Tool · teach
Sources, sinks, and fair tension
Economy problems rarely announce themselves as “the economy is broken.” They show up as veterans bored, new players soft-locked, or ARPDAU that only works on day-one novelty.
Soft currency, sinks, and gacha are product design. Fair monetisation sits on a free loop that still has tension. Inflation that feels generous can destroy service quality; sinks that outpace fun destroy retention and revenue.
What to simulate
- Sources — inflow per session, grants, sessions per day.
- Sinks — costs and how often players actually buy.
- Gacha — open cost, rates, expected vs actual drops.
- Time — step through sessions and watch the curve.
Purchase efficiency matters: design said “every session,” reality was 40% because players ran dry. That is a product fact — worth seeing before live players teach you the hard way.
Beyond one campaign
Seasons and events are fine — trust does not reset cleanly when they end. An economy that only works for one campaign cannot serve the next wave of players or fund the team between spikes. See also why game product is different.
Run a simulation
Free session-step model with charts, efficiency stats, and CSV export.
