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The Health Score is a single number from 0 to 100 summarizing the condition of your in-game economy. It updates once per day from the last 7 days of data.

What the bands mean

What the score is built from

Four components, each contributing up to 25 points:
  1. Sink-to-source balance (25 pts). Closer to the 1.2–1.5 band, higher the score. Full detail: Sink-to-Source Ratio.
  2. Price stability (25 pts). How much the effective price of typical items is drifting. Tied to Inflation Rate.
  3. Currency velocity (25 pts). How quickly earned currency gets spent. Healthy games spend it within a few days. Stockpiling behavior drops this score.
  4. Payer distribution (25 pts). Penalizes over-reliance on a tiny whale base — a game where 99% of revenue comes from 0.5% of players is fragile.
Per-currency: if you have multiple currencies (gold, gems, event tokens), each gets its own sub-score and the overall is a weighted average by revenue contribution.

What moves the score

  • Adding a sink (a new premium item, an upgrade cost) usually raises the score.
  • Boosting a faucet (an event that hands out free currency) usually lowers it temporarily. That’s fine — just make sure you have sinks to absorb the inflow.
  • A balance update that nerfs the best sink (e.g. making the top gear cheaper) can drop the score 10+ points if it unanchors price expectations.
  • A major content patch often moves the score ±5 points for a week, then settles.
Treat the score like a credit score. A one-day dip is noise. A three-week downward trend is signal.

What the score is not

  • Not a predictor of revenue. It’s a predictor of stability. You can have high revenue on a 40-score economy, but it’ll be fragile.
  • Not a ranking against other studios. It’s absolute — tuned against known-healthy F2P economies.
  • Not a replacement for judgment. Sometimes a low score reflects a deliberate choice (e.g. a generous launch event). The dashboard lets you annotate dips.