
Game Economy Balancer
Analyze and balance game economy systems, currency flows, and monetization mechanics
What You Can Do
You can model complex game economies to detect systemic failures, simulate long-term player spending across 6-12 month lifespans, and identify second-order effects like inflation cascades, retention cliffs, and whale dependency. Claude processes interconnected currency flows, progression pacing, and monetization mechanics to generate optimization recommendations grounded in player behavior theory.
Features
map resource generation, consumption rates, and sink mechanics across all player segments
model time-to-max, engagement curves, and identify velocity imbalances causing retention cliffs
stress-test pricing strategies, battle pass economics, and free-to-play conversion funnels
simulate long-term resource accumulation scenarios to detect runaway power creep or economic collapse
analyze power delta between free and paying players across progression milestones
uncover reinforcing cycles causing whale dependency or pay-gate frustration
balance limited-time rewards, event currencies, and soft vs. hard caps on progression velocity
compare your economy structure against published pricing and progression data from similar titles
Example Output
Economy Audit Output:
- Current average player LTV: $12.50 at 60-day retention
- Identified inflation cascade: Daily quest rewards @ 500 gold/day × 365 = 182.5K gold/year. Premium item cost: 50K gold. Players reach soft cap by day 90.
- Recommendation: Introduce 3-tier gold sinks (cosmetics 25K, progression 75K, limited items 200K) or reduce quest rewards 15% and add time-gated dungeons.
Monetization Stress Test:
- Free-to-play players reach progression plateau at 40 hours; tier-2 spenders at 60 hours
- Power delta: 35% stat advantage for $19.99 battle pass (perceived pay-to-win risk)
- Recommendation: Cap battle pass stat bonuses to 12%, shift premium value to cosmetics/convenience
Retention Cliff Analysis:
- Day 7 retention: 35% (healthy)
- Day 30 retention: 18% (cliff at day 14 when starter currency depletes)
- Root cause: No mid-game monetization hook between tutorial and endgame
- Recommendation: Introduce seasonal progression track at day 8 to re-engage tier-1 spenders
What's Included
- SKILL.md instruction file for Claude economy analysis workflows:
- Currency flow mapping template (resource generation, sinks, player segments):
- 6-month economy simulation framework with spending cohort models:
- Pay-to-win perception rubric (stat deltas, convenience, cosmetics tiers):
- Monetization benchmark checklist (pricing psychology, conversion funnel validation):
- Progression velocity calculator (time-to-max, engagement curve targets):
Who It's For
- Game designers balancing economy systems and progression pacing
- Monetization leads optimizing pricing strategies and conversion funnels
- Game producers auditing live economies showing negative KPI trends
- Economy architects designing currency ecosystems for new titles or features
- Live ops managers stress-testing seasonal rewards and battle pass mechanics
Best For
- Pre-launch economy audits and stress testing
- Long-term inflation/deflation scenario modeling (6-12 month projections)
- Free-to-play progression vs. monetization conversion balancing
- Pay-to-win perception analysis and power delta assessment
- Identifying feedback loops causing retention cliffs or resource starvation
- Seasonal reward structure design and battle pass economy validation
- Competitor pricing and progression benchmarking




