Server Economy Overview
A per-server currency with wallets, a shop your players buy from in Discord, and automatic in-game delivery. What it is, which games have it, and what it needs to work.
What it is
Every server on a supported game can run its own virtual currency. Players hold a balance in a wallet, browse a shop of real in-game items you have priced, and buy them with Discord commands. The platform then hands the item to them in game, on the server, while they are playing.
The currency is yours to name and yours to hand out. It is not real money, it never touches your billing, and nothing in the economy can be bought or sold for anything outside your server.
You manage all of it from one page: the Economy entry in your server sidebar, which opens the Economy Manager for that server. Your players never see that page — they use the GameGrid Discord bot.
Which games have it
The economy is available on 7 Days to Die, all five Minecraft server types (Vanilla, Paper, Forge, Fabric and NeoForge), Palworld, Valheim and Windrose.
On every one of them both halves work: the platform can read the list of items the game actually has, and it can put one of those items into a player's hands while they are playing.
Windrose does it slightly differently, and it is worth knowing before you price a shop. The purchase is delivered automatically, but the item lands on the ground at the player's feet instead of going into their backpack — Windrose keeps each character on the player's own computer, so a server has no inventory of theirs to write into. The Economy tab says so at the top of the page. See Windrose Economy and Shop.
Nothing has to be installed for the economy on 7 Days to Die or Minecraft. Palworld needs UE4SS and PalDefender, which you install yourself from Game Tools → UE4SS on the server. Valheim needs the GameGrid Bridge, which the platform installs by itself every time the server starts. Windrose needs Windrose Plus, which you switch on from its own tab — and switching it on is what makes the economy available, because there is no separate economy toggle.
A deactivated server keeps only Overview, Files and Backups in its sidebar, so the Economy entry disappears along with Settings, Console and the rest until you reactivate it. None of the economy's data is deleted while it is away.
The three things it needs
- The GameGrid Discord bot, set up on your Discord server. Players buy, check balances and link their accounts with slash commands; there is no in-game shop menu and no web shop. Inviting the bot and running
/setupis covered in Discord Bot Setup. - A shop with priced items. An empty shop is the commonest reason
/shopshows nothing. See The Item Catalog and Shop. - A verified link between each player's Discord account and their in-game character. Without it the platform knows who paid but not who to give the item to. Players do this themselves with
/link; see Linking Discord Accounts to In-Game Players.
What a player does
| Command | What it does |
|---|---|
/link | The bot sends a code by direct message, and the player types !link CODE in the server's in-game chat to finish the link. This creates their wallet. |
/balance | Their current balance, replied privately. |
/daily | Claims the daily login bonus, once per calendar day. Replied privately. |
/shop | The items on sale, with prices. category and search narrow it. |
/buy | Buys, deducts the coins and starts delivery. The reply names the item, the cost, the new balance and the delivery state. |
/my-transactions | Their own recent purchases and awards, with each one's delivery state. |
/unlink | Removes their link. Their wallet and balance are kept. |
/help-economy | The full command list, in Discord. |
Every one of these needs at least Read Only access in the bot, which is what most communities give @everyone. /help-economy needs no access level at all. See Discord Bot Permissions.
What you do
The Economy Manager has five tabs.
| Tab | What it holds |
|---|---|
| Overview | The currency name, the starting balance, how many players have linked, whether auto-earn is on, the auto-earn reward amounts, and the controls for sharing one economy across several servers. |
| Shop | The item catalog for your game, with a price box and an enable tick beside every item. This is where you build the shop. It also holds Scan Game Items and the Export to Excel and Import from Excel buttons, which move the shop through a spreadsheet file. |
| Wallets | Every player's balance, lifetime earned and lifetime spent, with an Award button to give, or with a negative amount take away, currency. |
| Links | Every Discord-to-player link, with an Add Manually button and a Remove button. |
| Transactions | Every purchase, award and refund, with its delivery state, and Refund and Retry buttons. |
Reading any of these needs the same access as viewing the server. Changing anything needs the same access as changing the server's settings — account owners, administrators and server managers have it; billing managers do not.
How delivery differs by game
The shop, the wallets and the commands are identical on all five games. The only part that differs is how the item reaches the player, and the platform picks that for you.
| Game | How the item arrives |
|---|---|
| 7 Days to Die | A give command down the server's Telnet console, addressed by the player id stored when they linked — the Steam id where the platform has one, the entity id otherwise. The player has to be connected for the game to accept it. |
| Minecraft (all five types) | give over RCON. Minecraft's give takes the account name, and the platform checks afterwards that the item actually arrived rather than assuming it did. |
| Palworld | PalDefender's interface on the server, which hands the items to the player by their platform id. |
| Valheim | The GameGrid Bridge plugin puts the item at the player's position, so it drops at their feet. |
| Windrose | Our mod puts the item in the world at the player's feet, and they pick it up. It does not go into a backpack: a Windrose character lives on the player's own computer, so there is nothing on the server to put it in. |
A purchase made while the player is offline or the server is down is not lost. It is held and retried; see Purchases, Delivery and Refunds.
What is not in the economy
There is no in-game shop menu. Everything a player does goes through Discord or the Customer API.
There is no way for a player to trade currency to another player, and no way to convert currency into anything outside your own shop.
Refunding a purchase credits the coins back. It does not take the item out of the player's inventory — see the Transactions article.
The panel and the bot only offer the auto-earn rewards your game can actually pay, so what you are shown is what will work. The one exception is event participation, which is kept as a setting but pays nothing yet. See Wallets, Awards and Auto-Earn.
