Game Economy
How to Model a Mobile Game Economy — A Practical Spreadsheet Guide
Step-by-step approach to design rewards, sinks, and pricing that balance fun with monetization.

TL;DR
- Every mobile game economy runs on a loop of earning → spending → upgrading → repeating.
- A spreadsheet with 10–12 key columns can simulate your player progression and monetisation before launch.
- Balancing is about math + psychology: free players need achievable pacing, while spenders must see value in paying.
Introduction
If you think of your game as a living organism, the economy is its blood circulation system. It decides how fast players grow, how long they stay engaged, and how much revenue your game generates.
Too generous? Players rush through your content, churn, and never spend.
Too stingy? Frustration kicks in, reviews drop, and uninstall follows.
The challenge is finding the sweet spot — where free players feel rewarded enough to stay, but paying players get just the right nudge to spend.
And you don’t need fancy simulation tools for this. A simple Excel or Google Sheet can help you build, test, and adjust your economy before you code anything.
In this deep-dive, I’ll show you:
- How to structure a game economy spreadsheet.
- Real formulas and worked examples for progression and monetization.
- Psychological principles that affect player behavior.
- A playtest plan to validate your economy.
This is the exact process many Indian studios (especially mobile-first ones) follow to balance their casual and mid-core titles.
Step 1 — Understand the Economy Loop
Every game economy is a closed loop. Resources enter the system, circulate, and leave.
Three parts of the loop:
- Income (Sources): Where players get currency.
- Completing levels
- Daily login rewards
- Watching ads
- In-app purchases (IAPs)
2. Sinks (Expenses): Where they spend.
- Upgrades
- Gacha draws
- Cosmetics
- Energy/timer skips
3. Bottlenecks: What slows them down.
- Energy caps
- Upgrade timers
- Increasing costs
Step 2 — Build the Spreadsheet
Start small. Don’t model 100 levels — just 10.
Columns to include:
LevelID | AvgPlaysPerUser | CoinsPerPlay | CoinsToUpgrade | PlaysToUpgrade | DaysToUpgrade | GemsDropRate | GemsToSkip | PriceINR | Conversion%
👉 Each column answers a specific question:
- CoinsPerPlay → How much do you earn each round?
- PlaysToUpgrade → How many rounds until you can afford an upgrade?
- DaysToUpgrade → How long does that feel in real time?

👉 At Level 3, the free player must grind for 3 days. This is acceptable, but if it stretches to 7–10 days, retention may drop.
Step 3 — Add Premium Currency
Most F2P games have 2-currency systems:
- Soft currency (Coins): Earned through play.
- Premium currency (Gems): Bought or given sparingly.
Add new columns:
GemsPerPurchase | INRPrice | ConversionRate% | SkipCostGems
Example Purchase Pack
- 100 Gems = ₹79 (Google Play Tier 1).
- Skip Upgrade Timer = 20 Gems.
Worked Example
If Upgrade takes 3 days (free), player can skip instantly with 20 Gems.
- 100 Gems = ₹79 → Value per Gem = ₹0.79.
- 20 Gems = ₹15.8 → Price of skipping 3 days = ~₹16.
👉 Player perception: “Paying ₹16 saved me 3 days.”
👉 This is healthy because it sells time-saving, not unfair power.
Step 4 — Calculate ARPDAU
Formula:
ARPDAU = (DAU × Conversion% × AvgSpend) / DAU
Example
- DAU = 50,000
- Conversion = 2% = 1,000 buyers
- AvgSpend = ₹79
Revenue/day = 1,000 × 79 = ₹79,000.
ARPDAU = 79,000 ÷ 50,000 = ₹1.58 (~$0.02).
👉 This aligns with global benchmarks:
- Casual games = $0.02–$0.05 ARPDAU
- Mid-core = $0.05–$0.15
- Hardcore = $0.15–$0.30+
Step 5 — Player Scenarios
Free Player (F2P)
- Earns ~500 coins/day.
- Takes 2–3 days per upgrade.
- Feels rewarded but not overwhelmed.
Light Spender (2% group)
- Buys 100 Gems occasionally (~₹79/month).
- Uses skips for painful bottlenecks.
- Feels smart about spending.
Whale (0.1–0.5% group)
- Spends ₹1,000–₹5,000/month.
- Progresses 5× faster.
- Provides 50–60% of total revenue.
👉 Designing for all 3 personas ensures balance.
Step 6 — Psychology Behind the Numbers
Economy design is not just math. It is psychology.
- Loss Aversion: Players hate losing streaks, so they’re willing to spend to avoid resets.
- Time Value: Skipping timers works because people value time more than money in micro-moments.
- Sunk Cost Fallacy: If a player already played 3 days, they’re more likely to pay ₹79 to “not waste that grind.”
- Social Proof: Leaderboards make progression competitive, encouraging spend.
👉 Every spreadsheet cell connects to player emotions.
Step 7 — Playtesting Framework
Numbers on paper are only a hypothesis. You must test with real players.
Plan:
- Cohort A (control): Upgrade = 1,000 coins.
- Cohort B: Upgrade = 800 coins (20% cheaper).
- Track retention and monetisation across 2 weeks.
Metrics to Track:
- Day-1 Retention: Did the game feel rewarding enough to replay?
- Day-7 Retention: Did upgrade pacing keep them hooked?
