⚡ Economy Engine
Production-ready economy infrastructure for game developers. Currencies, wallets, transactions, items, real-time dashboards, and an AI advisor — through a simple SDK and HTTP API.
What is an Economy Engine?
Every game with currency, items, or trading has an economy — gold flows in when players complete quests (faucets), and flows out when they buy gear (sinks). An economy engine is the backend that manages all of it: player wallets, item prices, transactions, balance checks, and the math that keeps everything stable as your game scales.
Think of it like Stripe for game economies. Stripe handles payments so you don't build a payment system. GameplayGen handles your in-game economy so you don't build a financial backend from scratch.
The Problem
You can vibe-code a game in a weekend. You can generate art with AI. You can ship to the web in hours. But the moment your game has an economy — currencies, shops, loot, trading — you hit a wall.
Economy math is deceptively hard. It works fine with 10 testers. Then at 1,000 players, gold inflates. At 10,000, exploits appear. At 100,000, wealth concentrates in the top 1% and new players quit because everything costs too much. By the time you notice, your economy is broken and your players are gone.
This isn't a coding problem — it's an economics problem. You need to balance faucets (where currency enters) and sinks (where it leaves), monitor inflation in real time, detect exploits before players find them, and stress-test at scale before you ship. That's months of backend work for problems most game devs have never solved.
The Solution
GameplayGen Economy Engine handles all of it. Define your currencies, items, and prices. We give you the wallets, transactions, balance checks, and real-time analytics. An AI advisor watches your economy 24/7 and tells you when something's wrong — before your players do.
You focus on the game. We handle the math.
Key Features
💰 Currencies & Wallets
Multi-currency with max balances, caps, and automatic faucet/sink tracking.
🎒 Items & Inventory
Item definitions with rarity, pricing, metadata, and per-player inventory management.
⚒️ Crafting Recipes
Multi-ingredient recipes with chance-based outputs, cooldowns, and requirements.
🔧 Item Durability
Per-instance durability, degradation, repair costs, soulbinding, and custom properties.
🎰 Loot Tables
Weighted random drops with nested tables, min/max ranges, and unique-per-roll.
🏪 Marketplace
Player-to-player trading with escrow, configurable tax rate (sink), and expiration.
📜 Rules Engine
Trigger → Condition → Action hooks. Auto-tax trades, reward milestones, enforce caps.
🤖 AI Economy Advisor
Real-time Gini, inflation, velocity tracking. Detects exploits and recommends fixes.
Quick Example
import { GameplayGen } from '@gameplaygen/sdk';
const gg = new GameplayGen({
apiKey: 'gp_your_api_key',
baseUrl: 'https://gameplaygen.com',
});
// Grant gold, spend at shops
await gg.economy.grant('player_42', 'gold', 100, 'quest_complete');
await gg.economy.spend('player_42', 'gold', 30, 'shop_purchase');
// Crafting: combine ingredients into items
await gg.economy.craft('player_42', 'iron_sword_recipe');
// Loot: roll a boss drop table
const drops = await gg.economy.rollLoot('player_42', 'boss_dragon_table');
// Marketplace: list and buy items
const listingId = await gg.economy.marketplaceList('player_42', 'iron-sword', {
currencyId: 'gold', amount: 500,
});
await gg.economy.marketplaceBuy('player_99', listingId);Complex Use Cases
The Economy Engine isn't a toy. It's built for real game economies with real complexity:
⚒️ Crafting with chance-based outputs
Recipes consume multiple items + currencies. Outputs can have drop chances (80% iron sword, 5% legendary). Supports cooldowns, requirements (level 10+), and nested recipes.
🔧 Item durability & enchantments
Each item instance tracks HP, custom properties (enchantment level, gem sockets, stat bonuses). Items degrade on use, break at 0, cost currency to repair. Soulbound and expiring items supported.
🎰 Nested loot tables
Tables reference other tables — roll a "boss loot" table that branches into "common gear" or "rare materials" sub-tables. Supports min/max amount ranges, unique-per-roll, and configurable roll counts.
📜 Rules engine for custom game logic
Define server-side hooks: "when a player spends > 1000 gold, apply 10% tax" or "on every craft, grant 5 XP." Conditions support nested fields, comparison operators, and ordered priority.
🏪 Player marketplace with escrow & tax
Full marketplace: list items, escrow on listing (seller can't use listed items), configurable tax rate as an economy sink, auto-expiration, and purchase verification.
Documentation
Quickstart →
Create a game, register currencies, and grant your first gold in under 5 minutes.
SDK Reference →
Every function in the SDK with signatures, parameters, and examples.
HTTP API Reference →
REST endpoints with curl examples, request/response schemas, and error codes.
Dashboard Guide →
Real-time metrics, transaction charts, and the AI Economy Advisor.
Anti-Cheat →
Rate limiting, laundering detection, idempotency keys, and audit flags.
Crafting →
Multi-ingredient recipes with chance-based outputs and cooldowns.
Marketplace →
Player-to-player trading with escrow, tax, and expiration.
Loot Tables →
Weighted random drops with nested tables and variable amounts.
Integration Patterns →
Battle-tested patterns: durability, taxation, PvP looting, and more.
Security & Best Practices →
API key management, cross-game isolation, exploit prevention, audit trails.
Live Examples
See the Economy Engine in action with three built-in simulations: