gd-economy-design

Designs in-game currencies, shops, gacha systems, and resource flow with inflation control.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-economy-design-unity-upm-packages
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gd-economy-design
Source: https://github.com/Unity-UPM-Packages/Antigravity-skills/tree/main/.agents/skills/gd-economy-design
Command: npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-economy-design-unity-upm-packages

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game designers struggle to build balanced virtual economies where currencies, shops, and gacha systems stay fair and avoid inflation or deflation over time. ## Core Features & Use Cases - Currency Architecture: Define every currency with its type, sources, sinks, caps, conversion rates, and premium status. - Economy Flow Diagrams: Generate Mermaid diagrams visualizing how resources circulate between players, shops, and gacha systems. - Inflation Control & Gacha Design: Balance sources against sinks with earning caps and exponential costs, and design pity systems with transparent drop rates. - Use Case: When designing a mobile RPG shop, use this Skill to categorize items, set pricing tiers, define refresh mechanics, and verify that gold sources never exceed sinks. ## Quick Start Ask the AI to design a currency system with sources, sinks, and a Mermaid flow diagram for your game.

Frequently Asked Questions about gd-economy-design

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

FAQPage Schema
How do I design a balanced in-game currency system?▼

Define each currency with its type, sources, sinks, cap, and conversion rules, then ensure every source has a corresponding sink. Add daily earning caps and exponentially increasing upgrade costs to prevent inflation.

How to design a gacha or lootbox system with pity?▼

Define rarity tiers, set explicit odds for each tier, and add a pity system guaranteeing a high-rarity reward after a fixed number of pulls. Display drop rates transparently, which is a legal requirement in many countries.

What is the difference between soft and hard currency in games?▼

Hard currency like gems should come roughly 70% from in-app purchases and 30% from free sources. Soft currency like gold is earned freely through play but should never be abundant enough to skip progression.

Why does my game economy feel broken or inflated?▼

Inflation happens when currency sources exceed sinks, making rewards feel worthless. Audit the four economy pillars, find the missing sink or excessive source, then rebalance with caps, consumables, or rising costs.

Can this Skill audit an existing game economy?▼

Yes, it includes a decision tree entry for broken economies that audits sources and sinks, identifies imbalances, and recommends rebalancing steps such as earning caps and consumable sinks.