- ARPDAU: Did cheaper costs reduce or increase spending?
- PlaysToUpgrade Distribution: Are most players upgrading too fast or too slow?
Step 8 — Avoid Common Pitfalls
- Over-Generosity: Daily rewards give so much currency that purchases feel pointless.
- Over-Scarcity: Upgrade pacing is so slow that even free players churn before thinking of spending.
- Currency Inflation: Adding too many parallel currencies (coins, gems, tokens, shards, points). Players get confused.
- Pay-to-Win: Purchases give unfair power over free players — instant uninstall risk.
Cheat Sheet
1. Progression & XP Curves
Progression decides how long players stay in your game. A wrongly tuned curve can either bore them (too easy) or frustrate them (too hard).
Formula: Exponential XP Growth
XP(n) = BaseXP × (GrowthRate ^ (n - 1))
- XP(n): XP required for level n
- BaseXP: XP for level 1
- GrowthRate: 1.1 to 1.5 (depending on how steep you want)
👉 Example:
BaseXP = 100, GrowthRate = 1.2
- Level 1 → 100 XP
- Level 5 → 207 XP
- Level 10 → 619 XP
This ensures the grind feels harder but achievable.
Alternative: Linear XP Growth (good for casual games)
XP(n) = BaseXP + (Increment × (n - 1))
- Keeps difficulty predictable.
2. Reward Systems (Coins, Gems, Items)
Rewards must scale with difficulty so players feel progress without breaking the economy.
Formula: Reward Scaling by Effort
Reward = BaseReward × (DifficultyFactor ^ n)
- BaseReward: Minimum coins/XP
- DifficultyFactor: Usually 1.05–1.2
- n: Stage or level number
👉 Example:
BaseReward = 50, DifficultyFactor = 1.1
- Level 1 → 50 coins
- Level 5 → 73 coins
- Level 10 → 130 coins
This ensures rewards feel satisfying without inflation.
Fair Reward Ratio
A general rule:
Reward per minute ≈ Cost per minute
If a level takes 2 minutes and average cost of consumables = 20 coins/minute → Reward should be ~40 coins.
3. Cost Balancing (Shops, Upgrades, Items)
Players spend earned currency on upgrades, skins, or boosts. Prices must feel just enough grindy but not impossible.
Formula: Upgrade Cost Curve
Cost(n) = BaseCost × (GrowthRate ^ (n - 1))
👉 Example:
BaseCost = 100 coins, GrowthRate = 1.15
- Upgrade 1 → 100 coins
- Upgrade 5 → 201 coins
- Upgrade 10 → 405 coins
This creates natural pacing for mid-core games like RPGs, shooters, or strategy.
Sink-to-Source Ratio
For a stable economy:
Total Currency Earned : Total Currency Spent ≈ 1 : 0.9
This ensures a slight shortage so players are encouraged to grind or spend.
4. Retention & Daily Rewards
Daily rewards keep players coming back. The design should balance short-term attraction and long-term value.
Formula: Daily Reward Growth
Reward(n) = BaseReward × (1 + (n - 1) × GrowthFactor)
- n: Day number
- GrowthFactor: 0.1–0.25 (10–25% increase)
👉 Example (BaseReward = 50 coins, GrowthFactor = 0.2):
- Day 1 → 50
- Day 2 → 60
- Day 7 → 110
This makes returning players feel valued.
5. Energy/Stamina Systems
Energy restricts session length and drives monetization in F2P games.
Formula: Recharge Timer
Energy Refill Time = MaxEnergy × RefillRate
- MaxEnergy: e.g., 10
- RefillRate: minutes per 1 energy (e.g., 5)
👉 Example:
MaxEnergy = 10, RefillRate = 5 → 50 mins for full refill
Session Planning Formula
Average Session Length = (MaxEnergy × AvgTimePerLevel)
If each level = 2 minutes and MaxEnergy = 10 → 20-minute session.
6. Monetization Metrics
Every economy must eventually tie into real-world revenue.
ARPU (Average Revenue Per User)
ARPU = Total Revenue / Total Players
ARPDAU (Average Revenue Per Daily Active User)
ARPDAU = Total Revenue / Daily Active Users
LTV (Lifetime Value)
LTV = ARPU × Average Player Lifetime (days)
Conversion Rate
Conversion % = (Paying Users / Total Users) × 100
👉 These metrics help you check if your economy works commercially, not just in design.
7. Gacha & Loot Box Systems
Widely used in RPGs, card battlers, and cosmetic-driven games.
Formula: Drop Probability
P(Item) = ItemWeight / TotalWeight
👉 Example:
- Common = 70 weight
- Rare = 25 weight
- Epic = 5 weight
TotalWeight = 100
- P(Common) = 70%
- P(Rare) = 25%
- P(Epic) = 5%
Expected Pulls Until Success
E = 1 / P(Item)
If Epic has 5% chance → Expected pulls = 20.
Conclusion
A mobile game economy is the invisible design system that decides whether your game succeeds or fails.
By starting with a simple spreadsheet, you can:
- Simulate progression for different player types.
- Estimate your revenue baseline.
- Catch major balancing issues before launch.
Remember: economy design is not about making players spend, it is about making them feel rewarded whether they spend or not. The best economies make free players feel valued and paying players feel smart.
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