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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.
A purchase does not grant the item’s contents. A shop item has a name, a status, a price and a currency — there is no field describing what it gives, so the server has nothing to credit. Buying a “1000 Gold” pack debits the price and records the entry; the gold is not added.Granting the contents from the game client is the only option today, and it is not safe for anything you care about: the client can be modified to grant any amount, and a dropped connection after the debit leaves the player charged with nothing to show for it. Server-side rewards are tracked as a feature request.
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.