SuperAPI AI Directory

roblox-economy

Agents & models

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Updated 10-15 23:24

About this skill

When to Load

Load when designing currency systems, balancing rewards, creating trading/marketplace systems, or diagnosing inflation/deflation in an existing game. Also relevant for monetization integration (GamePasses, battle passes, premium currency).

Quick Reference

Currencies (max 3) — design heuristic, not an engine limit

  • Soft (Gold): gameplay-earned, primary transactions
  • Premium (Gems): rare/purchased with Robux, exclusive items
  • Tokens (Event Points): limited-time, expires per event

Faucets ↔ Sinks Balance

Faucets: quests, daily login, drops, PvP wins, selling items, achievements, rebirth Sinks: purchases, upgrades, repairs (10-20% tax), cosmetics, consumables, gacha

  • Faucets > Sinks → inflation (currency worthless)
  • Sinks > Faucets → deflation (new players stuck)

Time-to-Earn Targets

Goal Time
Early (first hour) 5-15 min
Session 30-60 min
Multi-session 2-5 hrs
Long-term 10-50 hrs
Prestige 100+ hrs

Rule: meaningful progress every 30-60 seconds (design heuristic).

Inflation Control

Hard sinks, variable pricing, seasonal resets, luxury goods, 10-20% trade tax (design heuristic), durability costs, prestige/rebirth resets.

Trading Rules

  • Atomic: both sides complete or neither does (server-side)
  • Double confirm: propose → review → confirm
  • Value warnings on rarity mismatches
  • Trade cooldowns + server-side logging for rollback
  • Tax: 10-20% removed per transaction

Monetization

  • Never sell soft currency for Robux (instant inflation)
  • Premium currency → exclusive items or time-skips (not power)
  • 2x Gold passes = inflation accelerators; cap or scale prices
  • Cosmetic-only passes = safest (zero economy impact)
  • Battle pass: unconverted premium currency expires end-of-season (sink)

Monetization Implementation

For purchase APIs (ProcessReceipt, GamePass, prompts, DevEx rates), see roblox-monetization.

Health Metrics

Track: earn rate by level, sink participation %, currency stockpile distribution, time-to-first-purchase, trade volume.

Common Mistakes

Infinite faucets/finite sinks · rewarding AFK · linear scaling without price scaling · no early wins · tradeable premium currency · no trade tax

📖 Full reference: references/full.md