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Ω 09 — Economy

09 — Economy

Purpose

This document consolidates all economic systems of Tao Baryon — currencies, energy, build queues, ad-revive mechanics, and pricing structures. It serves as the master reference for game economy balance.

All numerical values are placeholders for v1.0 launch and will be tuned based on early-access playtesting. Note: Tao Baryon is client-side only (see 00_amendments.md Amendment 7), so balance changes require app store updates. There is no remote config in v1.0.


Currencies

Credits (Soft Currency)

The Coalition's wartime accounting unit. Earned by:

  • Enemy kills (base value × combo multiplier × sector multiplier)
  • Stage clear bonus
  • Boss defeat (large drops)
  • Daily login rewards
  • Achievement rewards

Spent on:

  • Ship blueprint purchases
  • Ship M-tier upgrades
  • Weapon blueprint purchases
  • Weapon M-tier upgrades
  • Module M-tier upgrades

Not purchasable with real money. Pure gameplay reward.

Blueprint Shards (Rare Drop)

Coalition R&D fragments. Earned by:

  • Stage drops (lower rate)
  • Elite enemy drops
  • Boss rewards
  • Endless mode milestones
  • Achievement rewards

Spent on:

  • Ship M-tier upgrades (every Mark requires shards)
  • Weapon M-tier upgrades
  • Module M-tier upgrades

Not purchasable with real money. Cannot be bought.

Veiled Tokens (Ultra-Rare)

Veiled engineering certifications. Required for V-Series and C-Series purchases and upgrades. Earned by:

  • Elite kills (Choral Knight, Inquisitor Hunter, Architect's Witness drops)
  • Specific story-mission rewards
  • Endless mode deep-depth milestones (depth 100+, 200+)
  • Achievement rewards

Spent on:

  • V-Series and C-Series ship blueprints
  • V-Series and C-Series ship M-tier upgrades
  • C-Series weapon blueprints (and M-tier)

Not purchasable with real money.


Energy System

Specification (Locked)

Property Value
Maximum capacity 8
Recovery rate 1 per 8 minutes
Full refill from empty 64 minutes
Campaign stage entry cost 1 energy
Endless mode entry cost 0 energy (free)
Ad-revive of energy +1 energy
Ad-revive cooldown 30 minutes (one per 30 min)
Energy carried between sessions Yes (persisted)

Energy Tracking (Client-Side)

Energy state is stored locally with these properties:

  • Current energy points (0-8)
  • Timestamp of last energy use
  • Timestamp of last ad-revive (for cooldown enforcement)
  • Energy refill calculated as: min(8, current + floor((now - last_use) / 480_seconds))

Anti-tampering measures (see 00_amendments.md Amendment 7):

  • Save file obfuscated with device-specific key
  • Clock-rewind detection: if now() < stored timestamp, energy refill pauses until clock catches up
  • Clock-skip protection: if elapsed time exceeds 24 hours, cap refill at 24-hour-equivalent (180 energy increments not granted from a single advance)
  • Values outside design range (energy > 8 or < 0) treated as save corruption

Build Queue System

Specification (Locked)

  • One active build slot per player
  • Builds run using local device-clock timestamps
  • Build completion timestamp stored at build start: start_time + build_duration
  • Build progress calculated at runtime: (now - start_time) / build_duration
  • Build continues while app is closed (timestamp persists)
  • Build completion triggers push notification (opt-in)
  • One ad-skip per build (cuts time in half)
  • No "rush with currency" option (intentional — ad-skip is the only mechanic)

Anti-tampering measures (see 00_amendments.md Amendment 7):

  • Clock-rewind: if now() < start_time, pause build progress until clock catches up
  • Suspicious time advances detected on app launch; build allowed to complete but logged

Build Time Reference

Action Build Time Ad-Skip Result
H-Series ship 30 minutes 15 minutes
V-Series ship 2 hours 1 hour
C-Series ship 8 hours 4 hours
H-Series ship M0→M1 20 minutes 10 minutes
H-Series ship M1→M2 1 hour 30 minutes
H-Series ship M2→M3 2 hours 1 hour
V-Series ship M0→M1 1.5 hours 45 minutes
V-Series ship M1→M2 4 hours 2 hours
V-Series ship M2→M3 8 hours 4 hours
C-Series ship M0→M1 4 hours 2 hours
C-Series ship M1→M2 8 hours 4 hours
C-Series ship M2→M3 16 hours 8 hours
H-Series weapon 10 minutes 5 minutes
V-Series weapon 30 minutes 15 minutes
C-Series weapon 1 hour 30 minutes
H-Series weapon M0→M1 5 minutes 2.5 minutes
H-Series weapon M1→M2 20 minutes 10 minutes
H-Series weapon M2→M3 1 hour 30 minutes
V-Series weapon M0→M1 20 minutes 10 minutes
V-Series weapon M1→M2 1 hour 30 minutes
V-Series weapon M2→M3 3 hours 1.5 hours
C-Series weapon M0→M1 1 hour 30 minutes
C-Series weapon M1→M2 3 hours 1.5 hours
C-Series weapon M2→M3 6 hours 3 hours
Module M-tier upgrades Instant N/A

