Elo Pros install wishlist

Design your game's economy.

Your game can run with no coin at all. If it has one, the rules are short.

Do you need a coin?

No. A game with no coin lists the same way, and its page says so. Add one when your game has something worth holding and trading.

The pattern we use

Gates as the example
A play coinUncapped, earned in play and spent in play. In Gates it's JUNK: the scrap you carry, at risk until you get it out. A premium coinCapped in the contract, so nobody can print more. In Gates it's ORBS. One road in and outOur games' coins trade against ELO, so any of them is a swap or two from any other.

A pattern, not a rule. The shape of your economy is your call.

Faucets, sinks and caps

FaucetsWhere coin comes from: winning, extracting, quests. SinksWhere it goes: crafting, entries, repairs, dying. CapsWhat can never grow. Put it in the contract, not in a promise.

Tune it before launch: playtest on balances that wipe, watch where coin piles up, and adjust the faucets and sinks until it doesn't.

What players see

A game with a coin publishes its economy in one fixed format: the coins, their caps, who can mint them and where the liquidity sits. A community game's page turns that into a quick risk check read from the chain, and marks what is only the developer's word.

How coin reaches players

Your game pays coin straight to the player's own wallet, when they get out or win. Nothing sits in an account with us in between, and payouts switch on when you're ready.

The line our games hold

Money buys how things look, never power, odds or progression. That's the line we recommend for yours.