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THE GAME ECONOMY ENGINE

Sell an item once. Earn from every resale.

Set your economy rules and add a studio-run player marketplace in an evening, on any game engine.

Reach players across the Solana ecosystem.

2–5×

Primary store revenue

Let players resell and trade in game items

Up to 20%

Royalties on player resales

Earn a share every time an item is resold

≈ $15.8 billion

Access to Solana liquidity

Connect your item market to more buyers and liquidity

15 min

Integration time

Connect your game to Aether's infrastructure

A NEW MODEL FOR GAME REVENUE

When items can be resold, primary store sales can grow 2–5×.

In closed game economies, 95% of players never buy: $30 spent on a skin or sword stays locked in their account.

More confidence to buy

Players are 2–5× more likely to buy, including $50 item sets. They can resell items and recover value when they change builds.

Controlled scarcity (item sinks): durability loss and 5-to-1 crafting

Weapons wear out in combat. Crafting one legendary sword for a new season consumes five older swords bought on the market, creating demand for new releases.

Fast sellouts and day-90+ retention

Fixed-edition drops—say, 500 swords per server—can sell out in minutes. Hunting rare loot gives players a reason to keep returning for years.

One batch.
Two economies.

1,000 swords · worked example

One cycle = 1,000 trades at $25 each.

Closed in-game store

1,000 swords × $10

Primary sales
$10,000
Resales: 0
$0
Studio revenue$10,000

Players cannot recover their spending

Open economy with Aether

1,000 swords × $25

Primary sales
$25,000
6 resale cycles · 15% royalty
+$22,500
Studio revenue
$47,500+375%

Primary sales + resale royalties

400

swords consumed in crafting

After all resales: 400 old swords → 80 legendary swords. Circulating supply falls from 1,000 to 680 items. Crafting adds no revenue to this calculation.

KEEP ITEM TRADING INSIDE YOUR GAME

Players already trade your items. Bring the $14B gray market into your studio's economy.

Bring off-platform trades from Discord, Telegram and gray markets into your game. Avoid stolen-card chargebacks and closed-platform fees.

Why studios choose Aether
What mattersAetherGray markets (FunPay / Discord)Steam marketplace (30%)
Resale royaltiesUp to 20% on every resale, paid in USDC/USDT0% (resellers keep 100% of the profit)Proceeds stay in Steam Wallet
Fees and chargebacks0.5–5% fees · 0% chargebacks (final settlement)$15 per chargeback + risk of suspension by Stripe/Xsolla30% platform fee on each transaction
Player experienceNative in-game UI · no crypto setup for playersChat scams, stolen accounts and support tickets7–15-day trade holds and Steam Guard
Item duplication protection100% rule-based verification (item passport)None (duplicated items can be sold immediately for cash)Manual database rollbacks and reactive ban waves

INTEGRATE IN AN EVENING • NO RUST REQUIRED

Add a server-side economy, crafting and player trading—without rewriting your networking code or learning smart contracts.

For game studios

Track A · Indie / Mid-core / AA

Plugins for UE5, Unity and Godot
Run a lightweight Docker Sidecar alongside your game server (C++ / C# / Go). Connect over gRPC or REST in 15 minutes.
A browser-based LiveOps console
Tune drop tables, edition limits, durability rules and resale royalties without patching your game server.
Built for Steam and game storefronts
Use OAuth sign-in and a native client SDK—no browser extensions or crypto-specific player onboarding.

For solo AI-assisted developers

Track B · Cursor / Claude Code / Windsurf

Skip 3 months of backend development
Get a ready-made backend for inventory, item duplication checks and a player-to-player marketplace.
Aether MCP: one prompt, 15 minutes
Connect the Aether MCP server to your IDE. Set up your game economy by describing it in your AI coding assistant.
Zero lines of Rust
Item creation, crafting that consumes ingredients, and royalty calculations are already implemented and tested. Call them from your game.

