How we Designed the game economy for the Telegram Mini App
and they retained 1,000,000 users through a mathematical behavior model.
About the project
Context
Before the launch, the task was not just to implement game mechanics, but to design a stable game system that:
- keeps the user in the product
- scales to hundreds of thousands of players
- manages the economy without distortions
- eliminates the possibility of abortion
- ready for integration with Web3 (tokenization)
The key limitation is Telegram:
- short user sessions
- limited UX
- high competition for attention
Therefore, the game had to “catch” from the first seconds and hold through a system of decisions and progression.
Business task
The task was formulated not as “making a game”, but as creating a manageable system of user behavior.
What does this mean in practice?:
- The user should return 3-4 times a day.
- Every action must make sense.
- The economy must be controlled
- Progress should not break the balance
Actually:
we have designed a digital economy with predictable consequences of actions

Design approach
The work was built in 3 stages:
- Decomposition of player behavior
Decomposed the user into scenarios:
- fast player (enters for 2-3 minutes)
- engaged (20-30 minutes session)
- “abuser” (trying to farm the maximum)
- Scenario modeling
For each type:
- how many actions per day
- how many resources does it receive
- How fast is it growing
- Balancing
The formulas were adjusted so that:
- no one was “flying away” by progress
- There was no stagnation
interest remained
Game Design Architecture
The event model. The game is built as a chain:
Event → Selection → Result → Change of state
Example:
- the player enters the location:
- Option A → +100 coins, risk of penalty
- Option B → +50 coins, no risk
- option C → boost, but at a cost
This creates:
- strategy
- variability
- engagement
An example scenario. The player chooses a risky option:
Reward = 100
PenaltyChance = 20%
Penalty = -150
Expected value:
EV = 0.8 * 100 + 0.2 * (-150) = 80 — 30 = 50
=> mathematically equal to the “safe” option,
but psychologically it is perceived as more beneficial.
Mathematical model
The player’s progression. We control growth through a non-linear formula:
XP_required = base * level^1.6
This gives:
- quick start
- slowing down at high levels
- retention
Calculation of rewards.
Reward = Base * Difficulty * LevelModifier
Example:
- Base = 50
- Difficulty = 1.4
- LevelModifier = 1.2
- Reward = 50 * 1.4 * 1.2 = 84
Control of the economy. The main rule:
Emission ≤ Combustion + Controlled growth
Where:
- issue — all awards given
- burning — expenses (boosts, upgrades)
Balance of actions.
NetGain = Reward — Cost — Risk
If the NetGain is too high:
→ the player breaks the economy
If it is too low:
→ the player leaves
Restriction of pharma
Actions_per_hour ≤ 120
Reward_per_hour ≤ MaxLimit
When exceeding:
- reduced rewards
- soft restrictions

Balancing in practice
We’ve been checking:
Scenario 1 — “fast player”
- 10-15 actions
- Must feel the progress
Scenario 2 — “sticky”
- 100+ actions
- It should not ruin the economy
Scenario 3 — “abuser”
- trying to farm the maximum
must rest on the limitations
Critical errors
Let’s look at the main mistakes that could kill the game.
Error 1 — linear progression
XP = base * level
Problem:
- The player is growing too fast
- The balance is broken
Mistake 2 — Excessive rewards
If:
Reward >> Cost
→ inflation
→ depreciation
Mistake 3 — lack of restrictions
If there are no limits:
→ Players begin:
- click endlessly
- automate actions
Mistake 4 — “punishment without meaning”
Heavy fines without compensation:
→ the user leaves
Error 5 — identical scenarios
If all events are the same:
→ retention drops
Mistake 6 — lack of variability
If the player always chooses one option:
→ The system is not working
The real effect
After implementing the model:
- Players return 3-4 times a day
- average session: 20-30 minutes
- there are no cases of “economic breakdown”
- there is no mass abortion
- progress is felt, but controlled
What is it really
This is not a game design in the classical sense.
This:
- mathematical model of behavior
- user attention management
- designing the digital economy
Actually:
a system that controls user actions through numbers