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Flock’s economy has three pieces:
  • Shops — collections of purchasable items.
  • Shop items — individual offers with a price and currency.
  • Inventory — a record of what each player has purchased.
A purchase debits the player’s wallet and records an inventory entry:
Every purchase creates its own entry, so buying the same item twice gives you two. Each entry carries a server-set status and used_at, both read-only — there is no call in either SDK that marks an entry used. A purchase is money-safe. It is never retried after an ambiguous failure and never queued offline, so it cannot double-charge. Inventory is always fetched fresh; the catalog is cached and served offline, so treat a displayed price as advisory until the purchase succeeds.
Purchases grant their contents server-side. Give a shop item a type of Currency pack or Consumable and attach rewards to it, and the server credits the player as part of the same transaction that debits the price. Neither half can happen without the other, and the client never decides what was granted — so a modified client cannot award itself anything, and a dropped connection cannot leave a player charged with nothing to show for it.A Standard item is the older behaviour and still the default: it debits the price and records an inventory entry your game interprets however it likes.
Configure shops and their items for a game version in the dashboard — set prices, currencies, and availability.
Shops and items

Configure shops and items in the dashboard.

See Currencies & Wallets for the balances that back purchases.