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06

TL;DRItems sold elsewhere stayed listed → near-real-time Steam inventory sync, tiered pricing and escrow → normal orders complete without an operator.

Role
Full-Stack Engineer
Client
Gaming marketplace
Year
2025—26
Stack
Node.js, React, PostgreSQL, Redis
FIG. 05INVENTORY SYNC · DELISTING$12.0$49.13$86.26$33.39$70.52$17.65$54.78$91.91$38.5$75.18$22.31$59.44$96.57$43.70$80.83$27.96$64.10$101.23$48.36$85.49$32.62$69.75$16.88$53.2STEAM WEB APIrate-limit awaredelta polling4 TRADED ELSEWHERE→ DELISTEDMARKET PRICE · AK+ TIER MARGINESCROW HOLDS FUNDS UNTIL THE TRADE COMPLETES
Architecture
STEAM APIinventories01SYNC WORKERdelta · limits02PRICINGtiers · margins03ESCROWhold · release04POSTGRESQL+ redis05BUILT / OWNED BY MEINTEGRATED

In one paragraph

Sold-elsewhere items disappear before anyone pays for them. Normal orders complete without an operator; disputes are resolved from a full event log.

Context

A marketplace lives on trust and price accuracy. Listings must follow Steam inventory in near-real-time and prices must follow a volatile market.

Problem

Items traded off-platform stayed listed, and buyers occasionally paid for something that no longer existed.

What I did

  1. 01

    Inventory sync

    Rate-limit-aware polling of the Steam Web API with delta detection; traded items are delisted fast.

  2. 02

    Pricing service

    Aggregated market reference prices with configurable margins per item tier.

  3. 03

    Escrow purchase flow

    Funds are held until the trade completes, with timeout-driven release or refund.

Stack

  • Node.js
  • React
  • PostgreSQL
  • Redis
  • Steam Web API
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