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Marketplace: Difference between revisions

From StepHarvest Wiki
Store payouts, quality multipliers, player listings
 
Update Marketplace: instant-sell UI, price-dip details, 7-day listings, bound items
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The '''Marketplace''' is where crops, fish, minerals, and everything else you gather turns into gold. There are two ways to sell: a quick sale to the store, or a listing for other players.
The '''Marketplace''' is where crops, fish, minerals, and everything else you gather turns into gold. There are two ways to sell: an instant sale to the store, or a listing for other players.
 
== Instant sell to the store ==
Selling to the store is instant, straight from your inventory. Each item row has a '''Sell 1''' shortcut, or you can tap an item to open it and use the quantity stepper (with a '''Max''' button) to sell several at once. There is no "sell everything" button, so you always choose what goes.


== Selling to the store ==
The store pays 60 percent of an item's base value, scaled up by the item's quality:
The store pays 60 percent of an item's base value, scaled up by the item's quality:


{| class="wikitable"
{| class="wikitable"
! Quality !! Multiplier !! Example: Rubymelon (base value {{Gold|400}})
! Quality !! Multiplier !! Example: {{ItemLink|Rubymelon}} (base value {{Gold|400}})
|-
|-
| {{Quality|regular}} || x1.0 || {{Gold|240}}
| {{Quality|regular}} || x1.0 || {{Gold|240}}
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|}
|}


The payout is rounded down and is always at least {{Gold|1}}. Note that only a {{Quality|pristine}} sale beats an item's base value at the store, everything below that sells under it.
The payout is rounded down and is always at least {{Gold|1}}. Only a {{Quality|pristine}} sale beats an item's base value at the store; everything below that sells under it.


These multipliers are universal: they apply to every item in the game, not just crops. Item infoboxes across the wiki compute their price tables from this one rule.
These multipliers are universal: they apply to every item in the game, not just crops. Item infoboxes across the wiki compute their price tables from this one rule.


=== Price dips ===
== Price dips ==
Store prices for an item dip temporarily when a lot of it has just been sold, by you or by the whole community, and recover within a day. If the payout looks lower than the table above, that is why. Spreading sales across different items avoids the dip.
Selling a lot of the same item temporarily lowers the store's offer for it. Sales add up over a rolling 24-hour window, and the offer recovers as those sales age out. A few sales barely matter, but dozens of the same item noticeably drop the price. How fast the price falls depends on the item: common goods like ore tolerate large stacks, while valuable gems drop after only a handful of sales.
 
The dip is tracked per item, so spreading sales across different items avoids it. At very high community-wide volume a much gentler global dip can also apply, but in normal play the effect you will see is from your own selling. When an item's store offer is reduced, your inventory shows what percent of base it is currently paying and nudges you toward the marketplace.


== Player listings ==
== Player listings ==
You can also list items for other players to buy. You set the price yourself, and the marketplace takes a 5 percent fee from the sale. Rare finds and {{Quality|pristine}} goods often fetch far more from players than from the store.
You can also list items for other players to buy. You set the price yourself, listings stay up for 7 days, and the marketplace takes a 5 percent fee from each sale. Rare finds and {{Quality|pristine}} goods often fetch far more from players than from the store.
 
A few special items, such as certain festival rewards, are bound to you and cannot be listed.


[[Category:Economy| ]]
[[Category:Economy| ]]

Revision as of 13:54, 18 June 2026

The Marketplace is where crops, fish, minerals, and everything else you gather turns into gold. There are two ways to sell: an instant sale to the store, or a listing for other players.

Instant sell to the store

Selling to the store is instant, straight from your inventory. Each item row has a Sell 1 shortcut, or you can tap an item to open it and use the quantity stepper (with a Max button) to sell several at once. There is no "sell everything" button, so you always choose what goes.

The store pays 60 percent of an item's base value, scaled up by the item's quality:

Quality Multiplier Example:  Rubymelon (base value Gold 400)
Regular x1.0 Gold 240
Silver x1.25 Gold 300
Gold x1.5 Gold 360
Pristine x2.0 Gold 480

The payout is rounded down and is always at least Gold 1. Only a Pristine sale beats an item's base value at the store; everything below that sells under it.

These multipliers are universal: they apply to every item in the game, not just crops. Item infoboxes across the wiki compute their price tables from this one rule.

Price dips

Selling a lot of the same item temporarily lowers the store's offer for it. Sales add up over a rolling 24-hour window, and the offer recovers as those sales age out. A few sales barely matter, but dozens of the same item noticeably drop the price. How fast the price falls depends on the item: common goods like ore tolerate large stacks, while valuable gems drop after only a handful of sales.

The dip is tracked per item, so spreading sales across different items avoids it. At very high community-wide volume a much gentler global dip can also apply, but in normal play the effect you will see is from your own selling. When an item's store offer is reduced, your inventory shows what percent of base it is currently paying and nudges you toward the marketplace.

Player listings

You can also list items for other players to buy. You set the price yourself, listings stay up for 7 days, and the marketplace takes a 5 percent fee from each sale. Rare finds and Pristine goods often fetch far more from players than from the store.

A few special items, such as certain festival rewards, are bound to you and cannot be listed.