The public beta, and the shop finally opens its own front door properly. A way to
control who gets in, a straight answer about what is collected and what is not, a way to tell me when
something is broken, a shopping route that stops sending you across a Data Center to save pocket change - and a rebuilt opening: the loading screen now guarantees everything is ready before you are let in, holds a deliberate beat, and the whole site wears a new hand-woven mashrabiya.
The Short Version
For people who will not read everything. Click a pill to jump to the details.
The loading screen guarantees everything is ready before you are in, and holds a deliberate beat.
A new woven mashrabiya behind everything, in both themes and on the door screens.
Dukkan can now be open to everyone, open only to people holding an invite code, or closed.
You are asked once whether Dukkan may collect anonymous usage data. Saying no is one click and costs you nothing.
A feedback button in the sidebar: Bug, Idea, Something Else, or Delete My Data.
The shopping route drops stops that were not earning their keep, and tells you what the shorter trip cost.
Arcade unlocks follow you to a new browser instead of living on one device.
Everyone needs to enter their arcade word once more. High scores are safe.
The database is empty for the beta, so everybody is greeted as a new visitor and any leftover list is cleared.
Flip no longer believes a joke listing: it checks the item’s price everywhere else before ranking it.
Compare has no limit any more, and what you queue up survives a refresh.
The illustrated banner at the top of the page is gone, and every visit is about 600 KB lighter.
Added
Added
A proper opening. The loading screen now guarantees everything is ready before it lets you in — your servers, your saved lists, the welcome if you are new — and it holds for a deliberate moment instead of flashing past. Entering an invite code flows into that same loading screen and then into the shop.
A new mashrabiya, woven. The lattice behind everything is an eight-pointed star screen whose bands genuinely pass over and under each other, the way real panels are carved. Quieter than the old pattern on purpose, and everywhere the old one was: both themes, all four door screens, and the link preview card.
Invite codes and a front door. Dukkan can be open to everybody, open only to people holding a code, or closed for maintenance. When it is not open there is a screen that says so, with a box for a code, instead of an app that looks broken.
A privacy screen, asked once. Before anything is collected, Dukkan asks whether it may collect anonymous usage data. The screen lists what is collected and what is never collected, side by side, in full. Saying no is one click, it is remembered, and the setting sits in Options if you change your mind. If you say no, nothing about you is written down on the server at all — there is no record of the refusal either, because keeping one would mean creating the very thing you just declined.
A feedback form, at the bottom of the sidebar. Four kinds: Bug, Idea, Something Else, and Delete My Data. If you have agreed to analytics your name rides along so I can reply. If you have not, the message carries nothing at all — not a name, not an id — and the form tells you which of the two is happening before you send.
Enhanced Route Analysis. On by default, in Options. Dukkan still finds the cheapest possible plan first, then tries removing servers from your trip and re-shopping those materials on the servers you are still visiting. It keeps a removal only when the extra gil is small, judged three ways at once: small for that one material, small for that one stop, and small for the whole trip added together. That last one matters most — forty materials each costing 400 gil more is 16,000 gil, and it has to be caught as 16,000 rather than waved through forty times as “only 400”. It will never give up more than 27,000 gil across a whole trip, and any difference under 1,000 gil in total is treated as nothing at all. On one real plan it turned an eighteen-server trip into eleven for 13,291 gil, on a purchase of 8.2 million. The cheapest route is always one click away, and Dukkan tells you exactly what the shorter trip cost you.
Dukkan knows where you are. If you have already ticked things off on another Data Center, it prices the rest of the trip from where you are standing rather than from your home server.
A notice on phones. Dukkan is built for a desktop screen. Opening it on a phone says so once, instead of quietly looking wrong.
Changed
Changed
The four door screens (loading, try again, maintenance, invite only) were rebuilt: bigger titles, one shared width, tighter spacing, and the shop’s own warm glow and lattice faintly behind them — with the drifting market cards always in front of the lattice.
Send Feedback joined the same card family: same width, same type sizes, no more small print.
Prices come from Dukkan’s own shelf. Your browser no longer talks to the market data service directly at all. The server fetches and shares one cached copy for everyone, so repeat questions cost nothing and your address never appears in anyone else’s logs.
Arcade words and unlocks live on the server. Everything you have unlocked follows you to a new browser or a new machine instead of living on one device. Everyone needs to enter their word once more — the old unlocks were stored in your browser and there is no record of them to carry across. Your arcade high scores are safe.
The preset tiles use real item icons, drawn from the items each preset actually builds, so a tile can only ever show something the preset genuinely makes.
The “hold and drag” tip stops following you around. It still appears straight away the first time, but once you have ticked your first stack it waits several seconds — there when you want it, out of the way when you do not.
Turning a setting on or off never throws away what you are doing. Your list, your prices and anything you have already ticked stay exactly as they are. Dukkan offers to redo the calculation and waits for you to say yes.
