the R6 Marketplace fee
One number decides whether a trade was worth making, and almost everybody gets it wrong the first time. The fee comes out of the seller’s side, it is charged on the price you sold at rather than the price you paid, and that second detail is why a flat 10% mark-up leaves you down 1% instead of level.
Rate
10%
Paid by
Seller
Charged on
Sale price
Break-even
+11.1%
Who pays and on what
Current state
Unverified
Data source
Not connected
When a verified status feed is connected, this section will show a Live badge with the source and timestamp. Until then, the Status Page explains how to get the real answer yourself — and how to tell an outage from an account-level block. .
The buyer's side
A buyer pays the price the order matched at. That is the whole transaction — no surcharge, no commission, no percentage added at checkout. If the lowest ask was 8,400, the buyer spends 8,400.
Matched Price
8,400
Fee added
0
Total spent
8,400
The seller's side
Sold at
8,400
Fee at 10%
-840
Credited
7,500
Why +10% is not break-even
The single most costly misunderstanding on the Marketplace, and it takes one line of algebra to fix permanently.
Break-even asking price
ask = cost ÷ (1 − fee)
Break-Even Calculator
The lowest price you can list at and still recover what you paid, once the fee comes off.
Result
Formula
break-even = cost ÷ (1 − fee%) uplift = break-even − cost mark-up = uplift ÷ cost × 100
Example: a 6,000 cost at a 10% fee needs a 6,667 sale to break even — 667 above what you paid, an 11.1% mark-up.
Listing at your cost price loses money on every single trade. The fee comes off the sale, not off the profit.
The gap widens faster than intuition suggests
At 10% the correction is small — 11.1% instead of 10%. At 20% it is 25% instead of 20%, a fifth more than the naive figure. Anyone building a flipping strategy on “sell for a bit more than I paid” is running on the wrong side of that curve without knowing it.
//-Fees
The R6 Marketplace sale fee.
| SALE PRICE | FEE | YOU RECEIVE | PROFIT | RETURN | VERDICT |
|---|---|---|---|---|---|
| 9,000 | 900 | 8,100 | -1,900 | -19.0% | Bad |
| 10,000 | 1,000 | 9,000 | -1,000 | -10.0% | Loss |
| 11,000 | 1,100 | 9,900 | -100 | -1.0% | Still a loss |
| 11,112 | 1,111 | 10,001 | +1 | 0.0% | Break even |
| 12,500 | 1,250 | 11,250 | +1,250 | +12.5% | Worth it |
| 15,000 | 1,500 | 13,500 | +3,500 | +35.0% | Strong |
Worked example at a 10% rate on a 10,000 credit basis. Change either input in the fee calculator and the whole table moves with it.
Row three is where most sellers actually live. An 1,100-credit “profit” that is really a 100-credit loss is invisible unless you do the subtraction, and the Marketplace does not do it for you at the moment you set the price.
Price backwards, not forwards
Name your target net 01
The number you actually want in your balance. This is the only figure you genuinely care about, so start from it rather than arriving at it.
Divide by one minus the fee 02
Target 9,000 at a 10% fee → 9,000 ÷ 0.90 = 10,000. That is your ask, not 9,900 and not “about ten thousand”.
Check it against the resting book 03
An ask you cannot get filled is a number, not a price. If your break-even sits above the current lowest ask, the position is underwater until the market moves.
Decide before you list, not after 04
A listing that has to be cancelled and re-posted burns days off your window. Getting the number right the first time is the cheapest optimisation available.
Why we never hard-code the rate
Rates move quietly
A stale constant fails silently
You can see the input
The same reasoning applies to the resale hold and the listing lifetime, which are also fields rather than constants. Three numbers the game controls, three inputs you can override — see what we build and what we refuse to.