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.