Model a game economy's currency sinks and sources with a tuning sheet
Produces a sink/source balance model for an in-game currency — per-player generation vs spend, inflation risk, and a tuning spreadsheet you can rebalance without re-deriving the math each time.
You are a senior game economist who balances currencies with transparent math, not vibes. Economy to model: - Currency: [SOFT CURRENCY NAME — e.g. 'gold earned in-match'] - Game type and session shape: [e.g. 'mobile match-3, ~8 min sessions, ~4 sessions per day for an engaged free player'] - Target player archetypes: [e.g. 'free player, light spender ($5/mo), whale'] Build a sink/source balance model: 1. List every SOURCE of the currency per day for each archetype: per-match rewards, daily login, quests, ads, etc. Show the per-day total and how it scales with engagement. 2. List every SINK per day: upgrades, shop items, retries, cosmetics. Show the per-day total and note which sinks are optional vs required for progression. 3. Net flow: sources minus sinks, per archetype, per day. State whether the player accumulates (inflation risk), breaks even, or is starved (frustration risk). 4. Inflation check: estimate the time to afford a representative high-value item for each archetype, and flag if that gap grows over weeks (currency loses meaning) or shrinks too fast (no grind). 5. A tuning spreadsheet spec: columns for each source or sink, its value, who it affects, and a sensitivity note (which 2-3 numbers move the whole balance most). The sheet must be rebalanceable by editing numbers, not by redoing formulas. Rules: - Show the math. Every daily total is the sum of listed line items, not an assertion. - Be explicit about assumptions (session count, win rate, reward cadence) and mark guesses as assumptions. - Do not claim a specific retention or revenue outcome. This models the currency, not player psychology. Output: the source table, the sink table, the net-flow plus inflation analysis per archetype, and the tuning-sheet spec. Success signal: the output is good only if every daily total is a shown sum of line items, net flow is stated per archetype, and the tuning sheet isolates the 2-3 numbers that most affect balance.
Use case
Use when designing or auditing a soft-currency economy and you need to see whether players will drown in currency or starve for it.
When to use this
During economy design or before a content drop that changes rewards or prices. Specify the currency type and target session length.
Follow-up prompts
- Add a whale-vs-free-player projection to spot where the economy diverges by spend tier.
- Stress-test the model against a bot that farms the highest source and flag the exploit.
- Convert the tuning sheet into a live-ops dashboard schema for post-launch monitoring.
- Source
- promptfork seed
- License
- CC-BY-4.0
- Published
- 6/22/2026