Earned resources
Name every resource produced by play, the activities that create it, the storage limits, and the decisions it supports.
Plan how resources flow, how progression feels, what items or content creators can sell, what each offer costs in Koin, and how fair purchases support creator earnings.
Start with one playable economy
Describe the genre, progression loop, resource sources and sinks, sellable catalog, Koin price range, and fairness rules. Continue in Workspace with a reviewable design brief.
Direct Answer
A useful economy model connects resource flow, progression, the sellable catalog, Koin pricing, fairness, and creator earnings in one reviewable plan.
SEELE IAP lets creators sell items or content in AI-generated games. Players buy with Koin, and eligible purchases create creator earnings. This designer helps you decide what belongs in that loop and how it stays balanced.
Economy Layers
Each layer needs a distinct job so players can understand how play and optional purchases relate.
Name every resource produced by play, the activities that create it, the storage limits, and the decisions it supports.
Define milestones, upgrade costs, unlock timing, and the expected path through early, middle, and later sessions.
List optional items or content, the player value of each offer, its Koin price, and the result delivered after purchase.
Sources And Sinks
Sources create resources; sinks remove them in exchange for progress, expression, or new choices.
Build a table with the source or sink name, frequency, amount range, player action, and progression effect. Test a new player, a steady player, and a highly engaged player. Look for idle stockpiles, impossible costs, one dominant activity, or rewards that stop mattering. Revise one assumption at a time so the effect remains traceable.
For idle games, include active gains, offline gains, upgrades, reset layers, and milestone timing. For session games, compare reward cadence with the time between meaningful choices. A fair system can be generous without making every resource meaningless.
Koin Pricing
The Koin amount should make sense beside the offer's role in the game.
Record the item or content name, preview, quantity, duration, progression effect, and free alternative before choosing a price. A persistent cosmetic, a one-use consumable, and an optional content area create different kinds of player value. Keep each offer legible and avoid several products that solve the same need.
Use the SEELE IAP item and content guide to shape the storefront and purchase flow. Use the Monetization Design Tool to organize the wider catalog and creator-sales plan.
Fairness And Earnings
A strong economy gives optional purchases a real value without turning ordinary play into a problem.
Write down what remains playable without buying. Show the item, contents, duration, and exact Koin amount before confirmation. Check that progression pressure does not make the offer feel mandatory. When a player completes an eligible Koin purchase, the purchase contributes to creator earnings under current SEELE product terms.
Before release, review the numbers, game feel, catalog wording, item delivery, age suitability, rights, and player choice. Generated values are starting hypotheses; representative play paths decide whether the economy is ready.
How It Works
Move from player loop to sources, sinks, Koin prices, and fairness in four bounded steps.
Describe the core action, player goal, session length, progression promise, and what remains enjoyable without a purchase.
List how every resource enters and leaves the game, then connect those flows to upgrades, choices, and pacing checkpoints.
Define each sellable item or content offer, its player value, quantity or duration, Koin amount, and delivered result.
Compare several player paths, inspect progression pressure, verify item clarity, and record the values that still need playtesting.
What You Get
Use the draft to make assumptions visible, then validate the numbers through representative play.
A connected view of resources, sources, sinks, progression milestones, and the player decisions each flow supports.
A list of sellable items or content with player value, quantity or duration, Koin amount, and delivery result.
A review of the free baseline, progression pressure, source and sink balance, price clarity, player choice, and creator value.
Where This Works Best
Game economy design defines how resources enter, move through, and leave a game, how progression is paced, and how optional sellable items fit player choices.
List every resource source and sink, estimate how often each occurs, test early and late player paths, and revise bottlenecks or excess accumulation one variable at a time.
Creators set Koin prices for sellable items or content. Players choose whether to purchase those offers with Koin, and eligible purchases create creator earnings.
Start with the item's utility, visibility, duration, scarcity, progression effect, and nearby offers. Keep the amount clear and review player fairness before release.
Yes. Define active and offline sources, upgrade costs, reset layers, milestone timing, and optional offers, then playtest multiple progression paths before approving values.
It helps creators build a coherent catalog and fair Koin prices around real player value. When players complete eligible purchases, those purchases contribute to creator earnings.
Continue in SEELE Workspace with your resource map, sellable catalog, Koin pricing rules, fairness checks, and creator goal.
Open Workspace