The credits name everything Dukkan is built on, and Universalis is a link.
Compare survives a refresh. What you have queued up is still there when you come back, and it clears once a day on exactly the same schedule as your crafting list.
The preset tiles show each set’s chest piece rather than its headpiece, and the four smaller tiles are all the same size.
The name Dukkan is written in gold everywhere it appears, in both the dark and the light theme. It used to be silver in most places and gold on the welcome screen only.
Light mode’s gold is a real gold now. It had gone dark enough to read as bronze. It also has a warm glow behind it in daylight, which before was reserved for night.
Slight changes to the welcome. The light and dark button is gone from the welcome card, and the name box reads “Your Name”.
Everybody starts fresh. The database has been emptied for the beta, so Dukkan greets every browser as a new one: the welcome and the privacy question are asked again, and any list left over from testing is cleared. Your home world and your settings are kept. Arcade words need entering once more, as they did above.
Agreeing to share usage data says so in the same words as the setting, and in the same colour. It used to thank you in a different voice and a different colour depending on where you said yes.
Fixed
Fixed
Reset Dukkan actually starts you over now. The welcome and the privacy question both appear again, every time. They used to silently not, because the reset finished before the server list arrived — the rebuilt loading screen is what fixed it.
Light mode’s lattice had quietly vanished during an internal rework. It is back, at its own daylight strength.
Undo on a toast froze the page. Pressing Undo on “Ticks cleared”, or on a skipped listing, ran the whole recalculation before the toast could leave, so it appeared to hang and then vanish. The toast leaves first now.
The “Help Make Dukkan Better” question opened with an answer already highlighted. Yes looked chosen before you had chosen anything, on a screen whose whole argument is that the two answers are equal. Neither is highlighted now, and the keyboard still works exactly as it did.
The Send button in Send Feedback was not evenly framed. It sat close to the box above it with a gap underneath nearly three times as large. Both gaps match now.
Flip could be fooled by a joke listing. One copy of a cheap item parked at millions of gil on a quiet world was enough to put a fake opportunity at the top of the page, and it stayed convincing once the same people started selling it to each other at that price. Flip now checks what the item costs everywhere else before it believes what it costs at home: a few times the price is a real flip, thousands of times the price is a broken market board, and the second kind is dropped instead of ranked.
The door screens rebuilt their background every time they changed. Moving from loading to maintenance, or to invite only, cleared the drifting market behind the card and dealt a whole new one. There is one background now and it stays exactly as it is. Only the card in front of it changes.
Opening or closing Dukkan took effect slowly. A change could take up to half a minute, and sometimes two refreshes, to reach anybody. It lands on the next refresh now.
Removed
Removed
The ten-item limit on Compare. Compare as many items as you like. The running count is still there, the ceiling is not.
The illustrated banner at the top of the page. The wordmark already says what the app is called, and the picture cost every visitor about 600 KB.
The old note about some stops only saving you a little. Dukkan acts on that now instead of mentioning it.
Two lines of hint text that explained things already on screen: the note under Invite Code in Options, and the leaderboard caveat in the Reset Dukkan hint.
3.2
1 AUGUST 2026
Patch 7.55 landed on 28 July. Its 49 tradable items are in Dukkan the day after, along with What’s new
this patch — a list of everything any patch in the game added that you can trade, including the
things you would otherwise have to go and find yourself. The rest of the release is a pass over the
interface: every dropdown on the site is custom now, the scrollbars are thin and quiet, and the controls
stay where you left them.
The Short Version
For people who will not read everything. Click a pill to jump to the details.
A new button lists what any patch in the game added, when it went live, and what you can craft from it.
Patch 7.55’s 49 tradable items are in, including the mounts, minions and faceware.
New items were showing the wrong pictures. They show the right ones.
Items with no price no longer read as a total loss.
Every dropdown on the site is custom instead of the Windows default.
Hot This Week’s controls are three dropdowns that stay put, and it can look at your whole Region.
Sales per day was too low on new and fast-selling items, so the crafting list and Hot This Week disagreed. Fixed.
Scrollbars are thin, quiet, and have no arrows at the ends.
Tooltips and section text are short everywhere.
Added
Added
What’s new this patch. The small square button beside Hot This Week lists everything a patch added that you can trade, grouped the way the market board groups it, and says when that patch went live. Five recent patches sit across the top with their item counts; Select Patch, at the right, reaches every patch in the game back to 1.0, grouped by expansion. Counts under the picker show how many are craftable, gathered, from a vendor, or something else, and craftable rows show the job that makes the item. Add anything straight to a list — it goes to your crafting list if it can be crafted and your buy list if it cannot. The number on the button clears once you have looked, and returns on the next patch.
Patch 7.55 items. 49 tradable items: 2 mounts, 3 minions, a chocobo barding, 2 faceware, 2 hairstyles, a fashion accessory, 3 orchestrion rolls, the new Occult Crescent materials, and the Tule, Torna and Carwen glamour sets. Also 8 new recipes and 6 item renames.
