Creates a reason to return
Users see what they are working toward and come back to earn the next item.
warming the kiln…
Marketplace turns points into choice: cosmetic items, unlocks and limited rewards that make the economy visible without forcing your team to build store logic.

Each primitive exists to support retention, clarity or trust. No decorative points system required.
Users see what they are working toward and come back to earn the next item.
Prices, rarity, stock and equip rules stay server-side, away from client tampering.
Coins, tokens, badges and avatar state all feed the same purchase surface.
Product teams control the concept. Engineering sends events and embeds the result.
Add items, prices, categories and rarity from the dashboard or API.
Widgets use short-lived session tokens for purchase and equip events.
Webhook and widget state update after the transaction commits.
The useful part is not the label. It is the way marketplace turns product activity into a concrete state change users can understand.
{
"user_id": "u_aylin",
"item_key": "golden_crown",
"price": 540,
"action": "purchase_and_equip"
}Marketplace, evaluation, avatar, badges, skills, tokens, path and streaks share the same event and state model.