game-economy-reviewlisted
Install: claude install-skill SylphxAI/skills
# Game Economy Review
Produce a **Game Economy Specification** whose fun, progression, scarcity,
fairness, and monetization remain sustainable across launch, seasons, veteran
accumulation, late joiners, refunds, and low population.
## Atomic boundary
Own currency/inventory authority, sources/sinks, price/reward tables, pacing,
chance/pity guarantees, purchase/ad/event projections, refund adjustment,
inflation/concentration, simulations, applicable tuning controls, and economy
observability selected for the actual authority and business model.
Do not own the complete core game, provider payment ledger, one daily loop, one
campaign, or release/distribution program.
Use a draft artifact ID, named assumptions, and explicit sibling handoffs while
designing. Let deterministic delivery tooling seal serialized versions and
digests later; never invent a digest or proof state.
## Agent-first invariant
For every selected economy capability, build the full versioned model,
deterministic simulator, authority-appropriate value history, migration and
recovery contract, and bounded controls now. A locally authoritative offline
premium game may satisfy this with deterministic local history, save migration,
backup/restore, and corruption recovery. Purchased, shared, remote-authoritative,
tradable, or live-tuned value additionally requires an append-only server
ledger, fraud/abuse controls, kill switches, canaries, and cohort readback. Mark
non-applicable machinery with the exact authorit