--- title: Play-earn special item shop type: feat date: 2026-10-23 topic: play-earn-special-shop artifact_contract: ce-unified-plan/v1 product_contract_source: ce-brainstorm execution: code status: requirements-only ---

Play-earn special item shop

Goal Capsule

Objective: Wall owners can earn coins by playing a short arcade game, buy special objects into a personal inventory as those objects get more expensive with demand, and place earned objects on their wall later — without making free catalog adds harder.

Means: A play-earn coin loop, a small curated special shop with rising coin prices, an inventory, and a place-from-inventory path. Free catalog stays one-click add onto the wall.

Product authority: This plan owns the play → coins → buy → inventory → place loop for special objects. Community submissions, real on-chain ownership, pay/ads unlocks, and discovery feeds are surrounding ideas, not active scope.

Open blockers: None that block planning. Remaining product knobs (price curve shape, coin drip rates, starter catalog size) are deferred to planning under explicit assumptions below.

Product Contract

Summary

Ship a special-item shop for existing wall owners: play Frogger-class arcade games to earn coins, spend coins on curated special objects that land in inventory, and place those objects on the wall when ready. Special-item coin prices rise as more people buy them. The free catalog is unchanged.

Problem Frame

Today every catalog object is free and places straight on the wall. Owners who want something that feels *earned* or scarce have no path — and there is no observed demand yet, only a product thesis that earning will make special objects matter. The risk to avoid: making specials feel worthless after the grind, or adding friction that makes people leave before they decorate.

Key Decisions

How This Work Fits Together

<!-- ce-section: work-relationships -->

This plan covers play-earn special shop + inventory only. Broader “universe” ideas stay candidates, not commitments:

Actors

Key Flows

Free catalog (unchanged)          Special path (this plan)
─────────────────────────         ────────────────────────
Open catalog                      Open special shop / play
  → Add → on wall                   → Play Frogger-class game
                                    → Earn coins
                                    → Buy special (price = f(buy count))
                                    → Item in inventory
                                    → Place from inventory onto wall

1. Earn: Owner starts a short arcade run; on success (or per game rules), coin balance increases. 2. Browse specials: Owner sees special items with current coin prices (prices reflect how many times that item has been bought globally). 3. Buy: If balance ≥ price, purchase succeeds; item enters inventory; that item’s price rises for subsequent buyers; balance decreases. 4. Place: From inventory, owner places a copy onto their wall in edit mode (same decorating experience as other objects once placed). 5. Free catalog unchanged: Selecting a free catalog object still adds it directly to the wall with no coin or inventory step.

Requirements

Play & coins

Special shop & scarcity

Inventory & wall

Quality / anti-failure

Acceptance Examples

Success Criteria

Scope Boundaries

In scope

Deferred for later

Outside this product’s identity (for now)

Dependencies / Assumptions

Outstanding Questions

Deferred to Planning

Resolve Before Planning

Sources / Research