Definition
Over a rolling window (default: 7 days), for each currency:currency_spent and currency_earned events. The ratio is unitless — a pure scalar.
Example: in the past 7 days, players in aggregate earned 50 million gold and spent 65 million gold. Ratio = 65M / 50M = 1.30.
The healthy band: 1.2 to 1.5
A healthy F2P economy runs slightly sink-heavy. That may sound counterintuitive — if players are spending more than they earn, where does the extra come from? Answer: from IAP, from prior balances, and from occasional event faucets. The slight surplus on the sink side is what gives currency its sense of value. Target: 1.2 ≤ ratio ≤ 1.5.- 1.2 says “for every 100 gold earned, 120 are spent.” Gentle pressure. Players feel mild scarcity, which makes shop purchases feel meaningful.
- 1.5 is the upper comfort band. Beyond this you risk grind complaints.
What different values actually mean
Ratio < 1.0 — inflation
More currency is entering than leaving. Every day, the average balance grows. Three things happen, in order:- Weeks 1–2. Nothing visible. Balances climb quietly.
- Weeks 3–6. Mid-core players start saying “there’s nothing to buy.” Conversion rates on non-exclusive offers drop.
- Weeks 6+. Top-end players hoard. When you launch your next premium item, they buy it with stockpiled currency instead of making a fresh IAP — your revenue per player falls on a content drop that should have raised it.
Ratio ≈ 1.0 — stasis
Currency is in perfect equilibrium. Sounds healthy, isn’t. At exactly 1.0, currency has no demand pressure — players don’t feel they need to save, plan, or IAP. Shops feel like vending machines; items lose narrative weight.Ratio 1.2–1.5 — sweet spot
See above. Keep it here.Ratio 1.5–2.0 — mild over-sinking
Players are spending noticeably faster than they earn. Some grind complaints likely. IAP conversion may actually go up short-term (players need currency, they buy it), but engagement time per session creeps up in a bad way — people are grinding, not playing.Ratio > 2.0 — burnout risk
Players cannot keep up. Non-payers churn. Payers feel the game is pay-to-play. If sustained >2.0 for more than 3 weeks, expect a visible drop in D7 retention.How Qyren measures it
We split the ratio three ways automatically:- Per currency. Gold, gems, event tokens — each has its own ratio. A game can be at 1.3 overall while its event-token economy is at 0.6 (about to break).
- Per segment. Whale economies often run hotter (1.4–1.8) than minnow economies (1.0–1.2). We show both and flag outliers.
- Per day. We show the 7-day rolling ratio so event spikes smooth out. You can also view 1-day and 30-day windows on the dashboard.
If your ratio is out of range
Ratio below 1.0 (inflating):- Add a recurring sink. Consumables, upgrade stones, repair costs.
- Introduce tiered gear that scales into the late game — so veteran players have something worth their stockpiles.
- Throttle your biggest faucet by 10–20%. Start small; you can always loosen later.
- Add a cosmetic shop — pure sink, no power implications.
- Boost a passive faucet. Double daily login rewards for a month and watch the ratio.
- Reduce the cost of mid-tier sinks by 10–15%.
- Check if one single sink is eating everything (often a timer-skip mechanic). If so, reprice it.
- Change one thing at a time. Two changes simultaneously and you won’t know which one worked.
- Wait 7 days before judging the effect. The ratio is a 7-day window; it needs that long to reflect the change.
Worked numeric example
Origins of Lume, past 7 days:
Diagnosis:
- Gold is inflating hard (0.74). Players are earning 420M but only spending 310M — 110M new gold circulating each week. Within a month, top-end balances will be unbuyable.
- Gems are near stasis (1.11). Fine for now, watch it.
- Raid coins are over-sinking (2.07). Players running out of coins before they run out of the things they want to buy. If raid coins are hard to earn, this will drive burnout.
- On gold: add a gear enhancement cost of 2,000–3,000 gold per attempt, targeted at level-40+ players.
- On raid coins: boost boss-kill coin reward from 50 to 65, or lower the top shop item from 3,000 coins to 2,500.
TL;DR
- Divide currency spent by currency earned over 7 days.
- Aim for 1.2–1.5.
- Below 1.0: add sinks.
- Above 2.0: add faucets or reduce sink costs.
- Watch per-currency and per-segment, not just the blended number.

