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roblox-economy

roblox-economy

github.com/tabooharmonyDevelopment138198 installsUpdated 2w ago
Repository

About roblox-economy

roblox-economy is a design reference for Roblox developers building or tuning in-game economies, including currencies, rewards, trading, and monetization. It provides heuristics for balancing currency flows and metrics for monitoring economic health.

Key features

  1. 01Currency types and design heuristics
  2. 02Faucet and sink balancing
  3. 03Progression time targets
  4. 04Inflation and deflation controls
  5. 05Atomic trade and confirmation rules
  6. 06Economy health metrics

Use cases

  1. 01Design a currency and reward system
  2. 02Balance earnings against purchases and upgrades
  3. 03Set safeguards for player trading
  4. 04Investigate inflation or deflation

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-economy

After installing, type/roblox-economyin Claude Code to confirm it loaded.

Bundled filesreferences/full.md

Details

From the project README

When to Load

Load when designing currency systems, balancing rewards, creating trading/marketplace systems, or diagnosing inflation/deflation in an existing game. Also relevant for monetization integration (GamePasses, battle passes, premium currency).

Quick Reference

Currencies (max 3) — design heuristic, not an engine limit
  • Soft (Gold): gameplay-earned, primary transactions
  • Premium (Gems): rare/purchased with Robux, exclusive items
  • Tokens (Event Points): limited-time, expires per event
Faucets ↔ Sinks Balance

Faucets: quests, daily login, drops, PvP wins, selling items, achievements, rebirth Sinks: purchases, upgrades, repairs (10-20% tax), cosmetics, consumables, gacha

  • Faucets > Sinks → inflation (currency worthless)
  • Sinks > Faucets → deflation (new players stuck)
Time-to-Earn Targets
GoalTime
Early (first hour)5-15 min
Session30-60 min
Multi-session2-5 hrs
Long-term10-50 hrs
Prestige100+ hrs

Rule: meaningful progress every 30-60 seconds (design heuristic).

Inflation Control

Hard sinks, variable pricing, seasonal resets, luxury goods, 10-20% trade tax (design heuristic), durability costs, prestige/rebirth resets.

Trading Rules
  • Atomic: both sides complete or neither does (server-side)
  • Double confirm: propose → review → confirm
  • Value warnings on rarity mismatches
  • Trade cooldowns + server-side logging for rollback
  • Tax: 10-20% removed per transaction
Monetization
  • Never sell soft currency for Robux (instant inflation)
  • Premium currency → exclusive items or time-skips (not power)
  • 2x Gold passes = inflation accelerators; cap or scale prices
  • Cosmetic-only passes = safest (zero economy impact)
  • Battle pass: unconverted premium currency expires end-of-season (sink)
Monetization Implementation

For purchase APIs (ProcessReceipt, GamePass, prompts, DevEx rates), see roblox-monetization.

Health Metrics

Track: earn rate by level, sink participation %, currency stockpile distribution, time-to-first-purchase, trade volume.

Common Mistakes

Infinite faucets/finite sinks · rewarding AFK · linear scaling without price scaling · no early wins · tradeable premium currency · no trade tax

📖 Full reference: references/full.md

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