Creating Items
Items adhere to the ERC-721 standard, and are created through the InAppContent721 contract. Each item has:| Property | Description |
|---|---|
| Name | Display name for the item |
| Price | Cost in app tokens (burned on purchase) |
| Soulbound | Whether the item is transferable or locked to the buyer |
| Max supply | Optional cap on total mints |
Item Types
| Type | Purpose | Example |
|---|---|---|
| Access Pass | Gate features or content | ”Pro Mode” unlock, exclusive dashboard |
| Cosmetic | Visual customization | Profile borders, badges, themes |
| Power-up | Temporary or persistent gameplay advantage | Double XP for 24 hours |
| Collectible | Limited-edition tokens | Launch day commemorative, achievement badges |
Burn Mechanics
All item purchases burn 100% of the app tokens spent. This creates direct deflationary pressure on the app token supply. When a user buys an item:- App tokens are transferred from the buyer
- Tokens are burned (sent to the zero address)
- The item is minted to the buyer
Feature Gating
Use items to gate app features. Check ownership in your frontend:balanceOf is the only check needed since the item cannot be transferred away.
Soulbound vs Transferable
| Property | Soulbound | Transferable |
|---|---|---|
| Can be sold or traded | No | Yes |
| Appears on secondary markets | No | Yes |
| Best for | Access passes, achievements | Collectibles, cosmetics |
| Ownership check | Wallet-locked | Can change hands |
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Tournaments
Run competitive events
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App Tokens
Token design and distribution