Hot This Week can look at your whole Region, not just your server or your Data Center. The same three choices sit under Where, and the header tells you which one you are seeing.
Sell rate dot in Hot This Week. A green, amber or red dot on every row, beside the existing text. It reads the same quality as the price on that row.
A copy button on search results and on the New this patch rows, between the item name and its details. One click copies the name, the same as the button in the crafting list and on the item page.
Changed
Changed
Every dropdown on the site is custom. All Types, the server and Data Center pickers, and Hot This Week. The old ones were drawn by Windows and could not be styled.
Hot This Week’s controls stay put. Three dropdowns — Where, which items, how they are ranked — always all three, always the same size, in the same order. Nothing appears or disappears as you change the others; a choice that does not apply is greyed out and still shows what the list is actually sorted by.
Popup headers. Bigger, further from the top edge, and the icon lines up with the title instead of sitting above it. Applies to every popup.
The dot separator between item details is heavier, and sits level with the text around it.
An item’s name and its details sit on the same line in search results and the New this patch list. The smaller text was floating in the middle of the taller text.
Materials to buy and Shopping route share one header, with a Clear button in the same place on both.
Scrollbars are thin and quiet everywhere, with no arrows at the ends, and they no longer run into the corners of a rounded panel. Inside a popup the bar stays hidden until you point at it.
Popups say which one you are looking at, in a size you can read — the server in Hot This Week, the patch in What’s new this patch.
Data Center is written the same way everywhere, and so are the rest of the game’s words.
Tooltips are short everywhere, and controls that already carry a label no longer have one.
The sidebar has no tooltips. The menu carries its own labels.
The Options panel is grouped instead of ruled. Calculation, Shopping Route, Appearance, Your Name and Start Over, with no dividing lines. Reset says plainly what it clears, and that your leaderboard scores stay.
Materials To Buy says whether the 5% market board tax is included, beside “crystals hidden”.
The Lifestream teleport button looks like every other icon button instead of having its own colour and its own glow.
Section text is shorter throughout.
Fixed
Fixed
New items showed the wrong pictures. Every new Seafood item was drawing a minion. The icon service is a snapshot of an older version of the game, and past its edge it returns whatever art used to sit at that slot. Items newer than that snapshot now come from a source that tracks the live game, and anything with no art gets a question mark tile.
Hovering Add was almost unreadable in light mode.
An item nobody has listed read as a total loss. With no sale price to go on, Dukkan counted the revenue as zero and reported the whole material cost as lost profit. It now says what is missing, and names the items.
Add and Compare no longer appear on items that cannot be priced. They return by themselves once prices exist.
Notifications covered the sidebar Options button when the sidebar was pinned.
The Clear button in Materials to buy could not be reached on a narrow window, and hovering it disturbed the horizontal scrollbar.
Clicking a brand new item said the market could not be reached. It now says the price service has not registered the item yet, which is what was actually happening.
Hot This Week forgot your choices. Which items, how they were ranked and where it was looking all went back to their defaults on your next visit, unless you happened to change something else afterwards.
Sales per day was too low on new and fast-selling items, which is why the crafting list and Hot This Week could disagree about the same item on the same server. Dukkan counted real sales from the last 30 days and divided by 30 — but an item three days old has only had three days to sell, and for a very busy item the sales it can read back only cover the last few days. It divides by the time those sales actually cover now, ending at now rather than at the last sale, so a quiet stretch since the last sale still counts. A patch-day item went from 6.8 a day to over 100 a day, and “sells it all in” for 300 of them went from 73 months to about 4 months.
Clearing your ticks could not be undone. The message now offers Undo, and stays up twice as long as a normal one.
Card headings disagreed with each other — Materials To Buy and Shopping Route were in a different case from Your Crafting List directly above them.
Removed
Removed
The help paragraphs above Materials to buy and the Shopping route.
The divider line under every row in the New this patch list.
Tooltips that repeated a label already on screen, including the one on every recipe listed in an item page.
3.1
27 JULY 2026
Dukkan only ever worked properly if you played in Europe. It works on every Data Center in the game now, so a
crafter on Gilgamesh or Ravana gets the same routing, the same prices, and the same travel rules the game
actually enforces. A material can also be bought part from the market board and part from an NPC when that
split is cheaper, which is money the old all-or-nothing rule was leaving on the counter. The rest of the patch
is what turned up from using the shop page by page, in both themes.
The Short Version
For people who will not read everything. Click a pill to jump to the details.
Dukkan works on every Data Center in the game now, not only the European ones.
A material can be bought part from the market board and part from a vendor, whichever is cheaper.
The first visit is one searchable world box instead of two grids of nineteen buttons.
Pre-requisite crafts are listed in an order you can actually follow.
The shopping route finally looks like data centers with servers inside them.