Integration examples

Prompt in Cursor / Claude (Aether MCP)

// .cursor/mcp.json -> connect https://mcp.aether-games.xyz/sse
> Prompt: "Use Aether MCP to create the Ashbringer sword (edition of 500, boss drop chance 0.4%, durability loss 2 per battle), craftable from 3 shards. Enable a P2P market with a 12% studio royalty."

Example response—not a live deployment

Aether MCP: Drop, durability, crafting and marketplace modules deployed to the project (14 sec).

Server Sidecar call (Unity C# / UE5 C++ / gRPC)

// The sidecar batches and signs events asynchronously, off the game tick
await AetherSidecar.RecordCombatDropAsync(new DropEvent {
    MatchId = "raid_88412", PlayerId = "steam_765611980", ItemTemplate = "ashbringer_01"
});

THE REVENUE UPSIDE FOR YOUR GAME

Estimate your studio's additional revenue in 5 seconds.

ROI / AETHER ENGINE
1,000100,000

Step: 1,000 MAU

$0 / mo$1,000,000 / mo

Your current store revenue. The Aether scenario assumes 2× sales.

$10 / mo$500 / mo
1%20%
Royalties = MAU × resale volume per player × royalty rate

25,000 × $50 × 10% ≈ $125,000

Current primary store revenue:≈ $50,000 / mo
Primary store increase (2× scenario):From $50,000 to $100,000 / mo≈ +$50,000 / mo
Resale royalties:10% of $1,250,000 in resale trading volume≈ +$125,000 / mo
Total revenue:≈ $225,000 / mo
Aether Engine subscription:Billed annually≈ -$4,000 / mo

Enterprise · estimated starting price; custom terms apply

Revenue after subscription:≈ $221,000 / mo
Additional revenue vs. your current store, after subscription:
≈ +$171,000 / mo+342%
≈ +$2,052,000 / year

Primary sales ×2 + resale royalties − subscription.

Illustrative estimate, not a binding offer.

STRAIGHTFORWARD PRICING. NO HIDDEN FEES.

Free up to 2,000 MAU. Pay a fixed subscription as your game grows.

Every plugin, SDK and MCP integration is available from day one. No setup fees or credit card required.

$0/ month

FREE SANDBOX

For indie studios, AI-assisted developers and first launches

Up to 2,000 monthly active players (MAU) and up to 1,000,000 verified actions per month — free, with no time limit. Includes every plugin (UE5, Unity, Godot), Docker Sidecar, Aether MCP and a player resale marketplace. No credit card required.

Plans for a growing player base

Billing period

Starter

$199/ month

For solo developers and early prototypes

  • Up to 3,000 MAU
  • Up to 36,000,000 actions per month
  • Marketplace fee: 5% per trade

What's included

Full stack + access to Solana markets (USDC/USDT)

Annual payment: $2,388

Scale

$999/ month

For multiplayer games at scale

  • Up to 20,000 MAU
  • Up to 240,000,000 actions per month
  • Marketplace fee: 2.5% per trade

What's included

+ Priority access and 24/7 engineering support

Annual payment: $11,988

Enterprise

from $4,000/ month

For major publishers and titles with millions of players

  • From 80,000+ MAU
  • Unlimited monthly actions under custom terms
  • Negotiated marketplace fee

What's included

Dedicated cluster + 99.99% SLA

Annual payment: from $48,000

20,001–79,999 MAU: custom terms. The calculator uses the Enterprise starting price as an estimate.

One action is a verified combat or economy event: a boss hit, item drop, durability change, craft or trade. Starter's 36 million actions ($199) comfortably cover 3,000 players spending 2–3 hours in combat each day.

Build an open economy for your game today.

For developers and AI-assisted creators

For producers and studio founders

Sandbox access, demo booking and documentation are in progress. The Sandbox and demo buttons let you send an enquiry to the Aether team; access and meeting times are confirmed separately.

Request test access

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