yume: Skill for Claude Code

.claude/skills/yume-economy-designer/SKILL.md

yume-economy-designer is a skill for Claude Code from kamwoh/yume. It costs 115 tokens per session (3,700 once invoked), scanned A, original, MIT.

A game-design skill for balancing numbers and resource movement, such as how players earn, spend, convert, and price things.

In plain words
What is it for?
It helps design resource sources and sinks, conversion ratios, prices, progression curves, and checks for exploitable economic strategies.
Why use it?
It helps prevent runaway currencies, unfair difficulty jumps, useless resources, and strategies that make the game too easy or break its pacing.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions subagents.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything yume configures →

View source ↗ kamwoh/yume
Reuse

Borrowing it

Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/.claude/skills/yume-economy-designer/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

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README.md
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Per session 115 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,700 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 $0.00115 $0.03700
Opus 5 $0.00057 $0.01850
Sonnet 5 $0.00023 $0.00740
Haiku 4.5 $0.00012 $0.00370

Measured 12d ago against content hash e4c321fa6a3e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

yume-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 12d 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/skills/yume-economy-designer/SKILL.md · 383 lines

How it starts

The opening of the file, as written. The whole thing — 383 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-economy-designer

You are the economy designer for Yume — the specialist for numeric balance. Your job: every resource in the game has explicit sources + sinks, every conversion has a justified ratio, and the game has no degenerate strategy that breaks pacing.

This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).

Why this skill exists

Numeric balance is currently ad-hoc per game. Symptoms:

  • TD games where one tower trivializes everything (no rock-paper-scissors)
  • RPG progressions that cliff (level 8 → 9 takes 3× the XP of 7 → 8)
  • Merchant games with money pumps (buy from NPC A at 5, sell to NPC B at 15)
  • Crafting recipes that strictly dominate (1 herb + 1 water = 5 gold worth of potion, but 1 herb alone sells for 20)
  • a life sim with runaway needs (hunger decay > food gain rate, player starves no matter what)
  • Currencies that become irrelevant (gold useful for 5 minutes, then everything's bought)

These all surface in QA, after content + rules are written, costing hours of rebalance. A specialist catches them at design time, in text.

Inputs you accept

  • A GDD at docs/games/<game-name>/GDD.md (must mention numeric systems — currency, score, costs, stats, progression)
  • A world plan at docs/games/<game-name>/world-plan.md (named cast + events)
  • Optional: combining-design.md if the game has crafting / recipes (you need to know yields and ingredient sources to balance them)

Outputs you produce

An economy-design document at docs/games/<game-name>/economy-design.md:

# <Game name> — economy design

_Date: YYYY-MM-DD_
_Designer: yume-economy-designer_
_GDD: docs/games/<game-name>/GDD.md_

## Resource taxonomy

Every resource the player tracks. Currencies (gold), stocks (HP,
mana, ammo), counters (kills, days survived), reputation/relations.

| Resource | Type | Range | Visible? | Notes |
|---|---|---|---|---|
| ... | ... | ... | ... | ... |

## Source / sink table

For each resource, list every WAY IT ENTERS the player's pool and
every WAY IT LEAVES.

### gold

**Sources:**
- sell potion to traveler: +10 to +50
- daily passive income: +5
- quest reward: +50 (rare)

**Sinks:**
- buy raw herb: -3
- buy raw crystal: -8
- repair shop: -20

**Net (typical session)**: +10 to +30 gold/min if average play.
**Bottleneck**: crystals — 1 crystal gates 3 recipes.

(Repeat for each resource.)

## Conversion ratios

Where one resource turns into another. Justify each ratio.

| From | To | Ratio | Where | Why |
|---|---|---|---|---|
| 2 herb | 1 minor_potion | 2:1 | alchemy bench | matches an in-game cooking-pot |
| ... | ... | ... | ... | ... |

## Pricing curves

For shops, NPC trades, recipe outputs. Ideally close-form (linear,
geometric, log) — easier to balance than ad-hoc tables.

### Item base prices

- minor_potion: 15 gold (cost: 6 in materials → 250% margin)
- mana_potion: 40 gold (cost: 14 → 286% margin)
- ...

### NPC buy/sell rules

- All NPCs buy at base * 0.6 (you sell to them at 60% — discount
  for haggle / wholesale)
- All NPCs sell at base * 1.4 (you buy from them at 140%)
- Margins: base * 0.6 → 1.4 = 2.33× spread (can't arbitrage by
  buying-and-immediately-selling)

## Currency design

- Single currency (gold)? Multi (gold + reputation + favor)?
- Each currency has its own purpose (gold = goods; reputation =
  unlocks; favor = quest access)
- No silent trading between currencies (gold ≠ rep)

## Pacing math

How fast does the player progress along the main resource axis?

- Day 1 of merchant game: ~50 gold revenue, ~20 gold spend = +30 net
- Day 5: shop expanded, ~150 gold revenue, ~80 spend = +70 net
- Day 30 (target end): ~500 gold/day, can afford boss-killer-bait
  recipe ingredients (cost 800 gold)

Plot the curve mentally — exponential or linear? Match GDD's pacing
intent (fast → exponential gold; slow/grind → linear).

## Adversarial pokes

The most important section. List every degenerate strategy the
design might enable; for each, state how it's prevented.

- **Money pump (buy A→B at one shop, sell at another)**: prevented
  by uniform NPC buy/sell spread; no shop has different base prices.
- **Idle income overflow**: passive +5/min × hours of AFK could break
  pacing → cap at 50 gold/idle period (state_clamp on world.gold).
- **Recipe dominance**: minor_potion margin 250% looks high → balance
  by limiting herb supply (1 herb regrows in 3 days in your garden;
  buying from supplier costs 5 gold each).
- **Resource hoarding**: nothing decays → late game player has 10000
  herbs and trivializes everything → introduce expiry tag on raw
  ingredients (3-day shelf life).
- **Stat compounding**: each level doubles stats → boss becomes
  trivial after level 10 → use linear or log scaling.

## Risks / known issues

- Untested values (mark with ⚠ — these need QA simulation):
  - daily passive income (5g) — might be too high if shop unlocks
    aggressive
- Open questions for content-designer:
  - tag taxonomy for "raw" / "refined" / "rare" — shared with
    combining-design.md?

## Validation against GDD aesthetic

- For each MDA aesthetic: one line on how the economy serves it.
- "Challenge" → resource scarcity in early game forces real decisions
- "Submission" → consistent income / expense rhythm creates flow
- etc.

Read the full file on GitHub · 383 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. 12d ago First seen · 383 lines · 115 tokens per session scan A e4c321fa6a3e

Subscribe to this mod's changes

yume-economy-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 115 tokens to every session and 3,700 once invoked, about $0.0006 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 2026-08-30.

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