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Steam News19 September 20259mo ago

ROAD TO RELEASE EP. 1 - ECONOMY

Hello everyone, and welcome to the first entry in our Road to Release series! Every two weeks, we’ll be diving into a specific feature or system in AEXXOS —giving you a closer look at how the game works and what to expe

In this update3

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Full AEXXOS update

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Repeated intro

Hello everyone, and welcome to the first entry in our Road to Release series!

What changed

0 fixes1 addition7 changes0 removals
  • Balance
changedThis first post is all about one of the most important aspects of any MMO: the economy .
changedHow Items Enter the EconomyMost items in AEXXOS are dropped through interaction with the world—whether that’s taking down NPC ships, breaking apart asteroids, or completing objectives. Some items (like quest items, rank badges, etc.) are non-tradable , but the majority of ship parts, ammunition, and upgrades can be traded between players, each carrying a credit value .
changedHow Items Enter the EconomyOur design philosophy is simple: every drop should matter . We don’t want players drowning in worthless loot. Instead, every mob or asteroid has a chance to drop something with value, creating that little “mini-lottery” thrill with every victory.
changedHow Items Enter the EconomyEven low-tier mobs have a (very slim) chance to drop high-value items, like relics used for powerful upgrades. On the other hand, tougher enemies offer much higher chances of rare, valuable drops.
changedStorage & the EconomyStorage is also tied into the economy. Players can choose:
changedStorage & the EconomyLocal Storage (free, planet-specific)

AEXXOS changes

changedThis first post is all about one of the most important aspects of any MMO: the economy .
changedMost items in AEXXOS are dropped through interaction with the world—whether that’s taking down NPC ships, breaking apart asteroids, or completing objectives. Some items (like quest items, rank badges, etc.) are non-tradable , but the majority of ship parts, ammunition, and upgrades can be traded between players, each carrying a credit value .
changedOur design philosophy is simple: every drop should matter . We don’t want players drowning in worthless loot. Instead, every mob or asteroid has a chance to drop something with value, creating that little “mini-lottery” thrill with every victory.
changedEven low-tier mobs have a (very slim) chance to drop high-value items, like relics used for powerful upgrades. On the other hand, tougher enemies offer much higher chances of rare, valuable drops.
changedStorage is also tied into the economy. Players can choose:

Every two weeks, we’ll be diving into a specific feature or system in AEXXOS —giving you a closer look at how the game works and what to expect as we head toward release.

This first post is all about one of the most important aspects of any MMO: the economy.

How Items Enter the Economy

Most items in AEXXOS are dropped through interaction with the world—whether that’s taking down NPC ships, breaking apart asteroids, or completing objectives. Some items (like quest items, rank badges, etc.) are non-tradable, but the majority of ship parts, ammunition, and upgrades can be traded between players, each carrying a credit value.

Our design philosophy is simple: every drop should matter. We don’t want players drowning in worthless loot. Instead, every mob or asteroid has a chance to drop something with value, creating that little “mini-lottery” thrill with every victory.

Even low-tier mobs have a (very slim) chance to drop high-value items, like relics used for powerful upgrades. On the other hand, tougher enemies offer much higher chances of rare, valuable drops.

Trading Systems

The galaxy offers players two main trading options:

  • Local Trading (Planet-Specific)

    • Post items on a local market board for other players visiting that planet.

    • Requires a 5% commission fee to list an item.

    • Limited to buyers who are physically present at that planet.

  • Galactic Trading (Faction-Based)

    • A galaxy-wide marketplace accessible through trading factions.

    • Items here carry a higher 15% tax rate.

    • Accessible across multiple planet.

This setup encourages player-driven commerce, letting sharp traders buy low in one planetary system and sell high in another.

Storage & the Economy

Storage is also tied into the economy. Players can choose:

  • Local Storage (free, planet-specific)

  • Galactic Storage (credit fee, accessible galaxy-wide)

This choice adds another layer of strategy, balancing convenience and cost depending on a player’s goals. This is just the beginning. In the next Road to Release, we’ll shift gears and talk about Unions — who they are, why they matter, and how they’ll change the way you play!

Source

Steam News / 19 September 2025

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