← Back to Quest Board

Gacha & Collectible Design

Structure rarity tiers, drop rates, pity systems, and duplicate sinks that make collection satisfying without feeling predatory.

Gacha and collectible economies live and die by player trust. The rarity structure needs to feel meaningful, drop rates need to feel fair, and there has to be a clear answer for what happens with duplicates. This covers full rarity ladder design, psychological reward pacing, pity system architecture, and duplicate conversion sinks that keep the economy from stagnating. The goal is a system where both F2P players and spenders feel like they're making progress.

Referenced projects: Invincible IP (gacha hero economy), Scorestars (pack opening economy), Zeedz TCG (rarity design)