Currencies, sinks and prices: an economy players understand
An economy is a set of numbers with a communication problem attached. Players do not experience your spreadsheet, they experience whether they can afford the thing they want and whether earning it felt worth the time. Both of those are decided as much on the screen as in the balance.
In this article
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Hadjoudj Idris
Game UI/UX Designer
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Hire me Browse the workMost economy problems reach me as interface problems: the shop is confusing, players hoard, the prices feel wrong. Sometimes that is true. More often the economy is doing something a player cannot follow, and the shop is the place where that becomes obvious.
Sources and sinks
The whole model in two words. Sources create currency, sinks remove it, and the relationship between them decides whether your economy is stable, inflating or starving.
- Sources are everything that pays out: quest rewards, drops, selling, daily bonuses, the bonus for a good run.
- Sinks are everything that consumes: purchases, upgrades, repairs, crafting costs, entry fees, respecs.
- Inflation happens when sources outpace sinks. Players accumulate, prices lose meaning, and rewards stop feeling like rewards.
- Starvation happens the other way, and it reads as grind.
- Sinks stop working when the player has bought everything. That moment arrives for every player who stays, and it is the point where late-game economies quietly die.
- One-time sinks are not sinks. A one-off purchase drains once; a repeatable cost keeps working, which is why consumables, repairs and entry fees exist.
The practical version: for every source you add, name the sink that absorbs it. If you cannot, you have added inflation with extra steps.
How many currencies
The answer is the number of genuinely separate decisions you want the player to make, which is almost always fewer than the number a game ends up with.
| Currencies | Works when | Costs |
|---|---|---|
| One | Everything is bought from the same pool | Nothing. Always start here |
| Two | A rare currency gates a different class of thing | A second display, and a conversion question |
| Three | There is a time-limited event layer on top | Real comprehension load; needs a strong reason |
| Four or more | Almost never outside long-running live games | A conversion diagram players find on a wiki instead of in your game |
- The merge test: if two currencies are earned from similar activities and spent on similar things, they are one currency wearing two hats.
- Every currency needs its own visual identity, in shape as well as colour, used identically everywhere.
- Event currencies must expire visibly, with a warning, or they become a trust problem when they vanish.
- Never make players do conversion maths. If a conversion exists, show the result before they commit.
- Premium currency is a separate discussion, and mostly a trust one, covered in monetisation UI.
Pricing that reads
Prices communicate value long before they balance anything. Players learn your economy from the first four or five prices they see, and everything after that is judged against those anchors.
- Set the anchor deliberately. The first meaningful purchase teaches what a unit of currency is worth. Pick it rather than letting it be whatever the tutorial hands out.
- Round to numbers people can hold. 250, 500, 1000. A price of 1,847 is not more balanced, it is less usable.
- Keep ratios legible. If a good sword is roughly ten times a potion, players can plan. If it is 7.3 times, they cannot.
- Price by what it is worth to the player, not by what it cost you to make.
- Show the earn rate somewhere. A player who knows a run pays about 200 can evaluate a 1000 price. Without that, every price is meaningless.
- Beware of pricing in time. Players convert prices into hours whether or not you want them to, and a price that reads as "six hours" is a decision about your game's pacing.
Numbers players can feel
The same rule as everywhere else in game interface: precision only where a decision needs it.
- Show the balance where it is spent, in the same position on every screen that can spend it.
- Show the cost at the decision point, not on the previous screen.
- Show what is left afterwards, on the confirmation. It is the number players are actually calculating.
- Mark what is affordable now, so the shop can be scanned rather than read.
- Show progress towards the thing they want. "240 of 500" turns a price into a goal.
- Abbreviate large numbers consistently and never in a way that hides an order of magnitude.
