Potions allow players to change their avatar's appearance in ways they couldn't usually do (some kinds of food also did that). Residency passes allow players to gain residency without buying a residency card. Inventories increased the number of items players could keep in their inventory and photo album. Sprites were animals that followed players' avatars around. Others could be earned any level by gems.
These could sometimes be earned by leveling up. Vehicles included skates, hoverboards, cars, skateboards, and jet-packs and the most recent to be added, dragons. These included vehicles, tattoos, mystery boxes, sprites, inventories, residency passes, potions, wings, and ears/horns. There are were "special" items in ourWorld. Residents were people who had purchased one of several levels of residency cards, or paid money for monthly gems and special places. In 2013, Popularity, marriage and adoption were among the new features added, allowing wedding-rings to be exchanged and a player to become a child of another. Players could also talk to each other, request friendship, gift items, create groups, send and receive mail, participate in contests and give "hearts". This earned them prizes such as dance moves, access to new areas, vehicles, and privileges. As players earned experience, they leveled up. Coins and gems were used to buy items for their avatar such as clothing, accessories or furniture. ourWorld operated on a microtransaction business model which allowed players to purchase in-game "gems".
Flow could be exchanged for experience points and coins. Each player had an avatar and a condo which could be decorated.Īn in-game currency, "Flow", was earned by talking, dancing, eating and drinking, and playing games. OurWorld combined an online virtual world with a range of casual gaming activities.