It's come to our attention that the use of membership scrolls has increased market activity significantly over the past few weeks. Due to their extremely low vendor value and high circulation, they are effectively being used as an alternative currency to reduce or bypass trade tax.
We haven't made any firm decisions yet, but we’re watching the situation closely and analyzing what it could mean for the economy long term. If it starts heading in a direction that feels unhealthy, we'll step in before it becomes a bigger problem.
The market tax is the primary way gold leaves the game, and if that system is weakened and left unchecked, gold can gradually inflate, pushing prices up and impacting everyone. Over time, this makes the entire economy harder for us to balance and maintain. The effects tend to build slowly, sometimes only becoming obvious years later, which is why it is important to for us step in early before the situation grows into something much more difficult to correct.
One of the options we're considering is gradually increasing the vendor sell value of membership items over time. That would naturally raise the tax impact when they're used in direct trades, which helps close the loophole without doing anything too heavy handed.
This is just a quick heads up to let you know we're aware of the trend and keeping a close eye on it. We haven’t made any firm decisions yet, but we felt it was important to flag it now so anyone involved in the market can factor this into their plans going forward.
As we've said in the past, the long term health of the game will always come first. We recognize the potential risks if this continues unchecked, and we want to make sure it doesn’t quietly grow into a larger issue over time.

We’re excited to give you a small preview of what’s coming in the next IdleMMO update. It includes the long-awaited housing feature, along with something a bit different for us: Village Management.
You can read our lengthy preview here: https://www.galahadcreative.com/blog/idlemmo-v0-64-houses-and-villages
We’re making a small change in how we approach guilds.
When the guild system was first introduced, we intentionally put a high cost on creating and maintaining a guild. The idea was to make sure guilds only existed when they had a clear purpose and commitment behind them. Over time, it's become clear that this approach is a bit too restrictive, especially for more casual players.
Our goal now is to make guilds more welcoming and accessible, mainly by lowering the costs to create and maintain them.
These changes also take future features into account, particularly housing. While housing is still in active development and no final resource requirements have been set, we want to avoid a situation where players feel forced to choose between investing in their personal house or supporting their guild. Reducing guild costs now helps remove that pressure before it ever becomes a problem.
As a result, we're making the following changes:
This should make it easier to start and sustain a guild, while keeping them meaningful as the game continues to grow.
We feel like the skin system has been a bit underused, especially when it comes to collecting skins through normal gameplay. While museums help track your collection, acquiring skins almost exclusively through tokens has felt too restrictive. Tokens are already used for utility rewards, such as slots and the recently added character name colouring, which makes skin collecting feel like a trade off rather than something you naturally work towards.
We love collecting systems, and we want skin collection to happen more organically through playing the game. That’s where skin chests come in.
To be clear, these chests can only be obtained through gameplay or by trading with other players who earned them through gameplay. They cannot be purchased directly from the game. The chests will be tradable on the market at first, but we’ll be monitoring the economy closely. If they begin to cause issues, we may make them untradable later on.
Leagues have been updated to use a fixed party size of 4. This change addresses concerns around players being able to participate in multiple leagues at the same time.
Any new or existing leagues that are scheduled to start more than 2 days from now will be automatically updated to use the new party size of 4.
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Added the ability to trade pets directly. However, it's important to note that it comes with heavy limitations as to not undercut the companion exchange.
Each pet has a minimum value based on its species, level, and evolution stage. When you give a pet in a trade, you must make a profit of at least the pets minimum value to cover the cost of the pet that would've otherwise been sold on the Companion Exchange.
For example, if you want to trade away a pet with a minimum value of 5,000 gold:
Your total profit must be 5,000 gold or higher.