Economylast 7d window

How wealth works here

the late game is trade, not grind
Prosperity runs on a player-driven market. Jobs and farms are how you produce goods — the real income comes from selling that output to other players through ChestShops and supplying what the market is short on. The biggest fortunes are built like a business: produce a surplus, sell it, reinvest. A farm is the input; the market is the income.  Read the economy guide →
Personal supply
held by players
Active players
Treasury reserve
CentralBank
Bank savings
Central Bank · opening soon
Total supply
all money in economy
vMoney velocity
reserve turnover (λ)
GGini (net worth)
0 = equal, 1 = unequal
GGini (cash)
liquid cash only
1%Top 1% share
of total net worth
10%Top 10% share
of total net worth

Money supply composition

where all the money sits right now

Top accounts by net worth

cash + goods value (estimate) — not money supply
#PlayerNet worthCash
Gross created
faucets · last 7 days
Gross destroyed
sinks & fees · jobs tax burns upstream (reduces creation, not shown here)
Tracked net flow
gross faucet − sink · not the live supply
Sim-shop payouts
reserve → players
Jobs income tax (--)
--
collected to date

Where new money comes from

money creation by source · last 7 days

Where money is removed

money sinks by source · last 7 days

Engagement reserve budget

reserve->player faucet cap (cashback, challenge, giveaway, retention, demand) — NOT the sim shop
Weekly cap
auto = (reserve - floor) / 4wk
Spent this week
all faucets combined
Remaining
Reserve runway
weeks at cap · floor $
MarketChestShop activity
Sales / window
recorded trades
Volume / window
$ traded
Items traded
distinct items
Avg sale
mean per sale

Top traded items

per-unit price · sim floor = quick-sale, player market = fair price · 30d
No ChestShop trades recorded yetItem price trends and trade volume will appear here automatically as players buy & sell through ChestShops. The tracker is live and recording.

Top movers

biggest price changes · 30 days
▲ Gainers
▼ Losers
Items tracked
priced by the engine
Admin-shop items
have a sell floor
Most valuable
Average value
across all items

All items

ItemMarket valueAdmin sell
No items match your search.
Market value — the engine's estimate of an item's worth. Admin sell — the server's guaranteed buy-back floor; selling to players usually pays more.
Items wanted
on the sim's shopping list
Sim status
checks shops all day
Top price
Updated
list can change anytime

What the sim pays

ItemSim pays up to (per unit)Wants / weekStill wants
No items match your search.
How to sell to the sim: put the item in your ChestShop priced at or below the per-unit max and the sim will buy it at your sign price — so pricing just under the max earns the most. Per unit means sign price ÷ sign quantity: a sign selling 16 for $20 is $1.25/unit. Items not on this list are never bought by the sim (sell those to players). Pricing above the max is fine too — real players often pay more (decor especially); you're just selling to players only, not the sim. Purchases are spread across shops and subject to daily caps, so listed stock may take time to sell.