You cannot design a reward economy correctly on paper. Player behaviour is the only real input, which means the important decision is not the launch values - it is how fast you can change them.
Everything is server configuration
Drop rates, prize tables, streak bonuses and payout thresholds live in config the server reads. Nothing in the binary. A tuning change is a config push, not a store review.
Watch the distribution, not the average
An average reward tells you nothing. What matters is the shape: the share of players who never win, and the tail who win far more than intended.
Cost per engaged player is the number
- What a session costs you in rewards
- What it returns in ads or purchases
- How both change as a player gets deeper
Change one thing at a time
Move two levers at once and you learn nothing. We change one value, wait for a full weekly cycle, and only then decide.