Economy
Time-weighted, anti-inflation economy. You earn coins by playing, you spend at player shops, you trade peer-to-peer.
The economy is one of Sunday Market's defining systems. You earn coins just by playing, weighted to how rare or valuable each action is. You spend at player-run chest shops, you /pay peer-to-peer, you trade items in a secure window. Banknotes turn coins into a physical item you can stash, gift, or trade.
There's no pay-to-win, no rank-for-cash, no server-stocked shop. Everything in the market comes from players.
Why this design exists
Past iterations of this server tried two models that didn't work:
- Diamonds-as-currency — inflated overnight. Once a few players built diamond farms, the supply outran the value, and prices spiraled.
- Cobblestone-as-currency — time-honest, but joyless. You don't want to count cobble.
The current answer: the vanilla rarity curve already feels good — the economy just amplifies it. Mining diamond reliably pays. Mining stone barely whispers. Killing a hostile mob pays a small amount with a quick cooldown. The asymmetry is the design — flatten it and the system collapses back into the diamond-farm or cobble-grind trap.
Full breakdown: How it pays.
Where to start
- How it pays — what earns coins, the design philosophy
- Shops — chest shops: how to open one, browse others, set prices
- Trading — the secure trade window for direct item swaps
- Banknotes — physical paper-money items for gifting and bulk trade
The currency
Coins are server-wide and persist with your account. The same /balance shows on Java and Bedrock — there's no per-edition wallet. Currency is stored centrally; nothing about your coins is tied to your inventory or any specific item.
Quick command reference
| Command | What it does |
|---|---|
/balance (or /bal, /money) | Show your current balance |
/balance <player> | See another player's balance (public info) |
/baltop | Top balances on the server |
/pay <player> <amount> | Send coins to another player (irreversible — verify the name) |
/shop | Open the shop browser |
/trade <player> | Open a secure trade window |
/withdraw <amount> | Convert coins into a physical banknote item |
Full reference: Commands → Economy.
What we don't do
- No real-money rank purchases. Every rank is earned by hours played.
- No real-money item sales. No "donor cosmetics," no "pay-to-skip-the-grind" stores.
- No vote-for-coins. Voting sites are fine, but voting doesn't pay you in-game.
- No "donor" tier. Sunday Market accepts no donations.
If a Sunday Market staff member ever messages you asking for real-world payment for anything, that's not staff — report it.
What an honest economy enables
Because currency is earned by playing and spent on player goods, the player market actually works. People specialize — some farm food, some run quarries, some brew, some run shops. The coins moving between them reflect real time and effort. A Legend with a balance of 50,000 coins didn't buy them; they earned them, and other players know it.
The whole point of the system is that the market signals real value. Inflate it, flatten it, or sell it and the signal dies.