Sinks that are not shops
Teams reach for a shop by default, and shops are the least interesting sink available. These tend to work better, and they are cheaper to build.
| Sink | What it is good at |
|---|---|
| Upgrades with rising costs | Absorbing currency indefinitely while feeling like progression |
| Consumables | A repeatable drain tied to how much the player plays |
| Entry fees or wagers | Making a run mean something, and scaling with confidence |
| Crafting and reroll costs | Absorbing surplus from players who have everything |
| Repair and maintenance | Steady drain, though it is easy to make this feel like a tax |
| Cosmetics | Unlimited demand, zero balance cost, ideal for a late-game surplus |
| Gifting or guild contribution | Social value from a number that had stopped meaning anything |
Where economies break
- Hoarding. Players save for something and never spend, usually because the best purchase is unclear or because they fear regret. A refund or respec option releases more currency than any balance change.
- The dead currency. One that accumulates with nothing worth buying. Every player notices, and it makes the whole economy feel unfinished.
- The cap. Hitting a maximum with no warning wastes earnings and reads as disrespect. Warn before the cap, and consider converting the overflow.
- The last item. The moment a player owns everything, all sources become meaningless. Have an answer ready before your most engaged players arrive there.
- The grind wall. A price so far beyond the earn rate that players calculate the hours and stop. Check your worst ratio.
- Trading and duplication exploits, in anything with player-to-player transfer, which is an economy design problem long before it is a security one.
Players will tell you a price is unfair. What they mean, almost always, is that they could not tell what it would take to afford it.
Showing the economy
Everything above lands, or fails to, on four surfaces. These are the screens I would design first on any game with an economy.
- The persistent balance, in a fixed position, on every screen where spending is possible.
- The shop or upgrade screen, where affordability is visible at a glance and comparison is built in, per progression design.
- The confirmation, restating item, cost and remaining balance, with two verbs rather than Yes and No, per UX writing.
- The earn moment, showing what was gained and where it went, at the moment it happens rather than in a later summary.
An economy audit
- List every source and every sink on one page. Are there sinks for each source?
- Count your currencies. For each, name the decision it forces that no other currency does.
- Play for an hour and record everything you earned. Divide your most expensive item by that rate.
- Open the shop at hour one and hour ten. Is anything affordable at both?
- Find the cheapest item nobody buys and ask why it exists.
- Check what happens at the currency cap, and whether players are warned.
- Check what a player who owns everything sees.
- Read your five most common prices aloud. Are they numbers a person can hold?
- Ask a playtester what a run is worth in currency. If they do not know, your earn rate is invisible.
- Check the confirmation screen states the balance after purchase.
How many currencies should my game have?
Start with one and add a second only when there is a class of purchase you genuinely want gated separately. Three needs a strong reason, and four or more almost always means players will look up a conversion chart on a wiki rather than understanding your game.
Why do players hoard currency instead of spending it?
Usually because the best purchase is unclear, or because they fear making a choice they cannot undo. Making costs and effects comparable on screen releases hoarded currency, and so does offering a refund or respec, which costs less balance than teams expect.
How do I set prices?
Anchor on the first meaningful purchase, keep ratios between tiers simple, round to numbers people can hold, and make the earn rate visible so a price can be evaluated. Balance comes second: an unbalanced economy players understand is easier to fix than a balanced one they cannot read.
What do I do when players have bought everything?
Have a repeatable sink ready before that happens: cosmetics, rerolls, consumables, entry fees, gifting, or prestige systems. If nothing absorbs currency at the end, every source in the game stops meaning anything for your most engaged players, which is the worst possible group to lose.
Should the game show how much a run pays?
Yes, somewhere. Players cannot evaluate a price without knowing the earn rate, and when you do not tell them they estimate, usually pessimistically, and conclude the game is grindy. Showing the payout at the end of each run is normally enough.
Is this game design or UI work?
Both, and it is one of the clearest cases of the two being inseparable. The sources, sinks and prices are design; whether the player can perceive any of it is interface. I work on the two together because fixing a readable economy is cheap and fixing an unreadable one usually means changing both.
Hadjoudj Idris
Game UI/UX Designer, Remote, worldwide
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Menus, HUDs, a full UI system, or one screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit, and what it would cost.
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