Ad-Revive Mechanic

Specification (Locked)

Property Value
Stage failure ad-revive 1 per stage attempt
Revive HP percentage 50%
Revive position Current wave / location
Cooldown between ads (energy refill) 30 minutes
Ad-revive for energy +1 energy point

Ad SDK Selection

For v1.0:

  • AdMob (Google's standard) for Android
  • AdMob + AppLovin MAX for hybrid mediation
  • Implementation note: rewarded video ads only; no interstitial or banner ads

Anti-Frustration Caps

  • Maximum 5 rewarded ad watches per day per player (anti-spam)
  • Daily reset at midnight player local time
  • No coercive "watch this ad to continue" — all ads are optional and granted-reward

Pricing Reference Tables

Ship Blueprint Costs

Ship Blueprint Cost Veiled Tokens Total Initial Investment
H-1 Vanguard Free (starter) 0 0 + free build
H-2 Interceptor 3,500 credits 0 3,500 + 30 min build
H-3 Bulwark 4,000 credits 0 4,000 + 30 min build
V-1 Marksman 25,000 credits 3 25,000 + 3 tokens + 2 hour build
V-2 Phantom 28,000 credits 4 28,000 + 4 tokens + 2 hour build
V-3 Striker 26,000 credits 3 26,000 + 3 tokens + 2 hour build
C-1 Apex 100,000 credits 10 100,000 + 10 tokens + 8 hour build
C-2 Resonator 110,000 credits 12 110,000 + 12 tokens + 8 hour build
C-3 Singularity 125,000 credits 15 125,000 + 15 tokens + 8 hour build

Weapon Blueprint Costs

Weapon Blueprint Cost Veiled Tokens Total Initial Investment
Pulse Cannon Free (starter) 0 0 + N/A
Inertial Lance 2,500 credits 0 2,500 + 10 min build
Coherence Beam 18,000 credits 0 18,000 + 30 min build
Boltzmann Cascade 22,000 credits 0 22,000 + 30 min build
Hawking Bolt 35,000 credits 0 35,000 + 30 min build
Penrose Lance 75,000 credits 5 75,000 + 5 tokens + 1 hour build
Anomaly Field 85,000 credits 7 85,000 + 7 tokens + 1 hour build
Cosmic String Spear 110,000 credits 10 110,000 + 10 tokens + 1 hour build

M-Tier Upgrade Cost Summary

Ship M-Tier Costs

Upgrade Credits Blueprint Shards Veiled Tokens Build Time
H-Series M0→M1 3,000 1 0 20 min
H-Series M1→M2 8,000 3 0 1 hour
H-Series M2→M3 20,000 6 0 2 hours
V-Series M0→M1 15,000 3 1 1.5 hours
V-Series M1→M2 35,000 7 3 4 hours
V-Series M2→M3 80,000 15 6 8 hours
C-Series M0→M1 50,000 8 5 4 hours
C-Series M1→M2 130,000 18 10 8 hours
C-Series M2→M3 300,000 40 25 16 hours

Weapon M-Tier Costs

Tier M0→M1 M1→M2 M2→M3
H-Series 1,500 cr + 1 shard 4,000 cr + 3 shards 9,000 cr + 6 shards
V-Series 8,000 cr + 2 shards + 1 token 18,000 cr + 5 shards + 2 tokens 40,000 cr + 10 shards + 4 tokens
C-Series 25,000 cr + 5 shards + 3 tokens 60,000 cr + 12 shards + 7 tokens 150,000 cr + 25 shards + 15 tokens

Earn Rate Targets

Credits Per Mode

Approximate credit earn rate, assuming player at recommended Pilot Rank for the stage:

Mode Credits per Minute Notes
Campaign Stage 1 ~100 Tutorial-friendly
Campaign Stage 6 (Sector 1 boss) ~300 Boss bonus
Campaign Stage 12 (Sector 2 boss) ~500 Boss bonus
Campaign Stage 18 (Sector 3 boss) ~800 Boss bonus
Campaign Stage 24 (Sector 4 boss) ~1,200 Boss bonus
Campaign Stage 30 (Final boss) ~2,500 Final boss bonus
Endless Mode Depth 10 ~65% of equivalent campaign stage Free-play prestige
Endless Mode Depth 50 ~70% of equivalent stage + rare drops
Endless Mode Depth 100+ ~75% of equivalent stage + unique drops

