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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.