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t1k:designer:economy:core

FieldValue
Moduleeconomy
Version1.7.2
Effortmedium
Tools

Keywords: currency, design, economy, monetization

/t1k:designer:economy:core

  • Designing currency systems (soft, hard, premium)
  • Balancing economy sinks and faucets
  • Designing shops, pricing, or item costs
  • Implementing gacha, lootbox, or pity systems
  • Designing battle pass or subscription models
  • Preventing inflation or economy collapse
  • Tuning IAP pricing tiers or ad integration
  • Soft currency (earned in-game): gold, coins, XP — unlimited earn, moderate spend
  • Hard currency (premium): gems, crystals — scarce earn (daily only), expensive actions
  • Dual-currency rule: soft → consumables/upgrades, hard → cosmetics/time-skip/gacha
  • Exchange rule: never allow hard→soft (hyperinflation); soft→hard ok at punishing rate (100:1)
  • Player feel: “rich” in soft, “careful” with hard — both visible in HUD at all times

→ See references/currency-systems.md for earn rates, display patterns, segmentation

  • Faucets (earn): quests, loot drops, daily login, achievements, ad rewards
  • Sinks (spend): shop, upgrades, gacha rolls, timer skips, crafting
  • Balance rule: total_sinks_per_session ≥ total_faucets_per_session × 0.8
  • Inflation check: if average player gold grows >5%/week, add sinks
  • Session targets: earn 100-200 soft/session, spend 80-150 soft/session

→ See references/sink-faucet-balance.md for event economy, progression gates, equilibrium

  • Battle pass: free track (10 rewards) + premium (30 rewards), 60-90 day seasons
  • Gacha: pity timer (guaranteed rare after N pulls), displayed rates, no paid duplicates
  • Starter packs: 5× value, one-time-only per account (conversion hook)
  • Pricing tiers: $0.99 (impulse) / $4.99 (value) / $9.99 (commitment) / $49.99 (whale)
  • Conversion targets: 2-5% IAP, 15-25% rewarded ad, <3% churn from ads

→ See references/monetization-models.md for ad integration, subscriptions, starter packs

Design DecisionRule
Soft vs hard currencySoft = grind reward, Hard = premium scarce
Exchange directionSoft→Hard ok (punishing), Hard→Soft NEVER
Session earn/spend ratioSpend ≥ 80% of earned per session
Gacha pityGuaranteed rare after 30-100 pulls (display the number)
Battle pass length60-90 days, 30+ premium rewards
IAP conversion target2-5% of DAU
#Anti-PatternProblemFix
1No pity timer on gachaPlayers quit after long streaksGuaranteed rare at N pulls, show counter
2Hard→Soft exchangePremium currency devalued instantlyBlock this direction entirely
3Mandatory purchases for progressionPay-to-win kills competitiveHard currency = cosmetics + convenience only
4Currency confusion (3+ types)Players paralyzed by choiceMax 2 currencies; 3rd only for seasonal events
5Sinks don’t scale with late-gameHyperinflation, prices feel meaninglessScale sink costs to match earn rate per level
  • engine monetization skills (auto-activated via registry) — IAP, ads SDK integration
  • rpg-game-design — Economy sinks/faucets in RPG progression context
  • puzzle-game-design — F2P economy patterns for casual/puzzle games
  • game-mobile-design — Session design that integrates with economy rhythm
  • game-ux-design — Currency display UX, shop layout, FOMO design
FileCoverage
references/currency-systems.mdCurrency types, earn rates, display, segmentation
references/sink-faucet-balance.mdEconomy equilibrium, event economy, progression gates
references/monetization-models.mdBattle pass, gacha, starter packs, ads, subscriptions
  • Inflation is a math identity, not a balance question — if faucets > sinks for N days, currency value collapses by N% per day. Audit the integral, not the rate.
  • Gacha pity is a perception lever, not a payout lever — visible pity changes spending behavior more than the underlying odds.
  • Currency proliferation kills monetization — past 4-5 distinct currencies, players lose track and stop spending. Consolidate ruthlessly.