Economy

The Frontier runs on real money now. Everyone starts with $300, earns more by fighting in events and selling to the shop, and spends it at the server store, the player market, and whatever comes next.

No debt is possible — you can't go below zero. Check your pocket with /bal, see who's rich with /baltop, and hand cash to someone with /pay.

How money works

  • +You start with $300.Every player gets it once, the first time they join. From there it's on you.
  • +Earn it by playing. Event payouts are the main faucet — Boss Rush clears and PvP matches both pay out (participation, kills, wins, MVP bonuses). Selling clean items to the /shop is the steady-drip alternative.
  • +Spend it at the server shop, the player market, and the money sinks built to keep prices from spiraling. More cash features will land as the server grows.
  • +The commands: /bal checks your balance, /baltop ranks the server, /pay <player> <amount> sends money to anyone.

The Shop

/shop opens the server store: 200 items in 8 categories, with prices that actually react to the server.

Prices move like a stock ticker

Every item carries a price index, and it re-prices once a day, at midnight server time, off what the server actually traded the day before. Sell the shop a mountain of iron and tomorrow iron ticks down (up to 10%); if everyone was buying, it ticks up; and every day it gets pulled a bit back toward normal. Buy and sell prices ride the same index, so a crashed item is also a bargain to buy — and nothing ever swings below 30% or above 140% of base.

Steady all day, tapered past the cap

Prices hold steady all day — no mid-session surprises — they only move at midnight. The shop pays full price for each item up to its daily warehouse cap. Past that it doesn't stop buying, it just pays less: 50%of today's sell price for the next stretch, then 25%, then 10%for the rest of the day. Those cheap sales don't fill the warehouse or drag tomorrow's price down further, and it all resets at midnight. Season 2 caps are a lot tighter than Season 1's, and they grow (up to 1.5×) when more people are playing.

Nobody gets to drain the cap alone: one player, and separately one connection, gets full price on at most 25%of an item's daily cap. Past your share, the same 50% → 25% → 10% taper kicks in, even if the warehouse still has room. And the shop only buys from people who've played 30 active minutes that week.

Selling to the shop pays a third of the buy price at best, and usually a lot less (the typical item pays under a fifth). Some things, like emeralds, saddles, leads and name tags, don't sell at all. The /market is where the better prices are. One more catch: only clean items sell.Renamed, enchanted, or damaged gear never matches the catalog — so you can't cash out event loot at the shop.

Daily deals

Nine catalog items go on deal every day — 25% off to buy or +50% to sell — rotating at midnight server time. Look for the ★ in /shop; the day's deals are announced when you join.

Market nights — the black market

Twice a week — Tuesday and Friday, 9 PM to midnight server time — the black market opens: buy-only exotic goods (golden apples, totems, wither skulls on Tuesdays…) at steep prices, with limited stock per window. When it's gone, it's gone until the next market night.

The headliners: a single Elytra for $90,000, Fridays only; a rotating spawnereach window; the Diviner's Compass; the Repair Token; and upgradeable trinkets like the Saddle of Swiftness (/shop upgrade).

The eight categories

Building

Stone, dirt, glass — the bulk stuff bases eat by the stack.

Art & Decor

Concrete and decorative blocks for making a build look finished.

Wood

Logs and stems, for when the nearest forest is a trek.

Ores & Minerals

Iron, gold, diamonds, copper, redstone, and the rest of the rock.

Farming

Crops, seeds, and animal goods to skip the grind.

Mob Drops

Gunpowder, string, bones, ender pearls — the stuff mobs cough up.

Food

Cooked meals and ingredients so you never raid your own pantry.

Utility & Sinks

Sponges, XP bottles, TNT, plus name tags, saddles and leads (those three are buy-only).

Prices may get rebalanced after launch, so the categories are the durable part — the live price table (shown once the shop is online) and the in-game ticker always have the real numbers.

The Market

/market is the player-to-player side — set your own prices, no middleman but a small fee.

  • +Browse the listing GUI to see what people are selling.
  • +List your own — hold a stack and type /market sell <price> to put it up for the whole-stack price you set.
  • +Sellers pay a 5% fee when an item sells. Up to 8 listings at a time, and each one runs for 7 days.
  • +Offline when it sells? The money goes straight to your balance anyway. Cancelled or expired listings come back to your /mailbox. Listings survive restarts.

Sign shops

Prefer a physical storefront? Put a sign on a chest or barrel, write [shop]on the first line with an amount and a price, and it sells the chest's first item — enchants included — at your price. The market fee applies, and your stock is whatever's in the chest.

Daily login rewards

Show up each day and get paid. After your first 10 minutes of play each day, cash and a haul of loot drop straight into your inventory — no command to run.

  • +It's a streak. Day 1 pays $80 and the payout climbs every consecutive day, up to $400 at a 14-day streak (then $400 every day you keep it alive). Miss a day and it resets to 1, so keep it going. Only 2 accounts per connection can claim each day.
  • +Loot every day, and it upgrades with the streak — golden carrots, iron and a little gold at first, then diamonds and XP bottles as the days stack up. Hit a milestoneday — 3, 7, and every 14th day after that — and you'll bag bonus loot (the every-two-weeks milestone drops diamonds and an enchanted golden apple), with a server-wide shout-out.
  • +Run /daily anytime to check your current streak, your best streak, and what tomorrow pays.

The day rolls over at midnight Arizona, the same time the shop re-prices.

Where the money comes from

Events are the main faucet — and it's clear or nothing. Boss Rush money enters the economy only on clears (a wiped raid pays $0 — no participation money, no bonuses), while PvP matches pay participation, kills, wins, and MVP bonuses. Selling to the shop is the steady-drip alternative.

And where it leaves: land is the biggest sink — $500 to start a land, $25 for each chunk after the first 3×3, and $5 per chunk per day in upkeep. Raid Key start feesare next — $150 × (Pit + 1), sunk win or lose, up to three starts a day — alongside the shop's buy-only utility goods, the black market's steep prices, and the market's 5% fee. Key runs pay out at 0.35×, and only your first 2 clears a day pay at all. Villagers won't bail you out either: curing them or Hero of the Village no longer drops trades below list price.

Full payout tables live on the PvP Arena page and the Events hub.