Light mode is readable top to bottom, including the big gil numbers.
Five things you did used to give you no confirmation at all. They all speak up now.
The buttons beside Calculate no longer crowd into it if the site's font does not load.
Added
Added
Every Region
Every data center in the game. Japan, North America, Europe and Oceania. Until now Dukkan only
worked if you played in Europe, and anyone outside it was being routed around worlds they could not reach.
Pick your world on your first visit and Dukkan prices everything against the servers you can genuinely
travel to, following the game's own rule: any data center inside your own region, plus Materia from
anywhere. Materia players stay on Materia, because the game says so.
One searchable world picker on the first visit. It used to ask for your data center and then your
server, as two grids of nineteen buttons. Your world already tells Dukkan which data center you are on, so
now there is one box: type "gil" and get Gilgamesh, or browse the list grouped by data center
with its region beside it. Arrow keys and Enter work, picking your world moves you straight to the name
field, and a line underneath says both answers are yours to change later. Two questions, two boxes, and a
card about a third shorter.
Smarter Buying
Buy some from the market board and the rest from a vendor. If you need 1,000 Maple Lumber and the
board has 122 copies going cheaper than Engerrand, Dukkan buys those 122 and sends you to Engerrand for the
other 878. It used to hand the whole row to the vendor the moment one existed, so you paid vendor price for
material the board was selling for a gil. The vendor's share is its own line in the materials table and on
the route, with the NPC's location on it.
A word when the running around is not worth it. If two or more stops on your shopping route are
each saving you less than 1,000 gil, one quiet line says so and offers to buy each material from a single
server instead. On a route worth walking it says nothing at all.
A warning when a sell plan needs more retainers than you can hire. A character gets ten. When the
plan genuinely cannot fit inside them, and 250 pieces of gear is 250 listings with no way around it,
Dukkan says so and points you at selling in rounds instead of stating an impossible number with a straight
face.
A Language For The Shop
Notifications have a colour system. They used to pick a colour based on whoever wrote the code:
seven different looks, one of them so pale you could barely read it, and a catch-all grey that had
swallowed most of them. There are five now and each one means something. A normal action wears Dukkan's
silver, anything added is always the same green, anything removed always the same rose, anything notable
is violet, and anything that went wrong is amber. The colour tells you what happened before you read the
words.
Dukkan has a written design system now. Every colour, corner, size and piece of motion in the
shop is written down in one place. That is why so much of this patch is the same control finally looking
the same on every screen you find it on.
Changed
Changed
Following The Plan
Pre-requisite crafts are in craft order. Every part is listed before the thing it goes into,
however deep the chain runs, instead of alphabetically. Reading the card top to bottom is now a plan you
can follow.
"Optimize Stacks" stays inside what your retainers can hold. It used to happily suggest
511 listings across 26 retainers. You can hire ten. The same job now comes out at 174 listings across 9,
and when a plan genuinely cannot fit it says so plainly instead.
"No recent sales" where the sales column used to show a flat 0. Those columns are per
day, so something that sells once a fortnight rounded to 0 and looked dead.
One Shop, One Look
One add and remove control, everywhere. The remove button used to be a red-outlined chip that
sprang out of the Add button, so a list of ten items showed ten red frames and the whole page read like
something had gone wrong. It is a normal quiet button now on all four places that have one (search
results, Hot This Week, the item page and the "used in" recipe chips), it fades in where it
lives instead of travelling, and it sits the same distance from Add on every screen. Rose still means
"removed" where it carries meaning, on the notification.
The Add button shows just the count. It used to read "✓ 9", and the tick slid
sideways on the click that took the count from 9 to 10. The silver fill already tells you the item is in
your list, so the tick is gone and the number sits in the same place at 1, 10 or 1,000.
The shopping route shows what sits inside what. The route card, the data center block and each
server card were three shades of nearly the same brown, so the nesting was there but you had to squint for
it. Every server now sits in its own outlined card inside its data center's outlined block, the server's
frame lighter and tighter than the block around it. On a route that never leaves one data center the
servers take the heavier frame themselves, so they never look under-drawn.
The "I have all of them" buttons match the rest of the shop. In "What do you
already have?" they were green outlines left over from an older look. They are the site's normal
button now, and pressing one flashes silver so you can see the number land in the field.
Hot This Week's make-a-list button wears the same silver as every other main button. It was the
only place left in the app with its own green to cyan gradient.
The welcome card says "Dukkan" in one gradient. It was gold leaf in the title and
silver in the name label a few lines below. Gold leaf throughout that card now.
The sidebar wave waits until you have finished the welcome, instead of playing behind it on a
real first visit.
Light Mode
Light mode is one colour family again. The silver on buttons and chips was a cool blue while the
silver in the Dukkan wordmark right above it was warm. They match now, at exactly the same brightness. Gil
figures, retainer names, server names on the shopping route, the warning badges and the quietest labels
were all darkened enough to read. Dark mode moved by a single step at most, because it was already
close.
