economy
1 public command in this category.
design_economy
Generate a complete, balanced in-game economy from a game description. Returns currencies (with earn rates and sinks), a shop with priced items, loot tables with weighted drops, a progression curve (XP per level and rewards), and a balance validation report. Use the 'preset' parameter to start from a known-good template: 'casual_mobile', 'rpg_classic', 'roguelike', 'idle_incremental', or 'competitive_pvp'. The response includes a balanceScore (0-100), a list of issues (inflation_risk, dead_end_item, unreachable_content, etc.), and ready-to-use JavaScript source code for the economy runtime. Validation errors must be fixed before the economy is suitable for production use.
Scope:
scene:write. Token cost: 0.- gameDescription string (required)
- Natural language description of the game — genre, progression feel, player goals. Used to select and tune the economy. Example: 'A fast-paced roguelike where players collect souls and unlock meta-upgrades between runs.'
- autoInjectScript boolean (optional)
- If true, the generated economy JavaScript is automatically added to the project script library as 'economy.js'. Default: false.
- preset string (optional)
- Optional starting template. Overrides keyword matching from gameDescription. casual_mobile: single currency, short session. rpg_classic: gold + premium gem dual currency. roguelike: souls meta-progression. idle_incremental: prestige loop with 3 currencies. competitive_pvp: cosmetic-only token shop.