XP Per Mode

Mode Pilot XP/min Ship Mastery XP/min
Campaign Stage 1 ~10 ~15
Campaign Stage 12 ~30 ~45
Campaign Stage 24 ~80 ~120
Campaign Stage 30 ~150 ~225
Endless Mode 0 (no Pilot XP) ~50 (full Ship Mastery)

Blueprint Shard Drop Rates

Source Rate
Sector 1 stage clear 5% chance for 1 shard
Sector 2 stage clear 8% for 1-2 shards
Sector 3 stage clear 12% for 1-3 shards
Sector 4 stage clear 18% for 1-4 shards
Sector 5 stage clear 25% for 2-5 shards
Sector 1 boss 1-3 guaranteed
Sector 2 boss 2-5 guaranteed
Sector 3 boss 3-7 guaranteed
Sector 4 boss 5-10 guaranteed
Sector 5 boss 10-20 guaranteed
Inquisitor Hunter elite 50% for 1 shard, 5% for 3
Endless depth 50 First time: 5 shards
Endless depth 100 First time: 10 shards
Endless depth 200 First time: 25 shards

Veiled Token Drop Rates

Source Rate
Choral Knight elite 30% for 1 token
Inquisitor Hunter elite Not a source
Architect's Witness elite 10% for 3 tokens
Sector 3 boss (Inquisitor Cohort) 2-4 guaranteed
Sector 4 boss (Voren) 3-6 guaranteed
Sector 5 boss (Halen) 8-15 guaranteed
Endless depth 100 First time: 5 tokens
Endless depth 200 First time: 15 tokens

Economic Tension Targets

The game economy should create the following tensions, ensuring player engagement:

Early Game (Pilot Ranks 1-10)

  • Player can afford new H-Series weapons every 3-4 stages
  • First H-Series ship purchase requires 1-2 stages of grinding past unlock
  • M0→M1 upgrades feel attainable, frequent
  • Energy rarely a constraint (4-5 stages per session typical)

Mid Game (Pilot Ranks 10-25)

  • V-Series weapon unlocks create meaningful "save up" tension
  • First V-Series ship is a major milestone (5-7 hours of play to afford)
  • M2→M3 ship upgrades require sustained engagement
  • Energy becomes more constraining for hardcore players (5-6 stages per session)

Late Game (Pilot Ranks 25-40)

  • C-Series purchases are multi-day events
  • Veiled Tokens become bottleneck — must farm elite enemies
  • M3 upgrades on C-Series ships take 1-2 weeks of focused play
  • Energy is a real constraint — players supplement with endless mode

End Game (Pilot Rank 40+)

  • All ships unlocked; focus shifts to maxing favorite loadouts
  • Endless mode is primary playground
  • Achievement hunting becomes meta-progression
  • Daily login + endless grinding sustains long-term engagement

Client-Side Architecture (No Server)

Tao Baryon v1.0 is client-side only. There is no game server. All economy state, energy timers, build queues, currency balances, and unlocks are stored locally on the device. See 00_amendments.md Amendment 7 for full architectural rationale.

What We Accept

  • Determined players can edit save files
  • Build timers and energy use device clock (susceptible to clock manipulation)
  • Endless mode leaderboard scores are platform-signed but not authoritatively validated
  • Balance changes require app store updates (no remote config in v1.0)

Tampering Resistance (Honest Engineering)

These measures discourage casual tampering but are not anti-cheat:

  1. Save file obfuscation — Hive boxes encrypted with device-derived key
  2. Range sanity checks — values outside design ranges treated as corruption
  3. Clock-rewind protection — build/energy timers pause if clock moves backward
  4. Clock-skip caps — energy refill capped at 24-hour-equivalent per single advance
  5. Leaderboard sanity filtering — implausible scores rejected before submission

What We Do NOT Pursue

  • No server-side validation
  • No backend infrastructure
  • No always-online requirements
  • No cheater tracking or bans
  • No login-gated features

Why This Is Right

Tao Baryon is single-player with a non-competitive economy. Cheating harms only the cheater. Server infrastructure would dwarf indie-developer revenues. Development savings are enormous. The market (indie mobile arcade) expects and accepts client-side-only.


Future IAP Considerations (Post-v1.0)

For v1.0, the only monetization is rewarded ads. Post-launch, the following IAP options could be added:

  • Remove Ads (one-time purchase, ~$4.99) — disables rewarded ad prompts, grants flat bonuses instead
  • Pilot Cosmetics — ship skins, engine trail colors, hull markings
  • Battle Pass (seasonal, ~$9.99) — quest line with cosmetic + currency rewards

Never IAP: Credits, Blueprint Shards, Veiled Tokens, ships, weapons, modules. The game must remain non-pay-to-win.


Document version: 1.0 (locked) Part of: Tao Baryon GDD — Tier 2 Content Systems