Every word in Dukkan is readable now, in both themes. Not most of it, all of it, and measured
rather than eyeballed. Getting the last of it meant darkening the two quiet grey tiers together rather
than one at a time, so the quietest text stayed visibly quieter than the tier above it instead of merging
into it.
Each page's colour has a light-mode version. Craft's gold, Buy's green, Sell's teal and Flip's
terracotta were built for the dark theme and reused as they were on the light one, where they went pale
and hard to read. Same colours at the same richness, just deeper, the way a colour looks in shade rather
than a different colour.
The active page in the sidebar is brighter. Making its white label pass the readability standard
had driven all four page colours into shade, and craft in particular stopped reading as gold and started
reading as brown. They are back near their original brightness, with craft a little warmer, because taking
the brightness out of an ochre without touching the hue is what turns it brown.
Fixed
Fixed
Five things you did gave you no confirmation at all. Importing a shared list, making a list from
Hot This Week's top 20, applying "I already have", adding one to each recipe on an item page,
and "Add All" in the search results all did the work and then said nothing, because the message
was being thrown away in the same instant it was created. All five confirm properly now.
The buttons beside Calculate could crowd into it. A player reported Compare and the "What do
you already have?" button drifting into the Calculate button, and it never showed up on a machine
where the site's own font loads, which is why nobody else could see it. The row was taking its height from
whatever font the browser ended up with, and the square buttons beside Calculate were sized off that
height, so some fonts made the whole cluster up to 16 pixels wider. Every size in that row is stated
outright now, and it measures identically across eight different fonts.
A vendor was called "cheaper" when it was not. The note claimed an item was cheaper from
a vendor whenever a vendor sold it, even when the market board was nine times cheaper. It compares the
whole line now, and says "also sold by a vendor" when the board wins.
Copying a share link no longer changes the address in your bar. Exporting used to rewrite it, so
refreshing afterwards reloaded the list you had exported and threw away every stack you had ticked off
since.
The big money numbers were far too dark in light mode. Material cost in particular read brown
rather than gold. The colours behind them are tuned for small labels, where they have to be dark to be
legible, but the numbers at the top of your results are large and can afford to be brighter, so light mode
gives them their own brighter cut. Dark mode is unchanged.
The recipe difficulty stars were nearly invisible in light mode. They were dark mode's bright gold
in both themes, which was the worst-reading thing left anywhere in the app on a pale background. Light
mode paints them in the same gold it already uses for money.
"Export Shareable Link" was almost invisible in light mode.
The "buy each from one server" link on the shopping route threw you to the top of the
page instead of just doing it.
The tick-a-stack tip fired from anywhere on a route line. On a first visit it appeared while you
were simply reading down the item names, so it looked like it was about the item you were pointing at. It
arms on the checkbox itself now, and once you know the trick it comes back after 0.8 seconds of hovering a
box instead of five.
"Apply and Calculate" sat inside a green halo, left over from before the silver look,
and only turned silver once you hovered it. It wears the Calculate button's own shadow now.
The Flip page's little server chips were wearing the wrong style. The welcome card had defined a
look for its own buttons under a name the Flip page was already using, and quietly won. Both are
themselves again.
The little dot between bits of information was different in a dozen places. Hot This Week's header
drew its own, tighter and brighter than the rest of the site, and ten more spots drew their own too: the
item page's vendor rows, both vendor notes and their links, the skipped-listing note, the data center line
and the footer. They all use the same dot now.
A few labels printed an extra space in the middle. "What should Dukkan call you?" had a
gap either side of the word Dukkan, and the same shape turned up in five more places, including "Sell
as HQ", the presets heading and the buttons under the search bar. Anywhere else it could happen was
swept and fixed with them.
"Your calculation is ready" arrived in a different colour depending on which page you
were on, and three small links in the materials table were still lowercase: "Use Vendor",
"Where?" and "Reset".
Removed
Removed
The "Listed" column from the materials table. It showed the size of the first stack
Dukkan picked, not how many were listed, so it read "8" while the plan bought 29 across three
stacks. The Buy from column shows every quantity anyway.
Hover tooltips on things that explain themselves. Every chip in Browse Categories, the Compare
button everywhere it appears, and the add, remove and HQ buttons on the item page. A tooltip is for the
genuinely non-obvious, and these were repeating the label already under your cursor. The ones that say
something the button cannot show, like "I have all 40", stay, and screen readers still get every
name.
3.0.1
20 JULY 2026
Dukkan learned that a market board can lie. Gil traders hand millions between characters using any cheap item
as the carrier, and those fake sales were sneaking onto the Flip page dressed up as monster deals. This patch
teaches Dukkan to read an item's sale history the way a suspicious shopkeeper reads a customer. It also
rebuilds the first welcome from scratch and warms up every popup in the shop.
