game-balancer

Model game economies with currency, source, sink, and velocity tables.

15|3|Updated Apr 9, 2026
One-click install
npx skills add https://github.com/LazyIsEfficient/agentic-os --skill game-balancer
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-balancer
Source: https://github.com/LazyIsEfficient/agentic-os/tree/main/.claude/skills/game-balancer
Command: npx skills add https://github.com/LazyIsEfficient/agentic-os --skill game-balancer

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) and assets (resource) components.

What problem does it solve?

Balances game economies by turning design intent into a testable model of currencies, sources, sinks, and velocity.

Core Features & Use Cases

  • Builds an economy modeling workflow including currency tables, velocity forecasts, and time-to-content projections.
  • Generates per-system balance tables and a practical balance plan that can be handed to live-ops, monetization, and engineering teams.
  • Supports multi-currency hygiene, pity/promo mechanics, and live re-tuning workflows.

Quick Start

Load a system spec with TBD placeholders and run the balance workflow to generate the model, plan, and outputs.

Frequently Asked Questions about game-balancer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I balance a game economy with multiple currencies and sinks?

You model game economies by turning design intent into testable structures of currencies, sources, sinks, and velocity. This generates per-currency velocity tables and time-to-content projections to ensure multi-currency hygiene.

What is currency velocity forecasting in game design?

Currency velocity forecasting measures how quickly in-game money moves through sources and sinks. It generates per-currency velocity tables that validate your balance model and inform time-to-content projections.

How do I re-tune live game economies after a new content drop?

Re-tuning live game economies involves applying balance passes to your existing currency and sink model after a content drop. This generates an appended balance table for each affected system to adjust economy curves.

Can I generate an economy spreadsheet skeleton from a system spec?

Yes, loading a system spec with TBD placeholders generates an economy spreadsheet skeleton. This outputs a practical balance plan including currency tables and velocity forecasts for live-ops and engineering teams.

Does this balancing workflow support pity mechanics and promo systems?

Yes, the balancing workflow supports modeling pity mechanics and promo systems within the game economy. It integrates these features into the currency model to project accurate time-to-content outcomes.

What is the best way to project time-to-content for game systems?

Projecting time-to-content requires applying a model-driven balancing approach to game economies. This translates design intent into testable currency velocity tables to calculate when players reach target content.