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Inside the future Viotus Market.

How Viotus is designing one shared trading system for items, currencies and characters across the web and connected games.

8 min read

Viotus Market is being designed as the official meeting point for the economies of our connected games. It will not be another Store page or an isolated auction house inside each title. The aim is to create one clear, secure and shared system where players can discover eligible assets, understand the exact terms of an exchange and trade from the web or a connected game without creating parallel balances or contradictory rules.

One Market, several worlds

Every Viotus world can have its own economy, catalogue and identity, but the machinery behind a trade should not be reinvented for every product. The website and connected games are intended to become different doors into the same authoritative Market, with the same orders, balances, receipts and settlement rules.

This shared foundation does not mean mixing everything together. An item from Heroes Of Lumina will remain inside Heroes Of Lumina and will be traded only for the currency approved for that product. A sword, card or material will not quietly move into another game merely because both games belong to Viotus. What is universal is the trusted trading system; each product keeps the boundaries of its own economy.

Market is not Store

The distinction is simple. Store is where Viotus offers its own products, services and newly issued Credit balance packs. Market is where players exchange eligible assets that already exist inside the ecosystem. A Market trade will not pass through the Store cart and will not become a second real-money checkout.

Credits used inside Market remain closed-loop Viotus value. They cannot be withdrawn, converted into euros, used with external merchants or treated as an investment. Buying Credits with real money and using existing Credits inside the ecosystem are separate operations, with separate histories and controls.

A catalogue built for finding, not decorating

Market is being designed around compact lists, search and exact information rather than large promotional artwork. Players will first choose a product Market, then move through categories, subcategories and assets before opening an order book. Prices remain contextual: the interface does not blend unrelated products into one noisy catalogue.

Search is intended to stay available throughout discovery. Results will remain bounded and scoped to the selected Market, while clean routes will make stable catalogue views shareable. This approach should continue to work as a game grows from a small initial set of tradable objects into a catalogue containing thousands of definitions.

Buy and Sell, visible at the same time

Ordinary assets use a two-sided order book. Buy orders show what players are offering to pay; Sell orders show what owners are asking to receive. Both sides remain visible together, including on mobile, so the player can read the Market instead of switching between disconnected views.

Opening an order will reveal its unit price, available quantity, complete value and publication age before anything is confirmed. Eligible stacks and currencies can be partially filled: a player may accept only part of an available offer, while the remainder stays open under its original expiry time. Unique characters are the exception because they are indivisible.

Exact prices instead of hidden surprises

The planned matching model is deliberately explicit. Two published orders match automatically only when the product, asset and unit price are exactly compatible. The system will not silently change a player’s price or use an opaque price-improvement rule. At the same price, the oldest compatible order receives priority.

Players will also be able to accept an existing order directly at the terms shown. Before the final action, the interface repeats what the player gives, what the player receives and which balance is required. The production server—not the browser or game client—will recalculate every quantity, price, fee and ownership condition before settlement.

Escrow as the centre of trust

A reliable player economy cannot settle a trade as two unrelated transfers. When an ordinary order is published, the complete offered asset or payment amount is reserved in escrow. When a compatible exchange completes, both sides move together. If it fails, neither side should lose value.

Every balance change is intended to produce an immutable ledger entry and a durable internal receipt. Repeated requests must not duplicate a debit or an item, self-trading is blocked and clients never become authoritative for balances. These details are mostly invisible when they work, but they are the difference between a decorative Market and a system players can trust.

The universal Currencies Market

Alongside product Markets, Viotus is designing a universal Currencies area. It uses familiar base-and-quote pairs for registered Viotus currencies, including Credits and approved native game currencies. The server controls which pairs exist; players cannot invent currencies or create unofficial settlement routes.

This does not allow items to travel between products. It creates a controlled place for eligible currency exchange while product item books remain isolated. Not every technically possible pair needs to be available on the first day: pair availability, security limits and rollout order will be approved progressively as each connected economy becomes ready.

Characters require different rules

An eligible character is not a stack of objects and cannot be divided into partial fills. Character trading is therefore planned as a fixed-price seller listing rather than a conventional Buy-and-Sell book. A buyer reviews one exact character and either purchases that listing at the displayed Credit price or leaves it.

While listed, the character is locked in escrow and cannot enter a session, change progression or take part in another pending operation. A completed settlement transfers only the approved character-bound record. Account-wide Credits, general entitlements and shared storage do not travel with the character.

Clear fees before publication

The current product model applies a non-refundable publication fee equal to 2% of the complete quoted value when a player creates an ordinary Buy or Sell order. The fee is paid by the creator in the quote currency. Accepting an order that already exists has no publication fee, and the interface will show the complete calculation before creation.

Characters follow a separate model: publishing a character listing costs a fixed 5.00 Credits, and a completed sale deducts a 9% success commission from the displayed total received by the seller. The buyer pays the displayed price. These figures are part of the current approved design, but the Market is not yet live and the complete terms will be presented again before public trading opens.

Thirty days, withdrawal and expiry

Published orders are planned to last for 30 days from their original creation time. A seller may withdraw the unfilled remainder of a Sell order, returning the reserved asset without refunding the publication fee. Buy-order funds remain reserved until a fill or expiry, preventing an apparently funded order from disappearing during settlement.

At expiry, every unfilled reserved asset returns to its owner. Partial fills do not restart the clock, and editing an order in place is not part of the model. This creates a history that is easier to audit and stops old orders from quietly changing their meaning after other players have seen them.

Identity that survives a renamed asset

Names, translations and categories can change over the life of a game, so Market cannot use a display name as the permanent identity of value. Items, currencies and transferable characters are being assigned opaque immutable public identities. The ordinary interface keeps them compact, with a deliberate action to inspect and copy the complete identifier.

This separation helps receipts, deep links and support investigations continue to refer to the same thing even if its public name evolves. It also avoids encoding a product name, creation date or launch sequence into an identifier that should remain stable for the asset’s lifetime.

What exists today—and what still has to happen

The public Market currently available on viotus.com is a non-authoritative preview. It demonstrates the discovery flow, order-book composition, partial-fill review and the special presentation for currencies and characters, but final trading actions remain disabled. A local reference core already exercises matching, escrow, fees, expiry and key abuse controls without connecting to production balances.

The next phase is the difficult one: exact balance migration, transactional persistence, authenticated game-inventory connections, reconciliation, recovery tooling and concurrency testing. Shutdown, cold start and restoration also have to work without keeping idle compute running. Directors-only validation will come before any public opening.

This is an early look, not a launch announcement. Some operational limits and rollout choices remain deliberately undecided. The goal is not to open Market as quickly as possible; it is to make every exchange understandable, recoverable and consistent across the complete Viotus ecosystem when it does open.