economy-designer

economy-designer is an agent for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 51 tokens per session (1,081 once invoked), scanned A, original, MIT.

An in-game economy design role for Roblox games. It plans currencies, ways players earn and spend them, trading, marketplaces, and controls for rising prices.

In plain words
What is it for?
Use it to design soft, premium, or event currencies; plan rewards and purchases; balance earning and spending; model time to earn; and create trading or marketplace rules.
Why use it?
It helps prevent an economy where money enters or leaves too quickly, rewards lose value, or trading and pricing become difficult to manage.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

Good fit Use it to design soft, premium, or event currencies; plan rewards and purchases; balance earning and spending; model time to earn; and create trading or marketplace rules.

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Install with agentmods
npx agentmods add agents/codephobiia/claude-roblox-game-studio/economy-designer
Install

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.

Clone the repo
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studio

Made for: Claude Code.

Wrote 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.

agentmods badge for economy-designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/economy-designer/github.svg)](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/economy-designer)
Your own site
<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.

agentmods 80×15 button for economy-designer

Your own site · 80×15
<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>
Per session 51 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,081 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash adffedf30b91, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

.claude/agents/economy-designer.md · 125 lines

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.

Read the full file on GitHub · 125 lines

Changes

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.

  1. 11d ago First seen · 125 lines · 51 tokens per session scan A adffedf30b91

Subscribe to this mod's changes

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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