What we want to protect

SaoWorld should not become a server where players buy their place. The shop exists to help the project live, not to replace playtime, cooperation or progression.

A player who joins without paying should feel they are playing the same game as everyone else.

A player who supports the server should receive real recognition, not an advantage that crushes the community.

This boundary is deliberate. It may cost money in the short term, but it protects trust in the server.

Our line

The game before the shop

The shop must stay in its place: supporting the server and offering clean rewards. It should not dictate how people play, rush the whole experience or create a feeling of obligation.

Respect for playtime

The time players invest must keep its value. A purchase should not make the effort of normal progression feel pointless.

A readable economy

Players should understand what is sold, why it is sold and where the limit is. No vague promises, no intentionally confusing systems, no hidden pressure.

Measured advantages

When a paid advantage exists, it must remain reasonable, monitored and adjustable. If it starts creating an unhealthy gap, it has to be reviewed.

Prestige without domination

Support can bring style, visibility, comfort or prestige. It should not grant the right to stand above other players.

A community that stays free

Nobody should feel pushed to pay in order to be accepted, keep up or enjoy the server. Support must remain a choice, not a constraint.

What we refuse

  • Selling power that directly decides the game experience.
  • Locking essential content behind a payment.
  • Using paid randomness as the main engine of the shop.
  • Creating frustration on purpose to push purchases.
  • Leaving a paid advantage uncorrected when it harms balance.

Trust is worth more than a sale

We would rather build slowly with a community that respects the direction of the server. A shop can help SaoWorld last, but it should never become the reason the game exists.