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 โ they use the GameGrid Discord bot.
Which games have it
The economy is available on 7 Days to Die, DayZ, Enshrouded, Minecraft, Palworld, Valheim and Windrose.
It is offered on a game once both halves of it work there: the platform can read the list of items that game actually has, and it can put one of those items into a player's hands while they are playing. A game with only one half gets no Economy entry at all, rather than a shop that takes coins and cannot deliver. Your server sidebar is where you read it for a particular server: an Economy entry on a server means that server has the economy.
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 โ 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.
What the economy needs on the server comes in three shapes, and your Economy page says which one applies to yours. Some games need nothing installed at all: 7 Days to Die is like that, and so is every Minecraft server type. On some the economy rides on a component the platform installs and loads for you, so there is still nothing for you or your players to install: Valheim's GameGrid Bridge works that way, so does DayZ's GameGrid server mod, @GameGridDayZ, which the server loads as a server-side mod that players never download, and so does Windrose Plus, which GameGrid installs on every Windrose server and which carries its economy (there is no separate economy toggle). And on some you install the mod framework yourself โ Palworld needs UE4SS and PalDefender from Game Tools โ UE4SS.
A deactivated server keeps only Overview, Files, Backups and Metrics 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 is in the bot's member preset, which is what most communities give @everyone. /help-economy needs no ability at all. See Discord Bot Permissions.
What you do
The Economy Manager has seven 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. |
| Kit Manager | Your kits: 5 to 10 items sold together, for a price or free, with a limit on how often each player may claim one. Players claim them with /kits claim. See Economy Kits. |
| 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. |
| Help | Links to every knowledge base article about the economy and the Discord bot, with a search box that takes a question. |
Reading any of these needs the same access as viewing the server. Changing anything needs the same access as changing the server's settings โ 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 wherever the economy is offered. The only part that differs is how the item reaches the player, and the platform picks that for you โ your own Economy page names the method for your server, and your game's own section of this knowledge base describes it.
| 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 โ 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. |
| DayZ | The GameGrid DayZ server mod puts the item into the player's inventory while they are on the server. If their inventory is full, what does not fit is placed on the ground at their feet. See Paying DayZ Players for Playtime, Kills and Deaths for the rest of the DayZ economy. |
A game that is not in this table has its own article in its section of the knowledge base, which says how a purchase reaches the player there and what that needs.
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 โ 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.
Economy analytics
Each server's Metrics page has an Economy tab: coins earned and spent over time, how coins are earned, the wealth
spread, the items bought most and how their deliveries ended, the richest players (named only to the server's owner and administrators) and more. See the Metrics guide.