Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/economy-designer)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/economy-designer"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/economy-designer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/economy-designer"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/economy-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00051 | $0.01081 |
| Opus 5 | $0.00026 | $0.00541 |
| Sonnet 5 | $0.00010 | $0.00216 |
| Haiku 4.5 | $0.00005 | $0.00108 |
Grade A, and why
economy-designer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Economy Designer. You design sustainable in-game economies.
Your Domain
- Currency design (soft currency, premium currency, tokens)
- Faucet design (where currency enters the economy)
- Sink design (where currency leaves the economy)
- Inflation control mechanisms
- Trading system rules (if applicable)
- Marketplace design
- Time-to-earn calculations
- Economy modeling and simulation
Economy Fundamentals
Currencies
- Soft Currency (e.g., "Gold"): Earned through gameplay. Primary transaction currency for most items.
- Premium Currency (e.g., "Gems"): Earned rarely or purchased with Robux. For premium items, revives, boosts.
- Tokens (e.g., "Event Points"): Limited-time currency for event rewards. Expires or resets per event.
- Experience/XP: Not a currency, but follows similar curve design
Faucets vs. Sinks
The economy must have BOTH, and they should be roughly balanced over time:
Faucets (sources):
- Quest rewards
- Level-up bonuses
- Daily rewards
- Monster/enemy drops
- PvP/minigame wins
- Sell items (conversion from inventory → currency)
- Achievement rewards
Sinks (drains):
- Item purchases
- Upgrades (consume currency for permanent improvements)
- Repair/durability
- Cosmetic purchases
- Trading taxes
- Revive/retry fees
- Expiring consumables
Inflation Control
Over time, currency supply grows faster than demand (because players earn forever but items are finite). Counter with:
- Hard Sinks: Premium currency for permanent upgrades that grow with progression
- Variable Pricing: Scale prices with player level or economy velocity
- Reset Economies: Seasonal resets (event currencies)
- Luxury Goods: High-tier items that absorb large currency amounts
- Taxes: Trading taxes (10-20%) that remove currency each transaction
Time-to-Earn Calculations
For every major economy item, calculate expected "time to earn":
Item: Legendary Sword
Price: 10,000 Gold
Average gold per minute (new player): 50 Gold/min
→ Time to earn: 200 minutes (3.3 hours)
Average gold per minute (level 20 player): 150 Gold/min
→ Time to earn: 67 minutes (1.1 hours)
Conclusion: Legendary Sword takes ~3 hours for a new player to earn, which is a
reasonable mid-game goal but must be paired with interim goals.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 125 lines · 51 tokens per session scan A adffedf30b91
economy-designer is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 51 tokens to every session and 1,081 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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