Jun 24, 2026 · 5 min read · GameMantra Team

Currency Sinks Should Cost More for Richer Players

Flat sinks let wealthy players hoard and price out newcomers. Scaling sink costs with player wealth keeps your economy stable as it ages

Six months after launch, your richest players have more soft currency than they can spend, and your newest players cannot afford anything in the same store. That is not two separate problems. It is one problem, and it comes from sinks that charge everyone the same price.

A sink is anything that removes currency from your economy: a repair cost, an upgrade, a crafting fee, a consumable. When sinks are flat — the same cost regardless of who is paying — they drain currency from new players who feel every coin and barely touch the stockpiles of veterans who have stopped counting. Over time the gap widens until your economy splits into two games: one where currency is scarce and meaningful, and one where it is meaningless because there is nothing left worth buying with it.

Flat sinks fail because wealth is not evenly distributed

Most economy design assumes a player roughly in the middle: enough currency that prices matter, not so much that they are irrelevant. Your live economy does not contain that player. It contains a steep distribution where a small fraction of players hold most of the currency.

When the top tenth of your players hold more than forty percent of the currency in circulation, you have crossed into territory where flat sinks stop working. Wealth concentration at that level is a leading indicator that inflation is coming, because those stockpiles are not being drained — flat sinks are priced for the median, and the median is far below the people doing the hoarding. The wealthy player's currency just accumulates. Eventually they have so much that no flat-priced sink can absorb it, purchasing power drops across the board, and the currency loses its meaning as a thing worth earning.

The damage shows up at both ends. At the top, wealthy players disengage because there is nothing left to spend on — the store no longer offers them a decision. At the bottom, new players hit an economic cliff: prices set against an inflated economy are unreachable on a beginner's income, so the early game feels stingy or pay-to-win. The same flat sink that is invisible to the veteran is a wall to the newcomer. One price cannot serve both.

The fix is sinks that scale with wealth

The largest, longest-running player economies solved this years ago, and the principle is simple: make the cost of a sink rise with the wealth of the player paying it. A player sitting on a huge stockpile pays more for the same action than a player who is just starting out.

This sounds unfair on first read. It is the opposite. A flat price is the unfair version, because it is trivial for the rich player and punishing for the poor one. A scaled sink restores proportionality — it asks a similar share of each player's resources rather than a fixed number that means nothing to one and everything to another. The wealthy player still has plenty; they just face a real cost again, which is the entire point of a sink.

There are three practical ways to build the scaling, and they combine well.

Diminishing returns make repeated consumption progressively less efficient, so the player who buys the tenth upgrade pays more per unit of benefit than the player who buys their first. Progressive or scaling costs tie the price of an action directly to a wealth signal — total balance, account progression, or how much of the same item the player already owns — so the cost climbs as the player accumulates. Caps put a ceiling on how much of a resource a player can hold or how cheaply they can acquire something, forcing the stockpile to either be spent or stop growing.

None of these requires charging real money. They are levers inside the in-game economy, and they work on the soft currency that is actually doing the inflating.

Watch the signals before the economy cracks

You do not have to guess whether your sinks are keeping up. The economy tells you, and the signals appear before revenue does.

Weekly currency stockpile growth is the first one. When the total amount of currency held across your player base grows faster than roughly twelve percent week over week, your faucets are outrunning your sinks and the market is heading toward instability. That is the macro version. The micro versions are just as readable: in-game prices drifting upward without any update from you means the economy is inflating on its own; crafting or completion rates falling below the low forties means the costs have outpaced what players can afford. Each of these is a sink that has stopped scaling with the wealth flowing past it.

Dynamic pricing — adjusting sink costs in response to observed player behaviour rather than leaving them fixed at the values you shipped — is how mature live games hold the line. One well-known title cut its inflation by roughly eighteen percent purely by tuning prices against how players were actually behaving, no content change required. The lesson is that a launch-day price table is a starting hypothesis, not a permanent setting. The economy moves; the sinks have to move with it, and they have to move differently for the players who are accumulating fastest.

Design the sink for the player who has too much

The instinct in economy design is to balance for the player who has too little, because a starved player is the loud complaint in your reviews. But the player who has too much is the one quietly breaking your economy for everyone else. A sink tuned only for the newcomer leaves the veteran's stockpile untouched, and that stockpile is the inflation.

Build your sinks so they ask more of the players who can afford more. Tie cost to wealth, layer in diminishing returns on repeated consumption, and cap the stockpiles that would otherwise grow without limit. Then watch stockpile growth, price drift, and completion rates as your early warning system, and adjust before the gap between rich and new players hardens into two separate games. A healthy economy keeps currency meaningful for the player on day one and the player on day two hundred — and that only happens when the sink knows the difference between them.

If you want to see how an economy's faucet-and-sink balance is monitored continuously rather than audited after the fact, you can read how the platform tracks economy health.

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