Marketplace Economy
Marketplace System
1. Fee and burn system
Buy transactions: 5% platform fee (1.5% burned)
Resale transactions: 5% platform fee (1.5% burned)
Auction transactions: 5% platform fee (3.5% burned)
Swap System: 0.1% platform fee
Transaction fees and a burn-in system help deflate the total supply of $PAR over time, increasing its scarcity.
2. Transaction Volume Targets
Year 1 Goal: 500,000 daily transactions.
Year 3 Goal: 2M+ daily transactions (top 5 gaming marketplace globally).
Comparison to competitors
Player Profit
100% of sale value ( 5% fee)
85% (Valve takes 15%)
Asset Liquidity
Cross-chain swaps via XRPL DEX
Locked to Steam
Economic Control
Players dictate prices via supply/demand
Valve-controlled crate drops
Token Utility
$PAR required for all trades
Steam Wallet (closed system)
Projected Marketplace Growth
Daily Active Traders
2,500
20,000
Mobile app adoption, clan incentivization
Avg. Transaction Value
15 $
25 $
Rare item speculation, inflation-adjusted economy
Annual Burn (Tokens)
82M $PAR
1B $PAR
Rising volume + fixed burn rate
Calculated at a price of $PAR = 0.001 XRP
Marketplace-Driven Tokenomics Flywheel
Player Engagement: Multiplayer player activities → Earn $PAR → Buy rare items.
Speculative Trading: Flip items for profit → Demand for $PAR liquidity.
Deflationary Pressure: Fees burn tokens → Scarcity → Price appreciation.
Network Effect: More players → More items → More trading → More burns.
Roadmap to Dominance
Phase 1 (Launch): Beta marketplace with 250+ tradable items.
Phase 2 (6 Months): Player-to-player services, marketplace release with 1,000+ tradable items.
Phase 3 (Year 2): Partnerships (e.g. items are sold on third-party marketplaces).
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