Six weeks after launch, the newest player on your server has four hundred coins and the oldest has eleven million. The shop prices were set when four hundred was a lot. Nobody sells anything to anybody, because nobody needs anything. The economy is technically running and functionally over.
This happens on nearly every server that adds one, and it happens for a reason that has nothing to do with your specific settings. It is worth understanding the mechanism, because once you see it the fixes are obvious and mostly cheap.
Why every economy inflates
An economy on a game server has inflows and outflows. Inflows are every way currency enters the world: mob drops, quest rewards, playtime bonuses, selling to an admin shop, vote rewards, daily crates. Outflows are every way it permanently leaves.
The asymmetry is that inflows are usually per player per hour and outflows are usually one-off purchases.
A player earns continuously and spends occasionally. Once they own the things they wanted, spending stops and earning does not. Multiply by every active player and the total quantity of currency rises forever, while the quantity of interesting things to buy stays roughly fixed.
That is inflation, and it is not a bug you introduced. It is the default state of any system where money is generated by an activity and removed by a finite list of purchases.
The visible symptoms arrive in a predictable order: veterans stop caring about rewards, the player-to-player market dies because everyone can afford everything, and new players find a world where the currency they are earning is worthless to everyone but them. That last one is the expensive symptom, because it makes the game unwinnable for arrivals, the first ten minutes of a new player's experience is standing in an economy calibrated for people with eleven million coins.
The three sinks that work
A sink is anything that removes currency permanently. Buying from another player is not a sink — the money moved. Buying from an admin shop is a sink, because the money vanishes.
Recurring costs. The strongest sink there is, and the least used. Plot rent, upkeep on a base, a fee to keep a claim active, a per-day cost for a warp or a shop slot. Recurring costs scale with what a player owns, which means the richest players pay the most, which is precisely the property you need.
The objection is that players dislike paying rent. That is true and it is manageable: set it low enough to be trivial for an active player and meaningful for a hoarder, and make the consequence of non-payment reversible: dormant rather than deleted. Land claim upkeep in Rust-style survival games is the mechanic most players are already used to, and it is well tolerated when the numbers are honest.
Cosmetics with no ceiling. An endless supply of things that cost money and affect nothing. Titles, colours, particle effects, pets, custom join messages, decorative blocks. You can add more forever, they never unbalance anything, and wealthy players spend enthusiastically on status.
This is the single easiest sink to add and the one most owners underinvest in, because it feels like it is not "real" content. It is doing more work for your economy than any of the mechanics you spent a weekend configuring.
Consumables people use. Repair costs, teleport fees, revival costs, boosts that expire. Consumables scale with activity, which means they take money from the people generating the most of it.
The design rule: a consumable must not be a requirement. The moment teleporting is necessary to play rather than convenient, the fee is a tax on being poor, and new players feel it hardest.
What breaks an economy fastest
Admin shops that buy at a good price. If players can sell an infinitely renewable resource to the server at a fixed rate, you have not built an economy, you have built a money printer, and the optimal strategy is to operate it. The rate is irrelevant; the infinite supply is the problem.
If you must have a sell price, put it on things that are finite, or price it low enough that it is a floor rather than an income.
Vote rewards that beat playing. Getting votes without begging makes the case in full: the moment alt-tabbing is more profitable per minute than playing, your most engaged players spend their time in a browser. Vote rewards should be cosmetic, small, or cumulative recognition; not currency at a competitive rate.
Playtime income. Paying people per hour online rewards idling, and idling is the one activity that makes a server look populated while nothing happens.
Crates and daily rewards that stack. A daily reward is fine. A daily reward that accumulates while you are away, so returning after a month yields thirty of them, generates a fortune from absence.
Anything bought with real money that produces currency. This is where an economy problem becomes a pay-to-win problem, and the two failure modes reinforce each other: inflation makes purchased currency more attractive, and purchased currency accelerates inflation. Funding a server without selling advantage is the alternative worth reading before you reach for this one.
Pricing that survives
Price against time, not against feel. Decide how long a mid-tier player should work for a given item — twenty minutes, two hours, a weekend, measure their actual income per hour, and multiply. Prices set by intuition are wrong within a fortnight because the intuition was formed at launch.
Re-measure quarterly. Income per hour drifts as players get better, as gear improves, as you add content. Fifteen minutes with your own numbers every few months prevents the whole problem.
Keep a cheap tier that stays cheap. Whatever inflation does at the top, there should be a band of useful things a new player can afford in their first session. This is the mechanism that keeps arrivals from bouncing off, and it is the first thing lost when prices are raised uniformly to chase inflation.
Do not fix inflation by raising prices. It is the intuitive move and it punishes exactly the wrong people. Veterans with millions are unaffected; newcomers are locked out. Fix inflation by adding sinks, which take money from those who have it.
Player-to-player markets
If you want a real market: shops, trading, players setting prices, three things have to be true.
Scarcity has to exist. If everything is obtainable by everyone in an hour, there is nothing to trade. Some items must be hard to get, tied to a place, a skill, or a time investment.
Specialisation has to pay. Players trade when doing everything themselves is worse than doing one thing well. That requires either mechanical specialisation or enough friction that generalising is inefficient.
The currency has to hold value. Which brings you back to sinks. A market cannot function in hyperinflation; people revert to barter, and at that point the currency is decoration.
A working player market is one of the strongest retention mechanisms a server can have, because it makes other players necessary rather than merely present. It is also the first casualty of a badly managed economy, which is a large part of why the economy is worth managing.
Resets, and when they are the answer
Sometimes an economy is beyond repair. Wealth is concentrated, prices are meaningless, and no sink you can add will drain eleven million coins at a rate anyone would tolerate.
A reset fixes it instantly and costs you the thing your veterans spent months building. Seasons and resets covers the trade in full — the short version is that a reset works when it is expected and scheduled, and is a betrayal when it is a surprise.
If you are going to have economy resets, say so before launch and put them on a calendar. A seasonal server where everyone knows the wipe date has a completely different social contract from a permanent server that suddenly announces one, even though the mechanical action is identical. Rust's wipe cycles are the clearest example of a community that has fully absorbed this as normal.
Where to start if you are adding one now
- Decide whether you need an economy at all. Round-based and competitive servers usually do not, and adding one adds a maintenance job forever. Choosing a mode is partly a question about how much ongoing design you want to sign up for.
- List every inflow before you open. Write them down. Most owners cannot name them all, which is why the printer is usually one nobody thought about.
- Add at least one recurring sink from day one. Retrofitting rent onto an established server is a fight. Having always had it is unremarkable.
- Build the cosmetic catalogue early and keep adding to it. It is your pressure-release valve.
- Write down income per hour at launch so you have something to compare against later.
Everything after that is measurement. And when the numbers do drift, look at what people own in game rather than at the totals; a server where three people hold ninety percent of the currency has a different problem from one where everyone is rich, and the fixes are not the same.
Common questions
- How should shop items be priced instead of guessing?
- Price items against time rather than feel. Determine how long a mid-tier player should work for an item, measure their actual hourly income, and multiply those numbers together. Re-measuring quarterly prevents intuition-based prices from becoming obsolete.
- What should happen if a player fails to pay recurring plot rent?
- Make the consequence of non-payment reversible by setting the property to dormant rather than deleting it. This keeps rent tolerable for active players while remaining meaningful for hoarders.
- Why is raising shop prices a bad response to inflation?
- Raising prices punishes new players instead of the wealthy. Newcomers become locked out of the market, while veterans with millions remain unaffected. Inflation must be handled by adding sinks that remove money permanently.
Published · 7 min read