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How Do You Design a Web3 Game Economy With Tokens?

Web3 game economy design balances faucets that create tokens with sinks that remove them. Learn to set fair rewards, prove payouts and test before launch.

Buckleson logoBuckleson Engineering6 min read

How it works

How unfunded rewards inflate a game, and how a funded pool stops it

Without Hyper 0X

Supply outgrows demand, and players leave

  1. Daily questsPay every login
  2. New coinsMinted for each claim
  3. Coin supplyGrows every week
  4. Coin valueFalls, and players leave
  1. 1Daily quests pay coins to every player who logs in, bots included.
  2. 2The game mints new coins for each claim, with no revenue behind them.
  3. 3Few sinks remove coins, so the supply grows every week.
  4. 4Each coin buys less, and players who came to earn leave.

With Hyper 0X

Winners will get paid from a funded pool

  1. Entry feesFill the prize pool
  2. Ranked matchWins earn rewards
  3. Signed resultHyperRun, coming soon
  4. Rewards contractOn Hyper 0X
  5. Winner walletPaid from the pool
  1. 1Entry fees and cosmetic sales fill a fixed weekly prize pool.
  2. 2Players earn for wins and rankings, not for hours or logins.
  3. 3In HyperRun, coming soon, the game will sign every result before any payout.
  4. 4A rewards contract on Hyper 0X will pay the winners from the published rules.

To design a web3 game economy, you balance faucets, which create tokens and rewards, with sinks, which remove them. A web3 game economy is the flow of coins, items and prizes in a game that records them on a blockchain. Fund real-money rewards from real revenue, pay for results that players can check, and test the economy in a simulation before launch. When more value flows out than flows in, the token loses value and players leave.

What is a game economy?

Every game with a currency has an economy. Players earn coins, spend them, trade items and compare prices. The studio sets the rules for how much value enters and how much leaves.

In a web3 game, a blockchain records the coins and items. A blockchain is a shared ledger that no single party can quietly change. Players can trade or sell what they own outside the game. So a design mistake costs real money, and the studio cannot simply reset balances. Our post on play-to-earn games shows what happened when early games got this wrong.

What are sinks and faucets?

A faucet is any way that new coins or items enter the economy. A sink is any way that they leave. Think of a bathtub: the faucet fills it, and the drain empties it. If the faucet runs faster than the drain, the tub overflows. In a game, that overflow is inflation: too many coins chase the same items, so each coin buys less.

The table shows common flows and what to watch for in each one.

Flow Type Effect on supply Watch for
Match rewards Faucet Adds coins after each match Bots that farm easy matches
Daily quests Faucet Adds coins every day Players who log in only to claim
Prize pool from entry fees Transfer Moves coins from players to winners Fees that shut out new players
Repairs and upgrades Sink Removes coins Costs that feel like a penalty
Cosmetic items Sink Removes coins Items that give a paid advantage
Burn on each market trade Sink Removes a small share of each trade A cost so high that trading stops

A healthy economy has sinks that players want to use. A cosmetic skin is a good sink, because players buy it by choice. A repair cost that blocks play is a bad sink, because players feel punished.

How do you set rewards that do not inflate?

Start from a budget, not from a promise. The rewards that leave the game each week must come from somewhere. These rules keep the budget honest:

  1. Fund prizes from revenue. Entry fees, sponsorships and cosmetic sales fill the prize pool, not new tokens.
  2. Fix the pool, not the reward per player. Share a set pool among the winners. More players then means more competition, not more coins.
  3. Pay for results, not hours. Wins, rankings and tournament places earn rewards. Grinding (repetitive play for rewards) does not.
  4. Cap rewards per account. A daily cap limits what one account, or one bot, can take.
  5. Keep two currencies apart. A soft currency stays inside the game for repairs and upgrades. Real-money prizes pay out in a stable asset from the prize pool.
  6. Publish the rules for changes. Tell players in advance what triggers a change to rewards. Secret changes destroy trust.

