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Market Square: Currencies, Wallets and Shops Kit

Give your multiplayer game a real economy in one install: cheat-proof wallets, six shop styles, three shopkeepers (a merchant at his counter, a vending kiosk and a hooded spirit of light), eight currencies, four wallet displays and player-to-player trading, all driven by data and dressed in eight looks. Press Play to walk the Market Square gallery and try every style live, then install the economyKit package from ZeroMind to add it to your own game.

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Updated Oct 28, 2026
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economyKit: money, wallets and shops for any Zero game

One install. A real economy. economyKit gives your game currencies, a wallet for every player, shops, income, fees and player-to-player trading. One authoritative bank decides every coin, so players can't cheat their balance, and their money is still there when they come back.

What you get

  • Six shop screens, one setting to switch: a grid store with a detail pane, a vendor with a portrait and a greeting, a glowing vending machine, a quick-buy strip for between waves, an upgrade tree, and a two-player trade window where both sides accept or nothing moves.
  • Eight currency styles: coins, gems, tokens, scrap, souls, energy cells, tickets and banknotes, each with its own icon, frame and glow, plus coins to pick up off the ground.
  • Four wallet displays: a rolling corner counter, a full wallet panel, "+10 / -25" popups where the eye is, and a minimal line of text.
  • Three shopkeepers to put in your world: a merchant behind his counter, a vending kiosk, and a hooded spirit of light.
  • Eight looks from the menus kit (sci-fi, fantasy, cartoon, pixel, minimal, military, horror, cozy), so the shops match the rest of your game.
  • Can't afford it? You'll know. Items dim and say exactly how much you're short, and the bank refuses the buy with a clear reason.

Why it's worth installing

  • Cheat-proof by design. Players ask, the bank decides. Prices, stock, prerequisites and balances are checked on one machine, retries are never charged twice, and a balance someone edits by hand is put back at once.
  • Everything is data. Currencies, price lists, shops, income (over time or per wave) and sinks (fees, upkeep, one-off charges) are small data files. Add a currency or change a price without touching code.
  • Plays well with your other kits. Bought items are real inventoryKit items, wallets travel with saveKit saves, screens wear menusKit's looks, and notifications go through navUiKit. One install brings all four.
  • Reads cleanly everywhere. Every label stays whole in every look, in English and Brazilian Portuguese, on a desktop window and on a phone held upright or sideways.
  • Every input. Keyboard, gamepad, mouse and touch, with the player's walking and camera handed back the moment a shop closes.
  • Events for your game logic: balance changes, purchases, refusals, sales and completed trades, plus host-side events for server rules.
  • 29 automated tests ship with the kit.

Try it

Press Play to stand in Market Square: six stalls, every wallet display, all eight currency pedestals, coins to collect, and pads to get rich or go broke instantly so you can watch prices flip between affordable and not.

Use it in your game

Install economyKit from ZeroMind. The package README opens with a short example that puts a shopkeeper selling a sword, a shield and a potion in your world, then shows how to add your own currencies, price lists and shops.

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