The Short Version
For people who will not read everything. Click a pill to jump to the details.
The Flip page now catches deals faked by gil traders and prices from the real market instead.
Hot This Week gets the same protection. It opens exactly as fast as before.
A brand new welcome: striped canopy, lamplight, and a button that names your next step.
Popups sit on warm chocolate now, and light mode's washed-out steel text is gone.
Beat the slot machine once and the Flip floor stays open for good.
Added
Added
The Lie Detector
The Flip page reads the whole sale history. Before it recommends a flip, Dukkan studies every
recent sale of that item: who bought it, at what price, and when. If the same few characters keep "buying"
the expensive copies, or the item kept selling for crumbs right through the expensive sales, those sales
are gil transfers, and the deal gets priced from the real market instead. That usually kills it. Honest
price jumps and honest crashes still count, and a high-quality item that genuinely sells far above its
normal-quality junk is never mistaken for a scam. The reported case, a pair of common pants that "sold"
for 14 million while also selling for 30 gil, now dies at every risk level.
Hot This Week gets the same guard. Only the rows on screen are checked, quietly, after the popup
is already open. It costs nothing: the list appears exactly as fast as before, and about half a second
later any faked top seller drops off the board and a real one takes the seat.
Changed
Changed
A New Welcome
The welcome is a new card, top to bottom. A striped canopy over the door, lamplight, the name in
gold leaf, and your servers laid out on a shelf. The big button now guides you instead of waiting: it reads
Pick a Data Center, then Pick Your Home Server, then Tell Me Your Name, and only becomes Enter Dukkan when
everything is answered.
Warmer Details
A hand-drawn icon family. The camel mascot now leads a matching set of heritage icons across the
site, and the last leftover emoji glyphs are gone.
Popups belong to the shop now. Every popup sits on a richer chocolate brown with a fine gilt edge
and soft light falling from above, and the screen behind them dims to a candlelit brown instead of the old
cold blue-gray.
Light mode's metals match the page. The silvery text that used to go muddy or nearly invisible in
light mode (the wordmark, high-quality prices, the welcome title) is a warm dark silver now, checked for
readability at every size it appears.
Buttons and icons got a tidy-up. Every button label is capitalized properly, the three tools under
the search bar are finally the same height, and the small icons around the page (the toasts, the Presets
button, the settings gear) are bigger and centered.
The Flip Floor
Hauls are smaller and saner. Suggestions top out around 6 to 8 copies, and a slow seller no longer
earns a padded count just because its margin looks juicy.
The door stays open. Solve the machine once and the Flip floor is yours for good. It stays open
the next day, the next week, and after you close and reopen the site.
One word opens the floor. Another of the machine's secrets still pays its famous reward, but it
now sends you back to the machine afterwards instead of opening the door on the side.
The version number in the footer is the patch notes link. Click it and you land here.
Fixed
Fixed
Fake flips built on gil-transfer sales are gone. The reported pants died at every risk level, and the
detector caught the same ring's other favorite items along with them.
A wash-traded item can no longer sit at the top of Hot This Week with a made-up profit number.
The light-mode readability problems caused by the old steel-blue gradients are fixed along with the
color itself.
Removed
Removed
The separate "What's new" footer link. The version number does that job now.
The privacy note's footer link, hidden for now to keep the footer quiet. The note itself still exists
and can come back.
3.0
16 JULY 2026
A big one. The fourth page is here, Flip (buy cheap on other servers, sell high on yours), wrapped in a
brand new warm look inspired by the old Kuwaiti dukkan, with a proper welcome, teleports, undo, near
instant Calculate, and a whole hidden arcade of games behind the slot machine for you and your friends.
Dukkan also remembers you properly now: your lists, your settings, and your place on the leaderboard.
The Short Version
For people who will not read everything. Click a pill to jump to the details.
A whole new page: Flip. Buy cheap on other servers, sell high on yours, taxes already counted.
A warm heritage look for the whole shop, inspired by the old Kuwaiti dukkan.
A hidden arcade behind a slot machine, with secret words and a shared leaderboard.
Dukkan remembers your lists, your settings and your scores between visits.
Calculate now takes about two seconds, even on its first run of the day.
Added
Added
The Flip Page
A discovery board, not a search bar. Dukkan scans the whole market and shows you, by category
(Mounts, Minions, Registrable Miscellany, Food and Potions, Weapons and Armor, Housing, Materials), the top 3
items that are cheap on other servers right now and sell for more on YOUR server. Category chips at the top
jump straight to one shelf, fully expanded, so you never scroll a tower.
Every deal is a buy and sell ticket. How many to buy, on which servers (it splits across servers when
that is cheaper), what they cost, what they sell for at home, what you pocket after tax, and the total profit.
Taxes are baked in. Every flip profit already subtracts the 5% buying fee AND the 5% selling tax, so a
"profit" that would really be a loss after taxes never shows up at all.
