> ## Documentation Index
> Fetch the complete documentation index at: https://docs.qwacks.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Shops & Inventory

> Sell items and track what each player owns.

export const Scope = ({children}) => <Info>
    <b>Scope:</b> {children}
  </Info>;

Flock's economy has three pieces:

* **Shops** — collections of purchasable items.
* **Shop items** — individual offers with a price and currency.
* **Inventory** — what a player owns; each entry tracks whether it's been used.

<Scope>shops and items are defined per **game version**; inventory is per player.</Scope>

<Tabs>
  <Tab title="Dashboard">
    Configure shops and their items for a game version in the dashboard — set prices, currencies,
    and availability.

    <Frame caption="Configure shops and items in the dashboard.">
      <img src="https://mintcdn.com/qwacks/TGGmq_oWzDacAqHl/images/guides/shops.png?fit=max&auto=format&n=TGGmq_oWzDacAqHl&q=85&s=fc1fed5840b96a664392783492a37847" alt="Shops and items" width="1440" height="866" data-path="images/guides/shops.png" />
    </Frame>
  </Tab>

  <Tab title="SDK">
    Use the SDK's shop methods to list the shops and items available for your game version, then make
    a purchase for the signed-in player. A purchase debits the player's wallet and grants an
    inventory entry:

    ```
    Shop item ──purchase──▶ wallet debit ──▶ inventory entry (status: unused)
                                                  │
                                           consume in game ──▶ status: used
    ```

    When a player uses an item, mark its inventory entry **used** through the SDK so it can't be
    redeemed twice. Consumables and one-shot unlocks both rely on this state.
  </Tab>
</Tabs>

See [Currencies & Wallets](/guides/currencies-and-wallets) for the balances that back purchases.
