> For the complete documentation index, see [llms.txt](https://serotolabs.gitbook.io/tradeclash/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://serotolabs.gitbook.io/tradeclash/about-trade-clash/roadmap.md).

# Roadmap

Where Trade Clash is now, what's next, and where it's going.

***

## Phase 1: Sandbox (Current)

The core game, free to play.

* Full multiplayer auction: 3 streets, 7 positions, first-place wins, reveal
* Globe as game surface with region-to-category mapping
* WorldMonitor-style prediction market dashboard homepage
* House-curated lots from live prediction market data
* 15+ lots in active rotation
* Game dollars — zero financial risk
* Leaderboard ranked by cumulative P\&L
* Weekly $SIM rewards for top leaderboard players

**Goal**: Does a player who finishes one lot start a second?

***

## Phase 2: Real Money + Player Lots

Skill becomes currency.

* $SIM and USDC rooms alongside free sandbox
* Player-created lots: select 7 positions, set payout range, stake $SIM or USDC
* Two-sided skill game: creating lots + bidding on lots
* Creator profit when bidders overpay, creator loss when they get a deal
* Persistent player accounts and cross-session leaderboard
* Tournament system
* Deeper Polymarket API integration with direct market browsing
* On-chain settlement on Base

**Goal**: Do players talk about the game after playing?

***

## Phase 3: Marketplace

The full platform.

* Creator competition, ratings, and featured lots
* Auto-generated lots from trending markets
* Spectator mode and streaming
* Mobile app
* Platform rake on transactions

**Goal**: Can we sustain 50+ lots that feel distinct?

***

## Success Metrics

| Metric                                            | Type        |
| ------------------------------------------------- | ----------- |
| Lot-to-lot retention (finish one, start another)  | Primary     |
| Post-session word-of-mouth                        | Secondary   |
| Lot diversity (50+ that feel different)           | Tertiary    |
| Player perception: "competitive" or "skill-based" | Qualitative |


---

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