Live double checking. The deals you see are verified against the actual current listings the moment
they appear on screen, so the prices you act on are real, not leftovers from the scan. If someone beat you to
the cheap copies, the card says so honestly.
A risk slider, from Very Safe to High Roller. Five stops, each with its own mascot riding the knob
(shield, turtle, scales, dice, fire) and its own bit of table talk underneath, from "sure money, small wins"
all the way to "all in. watch yourself." The whole page heats up as you push right: the board's glow and the
red background deepen, and at High Roller everything smolders. The safe end only shows fast sellers and hauls
you can sell within a couple of days. The right end allows slow, expensive, big payoff gambles, the 9 million
gil hairstyle kind. Flipping is a gamble; pick how spicy you like it.
Realistic quantities that respect the undercutting war. Dukkan knows you cannot dump 28 of one item at
full price. It models what actually happens: you sell a few at a time, rivals undercut you, the price sags, and
each copy fills one of your precious 20 retainer slots. So it suggests small, sane amounts (a fast, cheap item
might be 10; a slow, pricey mount is more like 3 to 6), and the profit shown is the honest take after that
undercutting, not a fantasy full price total. It also refuses bad deals outright, like spending 22 million to
make 200 thousand.
Risk means what it should. Higher risk does not tell you to buy MORE of something. It surfaces slower,
pricier, bigger single gambles to hold longer, while keeping the amounts realistic. It never inflates the count
just to make the profit number look big.
A budget box. Tell Dukkan how much gil you are working with and every suggested haul fits inside it.
Deals too rich for your wallet tell you how much they would need.
Pick your hunting ground. The "Selling on" chip at the top right now also sets where Flip hunts for
cheap copies, with the same Datacenter and Server picker the Craft page has. It starts on All Reachable (Light,
Chaos and Materia); narrow it if you do not feel like travelling. Changing it restarts the scan immediately.
NPC vendor flips included. When an NPC sells an item for less than players pay on the market board,
the deal says "buy from the NPC vendor". No tax on those, even better.
A "Flip It" button on every deal. One click adds the whole haul to your Buy list AND your Sell list,
and points the Buy page at the right servers. The sidebar peeks out so you can see where everything landed: the
shopping route is ready on Buy, and the how to sell plan (stacks, listings, retainers) is ready on Sell.
Troll proof and outlier proof pricing. A lone 20,000,000 gil listing on a 500 gil item cannot fake a
huge flip, and neither can one crazy 50,000,000 gil sale hiding in an item's history: sale prices are anchored
to the middle of what buyers have genuinely been paying recently, so freak sales and wash trades are ignored.
Background scanning, and it remembers. Dukkan quietly scans the market right after the site loads, so
Hot This Week and Flip open with fresh numbers instead of making you wait. It also remembers your last flip
scan, so coming back to the page shows deals in a second or two instead of scanning all over again.
The Arcade
A members only door on the Flip floor. The Flip page opens with a full screen slot machine. Type the
secret word, pull the lever, and watch the reels: hit the jackpot and the floor opens. Drifting market cards
float behind the machine with real recent sales, a ring of casino lights chases around the cabinet, and the
machine plays its own sounds: reel ticks, the lever's ratchet, and a proper jackpot fanfare. Rumor has it the
machine answers to more than one word... one of them pays a million gil, once, for real.
Secret words open games. Beyond the jackpot, more words do more things. Some unlock risk levels on the
Flip dial; each friend has their own word that opens a personal minigame: a fourth wall breaking code typing
test, a banana grabbing runner, a grip strength masher, a real cheese crafting puzzle, a three song rhythm
gauntlet, and an FPS aim trainer. Every game scores you a grade from Z to S and posts to a shared leaderboard
so the whole group can see who is on top. Type BADGE to see the trophies you have unlocked.
Dukkan Remembers You
Your lists are waiting when you come back. Refresh the page, close the tab, wander off for an hour:
your Craft, Buy and Sell lists stay where you left them. They only clear when you come back on a new day, and
a new day means what you would want it to mean. Working at 11:50pm and still going at 2am is one night, not
two, so nothing disappears out from under you mid session. Come back after a full day away and you get a clean
slate.
The shop remembers how you like it. Your servers, data centers, crystals, tax, frosted glass, the Hot
This Week toggles, your sort order, the compare panel's HQ and priority switches: all of it comes back the way
you left it. Searches and category filters start fresh every time, because those are for finding one thing, not
for keeping.
The leaderboard follows you, not your name. Your scores belong to your browser now, rather than to
whatever you happened to be called when you set them. Put up a score as Jack, decide you would rather be Adam,
and the board renames the row you already had. No ghost called Jack left sitting at the top with your score.
Quality of Life
Welcome aboard. On your first visit Dukkan asks your name, your data center and your home server, then
greets you by name when you return. You can change your name any time in Options, and your home server from any
page's settings.
