| name | game-economy-review |
| description | Design or audit one complete game economy artifact for mobile, PC, console, web, casual, premium, or live-service games: currencies, inventory, sources/sinks, progression pacing, rewards, gacha/pity, battle passes, IAP/ads, events, refunds/revocation, inflation, concentration, anti-abuse, newcomer/veteran fairness, simulations, and live tuning. Use for economy ownership and balance; use Game Design for whole-game coherence and Payment Readiness for provider transactions. |
Game Economy Review
Produce a Game Economy Specification whose fun, progression, scarcity,
fairness, and monetization remain sustainable across launch, seasons, veteran
accumulation, late joiners, refunds, and low population.
Atomic boundary
Own currency/inventory authority, sources/sinks, price/reward tables, pacing,
chance/pity guarantees, purchase/ad/event projections, refund adjustment,
inflation/concentration, simulations, applicable tuning controls, and economy
observability selected for the actual authority and business model.
Do not own the complete core game, provider payment ledger, one daily loop, one
campaign, or release/distribution program.
Use a draft artifact ID, named assumptions, and explicit sibling handoffs while
designing. Let deterministic delivery tooling seal serialized versions and
digests later; never invent a digest or proof state.
Agent-first invariant
For every selected economy capability, build the full versioned model,
deterministic simulator, authority-appropriate value history, migration and
recovery contract, and bounded controls now. A locally authoritative offline
premium game may satisfy this with deterministic local history, save migration,
backup/restore, and corruption recovery. Purchased, shared, remote-authoritative,
tradable, or live-tuned value additionally requires an append-only server
ledger, fraud/abuse controls, kill switches, canaries, and cohort readback. Mark
non-applicable machinery with the exact authority/business-model reason; do not
invent a service merely to complete a checklist. Use verified slices and
exposure gates for safety, not a thin launch economy followed by manual
hardening. Autonomous tuning may act only inside declared bounds; prices, odds,
pity, entitlements, grants, and material value semantics require an
independently validated candidate.
Workflow
- Define genre, core/session/meta loops, mastery/fantasy promise, audience and
age modes, business model, content cadence, progression horizon, baseline
access without optional paid acceleration, and ruin boundaries.
- Read
references/game-economy-patterns.md. Inventory every durable,
seasonal, premium, earned, purchased, social, event, and ephemeral value;
name its authority, transferability, expiry, refund treatment, and recovery.
- Map sources and sinks by loop, cohort, payer state, progression, season, and
time. Quantify faucets, drains, stock, velocity, concentration, unmet demand,
and dead/mandatory currency.
- Model price/reward/pacing curves, upgrade/crafting/repair, duplicate items,
caps, exchange, gacha odds/pity/guarantees, battle-pass reachability,
advertisements, offers, events, and comeback/catch-up. Calculate
distributions and sensitivities using the equations and fixtures in the
reference rather than supplying one average path.
- Define the value-history authority and projections for every applicable
grant, spend, transfer, reserve, expire, convert, refund/revoke, chargeback,
rollback, restore, migration, compensation, and support correction. Use an
append-only server ledger with idempotency for purchased, shared,
remote-authoritative, or tradable value; use deterministic local save/history
and migration/recovery invariants for a strictly offline local economy.
- Simulate day-0, day-30, year-1, late-joiner, returning, baseline/non-payer,
payer, high-skill, low-population, concentrated-wealth, exploit, and content
drought cohorts. Include stochastic uncertainty and sensitivity ranges.
- Set bounded tuning parameters and independent validation. Add anomaly/fraud
detection, canaries, pause/rollback/forward-fix, and live readback wherever
remote, purchased, shared, or live-authoritative effects make them
applicable; otherwise define deterministic local validation and recovery.
Source verification
Retrieve current store/payment, chance-based item/odds, child/age, advertising,
promotion, refund, virtual-currency, marketplace/trading, territory, and tax
authority for the exact platforms and audience modes. Unknown authority blocks
the affected exposure, not construction of the dormant adapter.
When not to use
- Use
game-design-blueprint when core play, progression, challenge, social,
content, retention, feel, and platform experience must be designed together.
- Use
daily-reward-and-streak-review for one recurring calendar/streak state
machine and its economy handoff.
- Use
payment-platform-readiness for checkout, receipts, provider events,
settlement, entitlement projection, reconciliation, and finance close.
- Use
promotion-campaign-review for one time-bounded offer/event and its
audience/placement/fulfillment experiment.
Guardrails
- Fun and meaningful choice come before extraction; monetization cannot repair
weak gameplay or make the baseline path non-viable.
- Publish exact odds/pity where required and never use fake scarcity, hidden
odds, misleading value anchors, or loss threats.
- Bound vertical dominance; give veterans horizontal identity/mastery/social
value while keeping newcomers contributive and late entry viable.
- Ordinary refunds enter declared value adjustment/reconciliation; automatic
bans, surprise debt, and deletion of unrelated progress are forbidden.
- Never tune from aggregate ARPDAU alone. Track progression, scarcity,
inflation, concentration, completion, fairness, support, churn, abuse false
positives, and long-term retained value by cohort.
Output contract
Return one typed Game Economy Specification containing:
- draft artifact ID, economy thesis, loops, audiences, baseline reachability, horizons, and ruin
boundaries;
- asset/currency/inventory authority map and value-history/projection state
machine, using a server ledger only where the authority model requires it;
- sources/sinks/stock/velocity/concentration matrix by cohort and season;
- progression, price, reward, gacha/pity, battle-pass, ad, offer, event,
catch-up, duplicate, expiry, and conversion tables;
- refund/revoke/chargeback/restore/migration/support rules;
- deterministic simulation fixtures, equations, distribution/quantile results,
sensitivities, invariants, and limits;
- tuning/admin authority and the applicable anomaly/fraud controls, event
schema, dashboards, canaries, rollback/forward-fix, live readback, or
deterministic local validation/recovery, with explicit non-applicable
dispositions;
- payment, campaign, daily loop, analytics, and game-blueprint handoffs with
draft IDs, required inputs, acceptance questions, and no fabricated proof.
Complete only when the selected value history can be deterministically replayed
or reconstructed at its declared authority, simulated cohorts remain viable,
every tuning parameter has bounds/authority, and the system can pause or
recover without corrupting durable player value. Server-ledger and live-cohort
proof are mandatory only for the economy classes that require those surfaces.