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Worthbound Economic Model

Canonical System File
Version: 0.1
Authority Level: System
Depends On:

  • 00-Core/00-Worthbound-Design-Constitution.md
  • 00-Core/03-Core-Design-Law.md
  • 00-Core/04-Player-Experience-Loop.md
  • 03-Archetypes/03-Archetype-Balance-Framework.md
  • 09-Production/00-Mobile-First-MVP-Rescope.md
  • 09-Production/01-MVP-Scope.md

This file defines the economic model of Worthbound.

The economic model explains:

  • how money moves through the game
  • what creates pressure
  • what creates progress
  • what converts survival into freedom
  • how the player reaches the passive-income win condition

For the mobile-first MVP, the economic model must remain:

  • legible
  • tunable
  • strategically meaningful
  • light enough for mobile readability
  • strong enough to support archetype contrast

Worthbound is a financial pressure-and-conversion game.

The player begins in a state of paycheck dependence.

The economy is built around one central transformation:

convert active income into durable passive income before pressure, lifestyle drag, or disruption collapse the system

This means the economy is not just about making money. It is about surviving obligations long enough to build ownership.


Each cycle, the economy follows this pattern:

  1. active income enters
  2. passive income enters
  3. fixed expenses are paid
  4. event effects modify the player state
  5. the player may spend, save, protect, or invest
  6. the player’s future income, expenses, risk, or resilience changes

This loop repeats until:

  • passive income reaches or exceeds expenses or
  • the player collapses beyond recovery

The MVP economy is built around these primary variables:

  • Active Income
  • Passive Income
  • Total Income
  • Fixed Expenses
  • Variable Pressure
  • Cash
  • Debt
  • Protection State
  • Asset Count / Asset Quality
  • Net Cycle Surplus

These variables should remain visible, simple, and strategically legible.


Money earned from the player’s labor or primary work pattern.

Examples:

  • salary
  • professional pay
  • business income
  • side-hustle labor income

Money earned from owned systems that do not depend directly on current labor each cycle.

Examples:

  • rental-style asset income
  • investment-style recurring income
  • business/system income that continues after purchase or setup

Total Income = Active Income + Passive Income

Recurring obligations that the player expects to pay every cycle.

Examples:

  • housing
  • transport
  • food
  • debt payments
  • baseline household burden
  • protection premiums

Non-fixed burdens introduced by events or temporary situations.

Examples:

  • repair bill
  • health expense
  • one-time family cost
  • temporary income loss

Liquid money currently available to the player.

Outstanding burden that reduces future freedom through payments, interest-like effects, or psychological pressure.

The current level of protection coverage affecting event outcomes.

The player’s post-obligation breathing room in a cycle.

Recommended baseline formula:

Net Cycle Surplus = Total Income - Fixed Expenses - Variable Pressure

This is one of the most important feeling metrics in the game.


Worthbound’s economy must teach this truth:

Income creates motion, but ownership creates freedom.

A player can survive for a long time on active income. They do not win until passive income overtakes expense burden.

This law must remain visible in both economy tuning and UI communication.


The economy should create pressure from three directions:

The recurring drain of fixed expenses.

The unpredictable cost of events, interruptions, and setbacks.

The player’s own temptation to:

  • overspend
  • overextend
  • underinsure
  • chase upside without reserves
  • mistake income for progress

A good run is not built by avoiding pressure entirely. It is built by becoming structurally stronger than pressure.


The economy should reward progress through four channels:

The player creates more breathing room each cycle.

The player prevents fixed drag from consuming progress.

The player turns cash or opportunity into recurring income.

The player reduces the odds that one bad event resets progress

These four channels should work together.


The primary MVP win condition is:

Passive Income >= Total Expenses

For clarity in implementation and UX, the game should visibly track:

  • current passive income
  • current total expenses
  • the gap between them

This gap is the player’s most important long-term progress measurement.

Freedom Gap = Total Expenses - Passive Income

Interpretation:

  • positive number = still dependent on active income
  • zero = escape threshold reached
  • negative number = player is beyond the threshold

This metric should be easy to surface in the UI.


The economic model must preserve archetype identity.

That means archetypes should differ meaningfully in:

  • active income size
  • expense burden
  • surplus margin
  • disruption sensitivity
  • opportunity conversion speed
  • protection dependence

Examples:

  • Skilled Worker should feel practical, affordable, and interruption-sensitive
  • Professional should feel stable but at risk of stagnation
  • Corporate Climber should feel powerful but leaky
  • Entrepreneur should feel high-upside but unstable

If the same economy model makes all four feel similar, the tuning has failed.


The economic model must remain understandable on a phone.

This means:

  • keep core variables limited
  • avoid unnecessary hidden math
  • avoid dense accounting simulation
  • show the player the main cause of gain or pain
  • preserve short-cycle readability

The player does not need full financial realism. The player needs clear cause-and-effect.


Cash is the player’s flexibility resource.

Cash should matter because it allows the player to:

  • survive disruptions
  • buy opportunities
  • improve protection
  • reduce debt
  • avoid panic decisions

Low cash should create tension. Healthy cash should create optionality.

The economy should make the player respect liquidity.


Debt is a drag and pressure amplifier.

Debt should not exist merely as a number. It should create real tension by:

  • increasing recurring burden
  • narrowing flexibility
  • delaying asset conversion
  • making recovery harder after disruption

Debt should be simple in MVP, but meaningful.


Assets are the core bridge between survival and freedom.

An asset should do one or more of the following:

  • generate passive income
  • reduce future fragility
  • improve opportunity access
  • improve long-term efficiency

In the MVP, assets should feel:

  • understandable
  • desirable
  • consequential
  • not overly complex to compare

Protection is part of the economy, not outside it.

Protection affects the economy by:

  • reducing collapse risk
  • lowering event damage
  • preserving cash
  • protecting opportunity timing
  • allowing safer strategic play

Protection should have a visible economic tradeoff:

  • pay now for stability later

But the player should be able to feel when that trade was worth it.


Opportunities are the player’s engine of transformation.

A good opportunity system should create tension between:

  • safety and upside
  • liquidity and growth
  • immediate relief and long-term freedom
  • discipline and temptation

Opportunities must never feel like automatic correct answers. They must feel like strategic commitments.


When tuning the MVP economy, use this order:

Ensure the passive-income win condition is achievable but not trivial.

Ensure each MVP archetype has a credible but different path to reach it.

Ensure fixed expenses feel meaningful.

Ensure events can hurt without making recovery impossible too often.

Ensure protection feels worth buying but not mandatory in every exact moment.

Ensure opportunities feel valuable enough to pursue.

This order preserves identity before fine precision.


The economy should punish these failure patterns clearly:

  • living as though salary equals freedom
  • letting fixed expenses rise too fast
  • staying underprotected
  • depleting cash without a plan
  • taking upside with no reserves
  • refusing to convert cash into ownership
  • carrying debt too long without strategic reason

These should feel like understandable mistakes, not invisible punishment.


The economy should reward these success patterns clearly:

  • building surplus
  • controlling fixed drag
  • buying productive assets
  • protecting the downside
  • maintaining liquidity
  • avoiding lifestyle traps
  • using archetype strengths well

This creates the learning-through-consequence identity of Worthbound.


The Worthbound economy is built around one transformation:

  • survive paycheck dependence
  • create surplus
  • convert surplus into ownership
  • protect against collapse
  • grow passive income
  • escape when passive income reaches expenses

That is the economic model.