Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Aug 12, 2026 · 4 min read
The real cost of a bad economy change is player trust
The currency involved in an economy mistake is usually recoverable. What players conclude about whether the game is fair to them frequently is not.
Aug 12, 2026 · 4 min read
Earned versus spent across your players' whole tenure
The ratio of what players earn to what they spend is a single number. Plotted against how long they have played, it becomes a map of your economy.
Aug 12, 2026 · 4 min read
An economy change review that catches real mistakes
Code review catches bugs and misses economy errors entirely, because a wrong number is syntactically perfect. A different set of questions is needed.
Aug 11, 2026 · 4 min read
Designing a game economy that has to last five years
Most economies are designed for launch and then patched forever. A few decisions made at the start determine whether the game can still be tuned in year four.
Aug 10, 2026 · 4 min read
Onboarding a new hire into a live game economy safely
A new person on a live economy is dangerous for about three months. Not because they lack skill, but because everything looks like it needs tidying.
Aug 8, 2026 · 4 min read
What a healthy first-week economy actually looks like
The first week sets a player's understanding of what things cost and whether earning is worthwhile. Most of the damage done here is invisible until much later.
Aug 8, 2026 · 4 min read
Event rewards that do not wreck the base game economy
Events need to feel worth doing, which pushes rewards up. The base economy needs prices to mean something, which pushes them down. Both can be satisfied.
Aug 7, 2026 · 4 min read
The hidden exchange rate between your two currencies
Most games with hard and soft currency never state a conversion rate, but one exists implicitly and players work it out faster than studios do.
Aug 6, 2026 · 4 min read
Unwinding currency inflation after a generous event
One event paid too well and now everyone is rich. Cutting rewards back is the obvious move and the one most likely to make things worse.
Aug 6, 2026 · 4 min read
Sink placement: front-loaded or back-loaded progression
Where you put the expensive things in a progression curve decides who reaches them, and whether the economy holds together for long-tenured players.
Aug 4, 2026 · 4 min read
Seasonal resets and what happens to stored player value
A season reset clears progress to make room for the next one. What it does to the things players bought during the season is the part that generates complaints.
Aug 3, 2026 · 4 min read
An economy design doc that survives contact with live data
Most economy documents describe intent and go stale in a month. The parts worth writing down are the ones that stay true when the numbers change.