Here is a made-up example. A studio collects $50,000 a week from entry fees and cosmetic sales. It puts 60 percent, or $30,000, into the weekly prize pool. However many players join, the game never pays out more than $30,000 that week.

Why do players need to trust results and payouts?

When a reward has real value, every player asks two questions. Was the result real? Did the game pay what the rules promised? If players doubt either answer, they stop playing for money.

Cheaters threaten the first answer. A modified game client can report a fake win. The fix is a signed match result: the game server decides the result and signs it with its key. Our post on signed match results explains which cheats this stops.

Mistakes by the studio threaten the second answer. A bug or a quiet rule change can pay the wrong player. A smart contract, a program on the blockchain that runs exactly as written, pays from the published rules. Anyone can check the pool and each payout. The same idea makes fan predictions fair, as our post on esports predictions shows.

How does a studio test an economy before launch?

Test the economy as hard as you test the game. A spreadsheet is a start, but players do things that a spreadsheet does not predict. Do these steps in this order:

  1. Map every flow. List each faucet and sink, with the amount per player per day.
  2. Model player types. Include casual players, competitive players, traders and bot farmers, each with their own habits.
  3. Simulate months of play. Run the model forward, and watch the coin supply, the prices and the reward per hour.
  4. Run stress tests. Halve the number of players. Add 1,000 bot accounts. Cut the token price in half. See what breaks first.
  5. Run a closed test. Let real players use test tokens with no cash value on a test network.
  6. Set alarms and levers. Choose the numbers that trigger a change, and publish each change in advance.

Then launch small. Low withdrawal limits in the first weeks give you time to fix a leak before it drains the economy. Players also need a wallet that works without seed phrases, as our post on web3 gaming wallets explains.

What does this look like for a game studio?

Picture a studio that builds a competitive racing game. Players earn a soft currency called parts in races and spend it on repairs and upgrades. A weekly prize pool, funded by entry fees, pays the top racers in a stable asset.

The first simulation showed a leak. Daily quests created more parts than repairs removed, so the supply grew every week. The studio cut quest rewards and added cosmetic paint jobs as a new sink. A stress test with 500 bot accounts showed that bots farmed quests well but lost races. So the studio moved most rewards to ranked wins and capped daily rewards per account.

At launch, the economy had a fixed prize pool, a sink for each faucet and rules that players can read.

How will HyperRun use Hyper 0X for payouts?

HyperRun is coming soon from Buckleson. It is a realistic first-person shooter. Players will earn when they play and win. Fans will earn when they predict matches correctly. Fans will also back good players through their predictions, and those players will get sponsorship.

The game will sign every result before any payout, so nobody will be able to change a result after the game signs it. A rewards contract on Hyper 0X, the Buckleson blockchain, will settle the predictions and pay the winners. Hyper 0X is final in one pass, with no reorgs, so each HyperRun payout will be final once it settles. Players and fans will get an in-game wallet that uses the Hyper Wallet SDK.

Studios can also use the Hyper Wallet SDKs to put wallets and payments into their own game.

Where should you start?

  1. List every faucet and sink in your game, with the amounts per player per day.
  2. Fund real-money prizes from revenue, and fix the size of each pool.
  3. Reward wins and rankings, and cap the rewards per account.
  4. Sign every match result on the server, and pay out through a smart contract.
  5. Simulate months of play, with bots and a drop in players, before launch.
  6. Get legal advice for each market where players can win real money.

Book a call with a Buckleson engineer to review your game economy before launch.

Frequently asked questions

What is a soft currency in a game?

A soft currency is an in-game coin that players earn by play and spend inside the game. Players cannot cash it out. Many studios keep it apart from any asset with real-world value, so a mistake in the soft economy stays inside the game.

Does every web3 game need its own token?

No. Many games work better without one. A studio can pay prizes in a stable asset and keep its in-game coins off the market. A new token adds price risk, legal questions and a market that the studio cannot control.

How do you stop bots from draining game rewards?

Pay rewards for wins and rankings, not for time or repeated tasks. Cap the rewards per account per day, and verify accounts before any withdrawal. Bots then earn little, because they rarely win against real players.