest: 11 gold    | Epic Chest: 110 gold    |
| Dragon Chest: 36 gold  | Dragon Chest: 360 gold  |
| Rare skin set: 20 gold | Rare skin set: 200 gold |
| Epic skin set: 50 gold | Epic skin set: 500 gold |

### Gold

Gold is the live in-game currency.

It is used across the core progression loop:

* trading with other players
* opening chests
* buying cosmetics and shop items
* funding risky runs with replacement gear and consumables
* crafting modules
* upgrading island stations
* repairing tools
* paying Mage enchant fees

Gold never drops on death.

Gold matters because it lets players convert time, risk, and luck into market power.

### How gold enters the game

Gold enters the economy through gameplay rewards.

Main sources include:

* Daily Cards and daily activity loops
* direct chest gold drops
* casino payouts
* selling select resources to [Bars](/cave/npc.md) for fixed gold payouts
* major in-game events

These systems give players spending power without requiring real-money purchases.

### How gold leaves the game

Gold also needs to leave the economy.

This prevents runaway inflation and keeps item prices meaningful.

Current gold sinks include:

* chest purchases
* casino losses
* cosmetic shop purchases
* module crafting
* repair demand
* Mage enchant
* future marketplace fees

More long-term sinks may be added later.

### Risk and reward

Not all gold is earned at the same pace.

Safe activities offer slower but more reliable income.

Dangerous regions offer better rewards, but losses can be severe.

This creates a healthy split between different player types:

* steady farmers
* high-risk gatherers
* traders and resellers
* collectors chasing rare drops
* island builders chasing permanent upgrades

### Bars exchange

Bars gives a fixed gold payout for selected crafted resources.

This creates a floor value when player demand is weak.

| Gold | Requirements                       |
| ---- | ---------------------------------- |
| 10   | 3 Bronze Ingots + 3 Fish Crates    |
| 20   | 2 Bluestone Ingots + 6 Fish Crates |
| 50   | 3 Obsidian Ingots                  |

### Player-driven trade

Most value in the game moves through player trade.

Resources, crafted items, consumables, cosmetics, fragments, cores, and modules all circulate between players.

For a full breakdown of item trading and market behavior, see [Trading](/cave/trading.md).

### Future token

The game does not have a live token yet.

Any future token launch will be announced through official channels.

For now, the economy runs on in-game gold only.

Future marketplace token slots stay locked until launch.


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