This economy is a closed-loop virtual marketplace built from the ground up on two bodies of research: merchandise economics (how digital goods create value) and in-game economy implementation (how virtual worlds prevent collapse).
It has eight interconnected systems, 50 manufactured items, and one unbreakable rule:
The eight systems:
Coins enter through faucets, circulate through exchanges, and leave through sinks. Healthy economy = balanced flow.
/api/economy/sinks/stats to see total coins in vs. out. If net grows too large positive → add sinks or raise costs. If negative → the economy is deflating, reduce sink costs.Every item follows this path:
economy_items1 Go to /admin/economy. Read the ⓘ HELP at the top. It explains every system in plain language.
2 Enable systems in order: Vendors → Auction House → Trading → Battle Pass. Each toggle is independent. Start with one, test it, then add the next.
3 Create a vendor. Give it a name, coordinates, and a catalog (JSON of items and prices). Players will see it in their Vendors tab.
4 Grant test coins. Use POST /api/economy/grant (admin) to give players starting coins.
5 Create a battle pass season. Name, duration, premium price. 100 tiers auto-generate from existing items.
6 Place world pickups. Use the "Place Item in World" form — pick an item, set coordinates, set respawn timer.
7 Monitor. Check /api/economy/sinks/stats weekly. Watch the net balance.
Full panel walkthrough: Creator's Handbook → Navigate
Playa 2.0's complete handbook lives at /economy/creator. The essentials:
Ultra-dense gold linework on cosmic purple-black. Density = value. Every object looks engraved. Reference: the collection gallery.
/api/economy/health — all 7 tables should report "ok"/api/economy/sinks/stats — review the net coin balance| Metric | Healthy Range | Action if Outside |
|---|---|---|
| Net coin flow | ±10% of total | Adjust sinks/faucets |
| Auction completion rate | 60%+ sell | Lower starting bids |
| Average auction bids | 3+ per listing | More desirable items |
| Repair frequency | Steady | If zero: tools aren't degrading |
| Battle pass completion | 20%+ reach tier 50 | Adjust XP rates |
Every design choice comes from the research. Here's the reasoning:
From monetary theory: any currency without drains hyperinflates. We built four sinks (repair, reroll, teleport, auction fees) before adding significant faucets. Most games do this backwards and pay for it later.
From auction theory: trades and auction bids use escrow (items/coins held by the system, not the players). This eliminates the "take the money and run" problem that kills player-to-player markets.
From mechanism design: if either trader changes their offer, both confirmations reset. This makes the "swap a valuable for a worthless at the last second" scam mathematically impossible.
From security research: the client is never trusted. Proximity checks, balance checks, ownership verification — all server-side. A hacked client cannot create coins or duplicate items.
From signaling theory: the intaglio visual density signals rarity instantly. Players don't need to read stats — the eye knows. This reduces cognitive load and increases desire.
From market microstructure: a small transaction tax (5%) discourages wash trading and high-frequency flipping while being low enough not to deter legitimate trade. It's also a consistent sink.
From behavioral economics: deterministic progression (100 visible tiers) retains better than random rewards. Players can see exactly what they're working toward. No gambling mechanics.
Nothing was deleted. That is always the first truth. Every system preserves data through crashes, toggles, and restarts.
1 Check health: Visit /api/economy/health. It shows which of the 7 tables are healthy.
2 Reactivate: Go to /admin/economy, click ⚡ Reactivate Economy API. Clears rate limits, verifies tables, recreates missing ones.
3 Toggle: Turn the broken system OFF, then ON. This resets its state without touching data.
4 Restart: systemctl restart epistles. Last resort. All data preserved.
| Error | Meaning | Fix |
|---|---|---|
| "X disabled" | System toggle is OFF | Enable in /admin/economy |
| "slow down" | Rate limit hit | Wait 60 seconds |
| "insufficient funds" | Not enough coins | Earn more or admin grant |
| "too far away" | Not within 5 units | Walk closer in game |
| "already picked" | Item claimed | Wait for respawn |
| "cannot trade with yourself" | Same user ID | Enter the other player's ID |