← Economy

The Exchange

Currencies

Tokens, Compute Scrap, and three tiers of server parts — the complete currency roster.

Godmaw uses a deliberately simple currency roster: one trade currency, one shared feed-and-craft resource, and ten recognizable computer hardware parts grouped into three biome-tiered buckets. Every currency is a ledger balance — fungible, trackable, and impossible to duplicate.

Five currencies were cut during design (Weights, Compute, Fame, Echoes, Cinder). “Simplicity scales.”

Tokens

Tokens are the single trade currency of Godmaw — the day-to-day money you use to buy, sell, and pay upkeep. Everything on The Exchange is denominated in Tokens.

Faucets (how Tokens enter the economy): selling gear and parts on The Exchange; NPC payouts and contract rewards; The Rig’s capped idle mining generator; quest and daily rewards.

Sinks (where Tokens leave): The Exchange broker fee (~3% on every fill, drained permanently); crafting and item upgrades; cosmetics; extra Vault tabs; Rig upgrade tiers; respec.

The Rig’s idle generator is deliberately a thin, capped floor — a great dive always out-earns idling by a wide margin. The idle faucet can never inflate the economy.

Compute Scrap

Compute Scrap (internal schema name: essence) is the shared feed-and-craft resource. It flows from one activity to many uses, keeping a single unified resource rather than a proliferation of crafting currencies.

Primary faucet: dismantling surplus gear at the Workbench (crush). Every item has a Compute Scrap yield value that scales with its rarity and band. Crushing is the economy’s main item-sink — it pulls gear out of circulation while generating Scrap.

Uses (all Compute Scrap sinks):

  • Upgrading items at the Workbench (consumed alongside server parts)
  • Leveling the Companion
  • Feeding The Rig’s idle mining generator (the Rig converts Scrap + spare parts into passive Tokens)
  • Rig crafting and station-tier upgrades

Compute Scrap is tradeable on The Exchange. Players who accumulate surplus Scrap can sell it; players who prefer to skip the crush loop can buy it.

The idle loop gate: The Rig’s mining generator requires Compute Scrap as fuel. That Scrap comes from crushing dive-only loot. The Rig cannot produce its own fuel — this structural dependency ensures idle output can never sustain itself without active play.

Server Parts (Crafting Materials)

Crafting materials in Godmaw are real, recognizable computer and server hardware — the parts you would use to build a server rack. They are distinct tradeable goods, grouped into three biome-depth tiers.

T1 — Basic Parts (mat_t1)

Dropped in: Static Sea, Reverie (outer biomes)

Part Notes
Copper Wire bulk volume drop
Cooling Fans bulk volume drop
Thermal Paste bulk volume drop
RAM Stick slightly scarcer than the above

Used in low-band item upgrades and base-tier Rig improvements.

T2 — Advanced Parts (mat_t2)

Dropped in: Recursive Wilds (mid biome)

Part
Power Supply (PSU)
Motherboard
Storage Drive
CPU / Cores

Used in mid-band upgrades and mid-tier Rig improvements.

T3 — Exotic Parts (mat_t3)

Dropped in: Delirium, the Kernel, and major boss encounters

Part
GPU
Quantum Core (OPEN — name to confirm; alt: Tensor Core, Neural Die)

Used in top-band upgrades, apex crafting, and the deepest Rig tiers. These are the scarcest materials in the game.

Why Three Tiers?

Crafting recipes require a mix of parts from multiple tiers — you cannot upgrade a high-band item using only outer-biome drops. This makes every biome relevant at every stage of the game, keeps demand for all ten parts alive, and ensures The Exchange’s part markets stay liquid. Skipping a biome means skipping the parts that gate your progression.

The same parts feed both item upgrades and Rig improvements — one unified materials economy. Every part is always useful.

System Accounts

The ledger uses four reserved system accounts (negative IDs) to track the economy’s plumbing:

Account Role
MINT (−1) Currency enters the game from here (loot, NPC payouts, idle). Runs negative by design.
SINK (−2) Currency leaves the game here (broker fees, crafting costs, destroyed items).
ESCROW (−3) Holds Tokens locked behind resting BUY orders on The Exchange.
MARKET (−4) Holds items locked behind resting SELL orders on The Exchange.

The economy invariant: sum of all player wallets = total MINT out − total SINK in. Any deviation is a dupe alert, and the ledger identifies the exact transaction that caused it.