Your home server, everywhere it matters. The shopping route's "your server", how fast things sell, and
the greeting all follow one home server setting now, and it is yours to change.
Undercut a whole data center. Craft and Sell pages: "Undercut prices on" now takes a Datacenter and a
Server, including "All of Light". Pick a scope and every finished item is priced at the cheapest competing
listing anywhere in it, so you can undercut the entire data center in one go.
Each page keeps its own market picks. The Craft, Buy and Sell pages each remember their own "Buy from"
and "Undercut" choices. Changing one page never silently ruins another page's numbers. Your picks only travel
when YOU send them.
Teleport from the shopping route (Lifestream). Turn it on in Options: a small blue crystal next to each
server copies a ready made command; paste it in game and Lifestream carries you straight to that server's Limsa
market board, data center travel included.
Ctrl+Z. Ticked the wrong stack? Skipped the wrong listing? Undo it. Every tick, drag, skip and ring
click can be reversed, and the "listing skipped" message has its own Undo link.
Drag to tick a batch. Hold the mouse down on a checkbox and sweep down the list: every stack of that
item follows. Pull back up to un tick. Shift click ticks a whole range at once.
Buy list to Sell list, one click. Turn a buy list into a sell list (and back), or send your finished
crafts straight to the Sell page with Create Sell List. If the target list is not empty, Dukkan asks whether to
clear it or merge.
Optimize Stacks. One button on the Sell page sizes every listing to the stack sizes buyers actually
purchase, from real recent sales.
Finishing a server feels like finishing. Tick off a server's last stack in the route and an emerald
ring sweeps around its card before it settles into done.
Little number badges on the sidebar showing how many items are in your Craft, Buy and Sell lists.
Dukkan tells you when something breaks. If anything unexpected goes wrong, you get a message saying so,
with a Reload button right there in it. A tool that quietly does nothing is worse than one that admits it
tripped.
Reset Dukkan, in Options. Click it twice and it clears everything this browser remembers (your lists,
settings and progress) and reloads you into a clean shop. Your leaderboard scores are safe: those live on the
server, tied to your browser, and this button does not touch them.
A short privacy note at the bottom of every page: what stays in your browser (settings, lists,
trophies), what reaches Dukkan's own server (a random id so the board can tell it is you, your name, your
scores, and which pages get used), and what is never collected. Your IP address is hashed the moment it
arrives, and nothing you type is recorded: no searches, no item names, no list contents. No ads, no third
parties, nothing shared with anyone.
Changed
Changed
The New Look
A warm heritage redesign. Same Dukkan wordmark, same silver, but the whole shop is warmer now:
plaster and gypsum tones instead of cold gray, a faint carved star lattice on the walls (the one behind
this page), a woven band under the header, and a brushed silver frame around your profit instead of the old
rainbow. Minimal, modern, warmer.
A new silver look. The site's red accent retired. Buttons, tags, badges and highlights now wear a
clean silver gray gradient; red only remains where it warns you (removals, shortfalls) and on the Flip floor's
own neon. The wordmark font now marks the name "Dukkan" everywhere it appears.
Everything Else
Calculate is fast now. The whole pricing pipeline was rebuilt to dodge the price service's slow
moments: a full 77 item gear set prices in about two seconds, and the first Calculate of the day is no slower
than the fifth. The Flip page's big market scan also stays out of the way: it only runs while you are actually
on the Flip page.
One sales number everywhere. How fast an item sells is now counted from its real sales in the last 30
days, per quality, and every corner of the site quotes that same number: the list badges, the item page, the
Flip rows and the Sell page can no longer disagree with each other.
The shopping route reads left to right. Stops flow 1 left, 2 right, then under whichever column is
shorter, with quiet numbered rings instead of arrows, bigger server names, and a much calmer sold out button
that only appears when you hover a row.
Hot This Week keeps itself fresh. If its data is more than a day old it asks whether you want a rescan
when you open it, and if it is more than two days old it rescans on its own in the background.
Far fewer tooltips. Anything obvious lost its hover text, the rest got shorter, and item details
(patch, level, item level, type) moved into visible text instead of hiding in hovers.
All three list pages sort like the market board. Items group by their in game category order, then
patch, level, item level and name.
Fixed
Fixed
The first Calculate no longer stalls for many seconds or comes back with missing prices; failed price fetches
quietly retry, and changing servers mid calculation stops it instantly instead of finishing wrong.
The Flip page can no longer wedge on "No profitable flips right now" after a bad scan, and the rescan button
always actually rescans.
Sales per week numbers no longer differ between a Flip row and that item's detail view.
Full page visual bugs on the jackpot gate (unreadable JACKPOT text, the growing square, the sideways
scrollbar) are gone, and the storm's lightning is now actually visible.
The preset tiles show their new art. The icons were on the server the whole time; your browser had been told
to keep the old ones for a month. The tiles now carry a stamp that changes whenever the art does.