Inspiration
What it does
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Project Story
What problem are we solving?
Some items are easy to buy and sell. Most aren’t. If you own a Pokémon card, an in-game item, a concert ticket, or even something like carbon credits, you often don’t have an easy way to turn that item into money. You need to find a buyer, negotiate a price, and wait. This creates huge friction and low liquidity.
Our goal was simple: let anyone create a market where people can instantly buy and sell any item at a fair price.
What inspired us?
A friend mentioned how hard it used to be to sell a Pokémon card. You could have something valuable, but unless you happened to find the right buyer at the right time, your card just sat there. That conversation stuck with me. Lots of items in games, online communities, or real life have the same problem. They have value, but no liquidity.
We wanted to fix that.
How are we solving it?
We built a system where someone can spin up a “merchant” for any item. That merchant:
- Buys items from users immediately
- Sells items back to users immediately
- Sets prices using an algorithm that reacts to supply and demand
- Charges a small spread, just like a real market maker
When many traders come and go, the algorithm adjusts prices in real time. If more people buy, price goes up. If more people sell, price goes down. At its core, the system tries to balance inventory and keep spreads tight.
We use a simple model:
[ p_{\text{mid,new}} = p_{\text{ref}} - \lambda\left(\frac{\text{stock} - \text{target}}{\text{target}}\right)p_{\text{ref}}, ]
so low stock raises prices and high stock lowers them.
It then computes a spread based on how far inventory is from the target, and sets
[ p_{\text{buy}} = p_{\text{mid}} + \frac{s}{2}, \qquad p_{\text{sell}} = p_{\text{mid}} - \frac{s}{2}. ]
where (\alpha) controls how strongly prices react to trade flow.
This gives users a fair price while allowing the merchant to manage risk.
How we built it
Before writing any code, we spent around six hours designing the full interface: every class, every function, every plugin boundary, and every data path. This planning made the system much easier to implement.
The tech stack:
- Python + FastAPI for the backend
- React for the frontend
- PostgreSQL for storage
- Mineflayer for our Minecraft plugin
- A plugin architecture for connecting to games and real-world items
- A pricing engine that adjusts quotes based on trade flow
We also did a lot of data-science work on the algorithm. We tested different update rules, looked at stability, and checked how sensitive the price is to bursts of trades.
How the system works
- A market creator chooses an item.
- The system sets up a merchant for that item.
- Users can now instantly buy or sell from that merchant.
- A pricing algorithm updates the buy and sell prices after each trade.
- Plugins move items in and out of external platforms (games, storage systems, etc.).
For example, in Minecraft, our bot network holds real in-game items. When someone buys, the bot delivers the item. When someone sells, the bot retrieves it and adds it to storage.
Challenges we faced
- Designing an interface that could handle many different platforms
- Managing inventory across multiple “warehouses” like Minecraft bots
- Keeping prices stable without making spreads too wide
- Handling edge cases like trade bursts, bot failures, or stock limits
- Building everything fast, while still keeping the system consistent
What we learned
- Good architecture planning saves a massive amount of time
- Liquidity problems show up in more places than you expect
- People trust systems that give instant, fair prices
- Pricing algorithms matter more than almost anything else
- Plugins are the key to making the system universal
Built With
- javascript
- mineflayer
- python
- sqlalchemy
- typescript
- yaml

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