LP Agency

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

Type:
game system design
Direction:
game design, economics, mathematical modeling
Term:
~2 months (parallel to development)
Product:
Telegram Mini App

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

Gamedis2

Design approach

The work was built in 3 stages:

  1. 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)
  1. Scenario modeling

For each type:

  • how many actions per day
  • how many resources does it receive
  • How fast is it growing
  1. 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

Gamedis1

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