game-economy-designer

Designs game currency systems, sink-source flow models, and monetization architectures with ethical audits.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill game-economy-designer-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-economy-designer
Source: https://github.com/zerox-core/AI_Game/tree/main/.continue/skills/game-economy-designer
Command: npx skills add https://github.com/zerox-core/AI_Game --skill game-economy-designer-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game economies fail when currency faucets and sinks are unbalanced, monetization feels exploitative, or inflation spirals out of control. This Skill provides a structured methodology for designing, modeling, and stress-testing in-game economies before they reach players. ## Core Features & Use Cases - Currency Flow Architecture: Maps faucets, sinks, and currency pools with quantified flow rates per player archetype, including dual-currency and multi-currency system design. - Economy Simulation & Health Metrics: Builds stock-flow models, Monte Carlo simulations, Gini coefficient tracking, and inflation projections across 1-12 month horizons. - Monetization Design & Ethics Audit: Evaluates premium, F2P, cosmetic-only, and battle pass models against a dark-pattern checklist and regulatory landscape (Belgium, China, EU). - Use Case: When designing a roguelike with a persistent upgrade currency, use this Skill to model earn rates for casual versus hardcore players, design aspirational sinks, and verify the free-player experience remains viable. ## Quick Start Ask the assistant to design a dual-currency economy model with faucet and sink flow rates for your game's core loop.

Frequently Asked Questions about game-economy-designer

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

FAQPage Schema
How do I design a balanced game economy with multiple currencies?

Define each currency with a one-sentence purpose, map its faucets and sinks with quantified flow rates, and model net accumulation per player archetype. Every currency must serve exactly one progression axis to avoid player confusion.

How do I prevent inflation in a live game economy?

Build progressive sinks that scale with player wealth, aspirational big-ticket purchases, and server-configurable tuning valves. Monitor inflation rate weekly with alert thresholds above 5% per week and track the Gini coefficient for wealth inequality.

What monetization model should I choose for my game?

Choose based on genre, audience, and budget: premium for narrative single-player titles, cosmetic-only for social competitive games, F2P for large multiplayer bases. Pick one primary model and at most one secondary model to avoid player distrust.

Are loot boxes legal in all regions?

No. Belgium banned paid loot boxes in 2018, the Netherlands has contested rulings, and China requires published drop rates for all randomized paid content. The Skill flags regulatory risks but recommends consulting legal counsel for compliance decisions.

When should I not use an economy design skill?

Skip it for games with no economy, such as pure narrative experiences, walking simulators, or short-form arcade games with no monetization beyond initial purchase. Core gameplay loop design belongs to a game-designer skill instead.

How do I test a game economy before launch?

Build a stock-flow model in a spreadsheet or Machinations.io, define player archetypes with behavioral profiles, and simulate 6-12 months of play. Run Monte Carlo iterations for randomized elements and stress-test 10x faucet exploit scenarios.