Quick answer: Measure currency in versus out per session, add or scale sinks (repair, upkeep, scaling prices) until net flow is near zero at the target stage, and verify with simulation.

When every player is swimming in gold by mid-game, your faucets are outrunning your sinks. Balancing the two so net currency growth stays bounded keeps prices meaningful. Here is how.

How to fix it

1. Quantify faucets and sinks

List every source of currency (quest rewards, drops, sells) and every drain (purchases, repairs, upkeep) and estimate per-hour flow at several progression stages.

2. Add or scale sinks

Introduce recurring sinks like equipment repair, fast-travel fees, or upkeep, or scale prices with progression, until per-stage net flow approaches zero.

3. Avoid one-time-only sinks

One-off purchases stop draining once bought; favor repeating or scaling sinks so the drain keeps pace as income grows.

4. Simulate a full playthrough

Run a script that models average income and spending across the game and plots the balance curve, confirming it stays bounded instead of climbing forever.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.