So Naxtia got its first regional market. Vendors can buy items from players, but prices now depend on how saturated that item is in the area. Dump too much of one resource into the same market and its local value drops; give it time and demand recovers. It is a simple base, but it already creates a real difference between “sell anything anywhere” and paying attention to where demand exists. The public side of the project also started growing up during the same release: news, comments, and the devlog got attention as part of the game instead of forgotten pages sitting next to it. I want development, community, and the persistent world to grow together. It is still not a complete economy - player trading and an open market come later - but money is no longer just a number created by a fixed price table.
The world started reacting to what players sell
A sandbox economy makes no sense if every NPC pays the same price forever no matter what people are doing in that region.