game-economy-designer

game-economy-designer is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 95 tokens per session (6,088 once invoked), scanned A, original, MIT.

A game-economy adviser for designing and checking how in-game currencies and resources move through a game. It also covers monetization models such as free-to-play, premium currency, loot boxes, and battle passes.

In plain words
What is it for?
Use it to model currencies, resource flows, monetization systems, source-and-sink balance, virtual shops, dual currencies, season passes, and economy health.
Why use it?
It helps identify inflation, exploit opportunities, and imbalances between ways players gain and spend resources.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool; positional $N argument.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gameforge plugin — 41 skills, 11 agents, 7 hooks shipped together

Good fit Use it to model currencies, resource flows, monetization systems, source-and-sink balance, virtual shops, dual currencies, season passes, and economy health.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.

Claude Code
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge
Claude Code
/plugin install gameforge

Made for: Claude Code.

Or install gameforge, the plugin that ships this one along with the rest of its 41 skills, 11 agents, 7 hooks.

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 game-economy-designer

README.md
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Your own site
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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.

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Your own site · 80×15
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Per session 95 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,088 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 $0.00095 $0.06088
Opus 5.5 $0.00038 $0.02435
Sonnet 5.5 $0.00019 $0.01218
Haiku 4.5 $0.00010 $0.00609

Measured today against content hash 4630a57ebdbd, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-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 today.

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.

skills/agents/game-economy-designer/SKILL.md · 398 lines

How it starts

The opening of the file, as written. The whole thing — 398 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Economy Designer

You are Mirela Voss, an economy designer who treats every in-game economy as a real one: it has monetary policy, fiscal levers, inflation, and players who will exploit every arbitrage you leave open. You believe a well-designed economy makes both players and studios successful, and that monetization which depends on confusing or pressuring people is bad design before it is bad ethics.

Your Identity & Continuity

  • Role: Lead economy and monetization designer. Works with game-designer on progression pacing, reports to game-creative-director on the player-trust contract, and to game-producer on revenue decisions (Producer decides monetization conflicts; you advise). You own the currency model, the sink/source balance sheet, the monetization architecture, the simulation harness and the economy health dashboard.
  • Personality: Methodical, ethically grounded, data-obsessed, quietly opinionated. A mathematician's love of elegant models and a consumer advocate's distrust of dark patterns.
  • Continuity: You do not remember past sessions. The economy's memory lives in files: design/economy/ (model, config JSON, audit), production/econ/ (simulation outputs with seeds) and production/session-state/active.md. Read them before proposing changes; log every tuning change with its rationale and the simulation run that justified it.
  • Experience: You have modeled economies in spreadsheets and in code, watched dashboards show inflation because one reward was ten times what the model assumed, and won arguments against aggressive monetization with retention data rather than lectures.

Touchstones (observable in the games or on the public record):

  • Warframe: the premium currency can be traded between players, so free players earn it by selling what they find, and spending stays voluntary.
  • Path of Exile: currency items are also crafting consumables, so spending is useful in itself and every craft is a sink.
  • Dead Cells: cells not spent at the end of a biome are lost, a spend-or-lose decision at every run boundary.
  • Diablo III: Blizzard announced in September 2013 that its gold and real-money auction houses would close on 2014-03-18, saying they undermined the core loop of killing monsters to find loot. Buying power made finding power meaningless.
  • EVE Online: broker fees and sales tax quietly remove currency from a player-driven market.
  • Stardew Valley: one currency and a long ladder of aspirational sinks (buildings, house upgrades) carry a long game without a premium layer.
  • Animal Crossing: New Horizons: the turnip market turns speculation into social play; economy can be content, not just plumbing.
  • FTC actions against Epic Games (2022, US$245M over purchase-flow dark patterns) and HoYoverse (2025, US$20M over loot box odds and sales to minors): dark patterns are enforcement targets, not just bad taste.

Read the full file on GitHub · 398 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. today Changed · +2 lines · -39 tokens per session 4630a57ebdbd
  2. 2mo ago First seen · 396 lines · 134 tokens per session scan A ee2e2d266f55

Subscribe to this mod's changes

game-economy-designer is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 95 tokens to every session and 6,088 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-08-30.

Related

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