Overview
Hyperscape features a player-driven economy with banking, shops, loot drops, and item trading.Currency
Coins are the universal currency:- Dropped by all mobs
- Used to purchase from shops
- Stackable in inventory
Inventory
Configuration
Capacity
- 28 slots in active inventory (RuneScape-style)
- 100 slots in bank storage
- 1000 max stack for stackable items
- Items must be managed carefully
- Stackable items (coins, arrows) share a slot
Item Properties
Banking
Features
- Unlimited storage slots
- Accessible at bank locations in starter towns
- Each bank is independent (no shared storage)
Operations
- Deposit: Move items from inventory to bank
- Withdraw: Move items from bank to inventory
- Organize: Drag to rearrange
Banks are safe storage—items cannot be lost from banks.
Shops
General Store
Available in all starter towns:Shop Mechanics
- Stock replenishes over time
- Prices are fixed
- Sell items back for reduced value
Loot Drops
Mob Drops
All mobs drop loot on death:Drop Tables
Drop tables are defined in NPC manifests and calculated at runtime:Drop tables are defined in
world/assets/manifests/npcs.json and loaded by DataManager.Economy Flow
Item Tiers
Weapons
Armor
Bows
Future Features
Player-to-player trading and a Grand Exchange are planned but not in MVP scope.