About design-game-economy-design
Game Economy Design is a skill for planning currencies, rewards, spending systems, and monetization in games. It guides designers through mapping income and spending, spreadsheet simulation, reward balancing, and economy health metrics across genres.
Key features
- 01Define currencies and reset behavior
- 02Map currency sources and spending sinks
- 03Simulate income and spending over time
- 04Balance weighted rewards and pity systems
- 05Track economy health metrics
Use cases
- 01Plan a game's currency system
- 02Check an economy for inflation or deflation
- 03Balance rewards and item prices
- 04Design monetization around premium currency
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ fcsouza/ agent-skills --skill design-game-economy-designAfter installing, type/design-game-economy-designin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
boilerplate/economy-simulator.tstemplates/economy-config.mdloot-table.tsDetails
From the project READMEGame Economy Design
Purpose
Virtual currencies, sinks/faucets, inflation control, reward balancing, and monetization integration. Genre-agnostic — applies to any game with resources, currencies, or tradeable items.
When to Use
Trigger: game economy, virtual currency, sinks and faucets, inflation, reward balance, loot tables, crafting economy, marketplace, monetization, pricing, premium currency, gold sinks, resource balance
Prerequisites
game-design-fundamentals— core loop understandingpostgres-game-schema— currency and item data models
Core Principles
Sid Meier: "A game is a series of interesting decisions" — economy makes decisions meaningful. Richard Garfield: "Elegant systems create depth from simple rules." Raph Koster: "Players will optimize the fun out of your game" — design economies that stay fun when optimized. Will Wright: "Simulation systems generate emergent behavior" — economies should emerge, not be scripted.
- Every faucet needs a sink — if players earn currency, they must spend it; otherwise inflation destroys the economy
- Two-currency model — soft currency (earned in-game, plentiful) + hard currency (premium, scarce, optional) keeps free players engaged while monetizing
- Exponential costs, linear income — the natural idle game pattern; cost scaling must outpace earning to maintain engagement
- Price anchoring — establish what things "should" cost early; players will judge all future prices against the first items they buy
- Never sell power directly — sell time, cosmetics, convenience; pay-to-win destroys retention (Sid Meier principle)
- Closed-loop economy — track total currency in circulation; if it grows unbounded, you have a leak
- Test with spreadsheets first — simulate 100 hours of play before coding; if the spreadsheet breaks, the game will too
Step-by-Step Instructions
1. Define Currencies
List every currency: name, how earned, how spent, persistence on reset.
2. Map Faucets (Income Sources)
Every way players earn currency: combat rewards, quest rewards, daily login, achievements, trading.
3. Map Sinks (Spending Destinations)
Every way players spend: upgrades, crafting, shop, repairs, fees, taxes, cosmetics.
4. Balance the Spreadsheet
Create a spreadsheet simulating player income vs. spending over time. Target: net currency growth should be slow or zero at every stage.
5. Define Reward Tables
Use weighted random for drops, with pity system for rare items. Cross-reference quest-mission-design for quest rewards.
6. Integrate Monetization
Map premium currency to Stripe products via stripe-game-payments. Ensure premium currency can't break game balance.
Economy Health Metrics
| Metric | Healthy Range | Warning Sign |
|---|---|---|
| Daily currency earned / spent ratio | 0.8-1.2 | > 1.5 (inflation) or < 0.5 (deflation) |
| Median player currency held | 2-5x average purchase cost | > 20x (nothing to buy) |
| Premium conversion rate | 2-5% of active players | < 1% (too expensive) or > 15% (too aggressive) |
| Time to first meaningful purchase | 5-15 minutes | > 30 min (slow start) |
Cross-References
postgres-game-schema— currency and item table schemasstripe-game-payments— premium currency and IAP integrationquest-mission-design— quest reward balancinggame-design-fundamentals— core loop reward schedulesredis-game-patterns— leaderboard caching for economy rankings
Pitfalls & Anti-Patterns
- "Hyperinflation" — unlimited faucets with no sinks; currency becomes worthless
- "Pay-to-win" — selling direct gameplay advantages; kills free player retention
- "Currency confusion" — too many currency types; players can't understand what to spend
- "Dead economy" — nothing interesting to buy; currency accumulates uselessly
- "Exploitable loops" — crafting or trading loops that generate infinite value
- "Early abundance" — giving too much currency early; players expect it forever
Designer Philosophy
Sid Meier: The economy exists to make decisions interesting. If every choice has an obvious best option, the economy has failed. Players should regularly face "do I buy upgrade A or save for upgrade B?" dilemmas.
Richard Garfield (Magic: The Gathering): The best economies emerge from simple, elegant rules. A few well-designed resource types with clear trade-offs create more depth than a dozen currencies that nobody understands.
Raph Koster: Players will find the optimal farming strategy and grind it. Design your economy so that even the optimal path is fun, and the sub-optimal paths are still viable.
Sources
- "Designing Virtual Economies" — GDC 2017
- "Free-to-Play Game Economies" — GDC 2019
- "Theory of Fun" — Raph Koster
- "The Art of Game Design" — Jesse Schell, Chapter on Game Mechanics
- Stripe gaming best practices documentation