GameGrid

Per-game economy support: what works on your game

One table for the whole economy: which games can link, deliver items, mirror chat, and pay each auto-earn reward — and what to use instead where they cannot.

Read this first if you are planning an economy

The economy is one system, but how much of it works depends on what your game lets a server see and do. A game that reports kills can pay a kill bonus; one that does not, cannot — and no setting will change that.

This is the single page that says which is which. The panel and the Discord bot both read the same information directly from the platform, so what they offer you always matches these tables. If a reward is missing from your Auto-Earn settings, this page explains why.

Verified 9 September 2026. Support grows as games gain interfaces; a reward that appears in your panel is one your game can pay.

The four capabilities

Every game is assessed on four things, and they are independent:

  • Linking — can a player connect their Discord account to their in-game character? This is the foundation. Linking is what creates a wallet, so without linking there is no economy at all — no balance, no shop, no earning, not even a daily login bonus.
  • Item delivery — when a player buys something, can the platform put it in their hands automatically?
  • Chat bridge — can in-game chat be mirrored into a Discord channel and back?
  • Auto-earn — which of the six rewards the game reports enough to pay.

The support matrix

GameLinkingItem deliveryChat bridge
7 Days to Dieyesyes, automaticyes
Minecraft (Vanilla, Paper, Forge, Fabric, NeoForge)yesyes, automaticyes
Palworldyesyes, once you have installed UE4SS and PalDefenderyes
Valheimyesyes, automaticyes
Windroseyes, by character nameyes, automatic — dropped at the player's feetno

And the six auto-earn rewards, where a dash means the game reports nothing the platform could pay against:

GamePlaytimeKillDeathLevelDaily loginDiscord activity
7 Days to Dieyesyesyesyesyesyes
Minecraft (all five types)yesyesyesyesyesyes
Palworldyesyesyesyes
Valheimyesyesyesyes
Windroseyesyesyes

7 Days to Die — full support

Linking works from in-game chat: the player types !link CODE and the platform sees it directly over the server's Telnet console, which must be enabled in Settings.

Item delivery is automatic, over that same console connection.

All six rewards pay. Kills, deaths and level come from the game's own player list; playtime from join and leave events.

This is the most complete integration of any game on the platform.

Minecraft — full support

Applies to Vanilla, Paper, Forge, Fabric and NeoForge alike.

Linking works from in-game chat, which the platform reads from the server log. Item delivery is automatic, over RCON.

All six rewards pay. Playtime and deaths come from scoreboard objectives read over RCON; kills and advancements come from the server log.

The level milestone is paid on an advancement, because a Minecraft server never announces an experience level — an advancement is the closest thing to a milestone it reports.

Palworld — most things

Linking works from in-game chat, read out of the server log.

Item delivery needs UE4SS and PalDefender, which you install yourself from Game Tools → UE4SS, followed by a restart. Until that is done, delivery fails with a message saying PalDefender was not found. This is unlike Valheim, whose bridge plugin the platform installs for you.

Auto-earn pays playtime, level milestone, daily login and Discord activity.

No kill bonus and no death penalty. A stock Palworld server does not report either — not through its own interface, not over RCON, and not in a log file, because it writes none by default. To reward PvP on Palworld, use /award.

Valheim — playtime, deaths, raids and Discord rewards

Linking works from in-game chat, seen by the GameGrid Bridge plugin, which the platform installs on every start.

Item delivery is automatic. The bridge plugin puts the item at the player's position — the same thing the server does when a creature drops loot. It is not Valheim's console cheat mode, it needs no devcommands and no client mod, and it is crossplay-safe.

Auto-earn pays playtime, the death penalty, event participation, daily login and Discord activity.

The death penalty is taken when the game tells the server a character is gone. The bridge plugin reads that from the game itself rather than from a log line about it, so it does not depend on how your server is configured to log.

Event participation pays every linked player who was still online at the moment a raid ended or a boss died. Not when a raid starts — a raid you logged off during is not one you took part in.

No kill bonus and no level milestone. Valheim has no character level for a server to report at all — progression is skill and equipment, in a character file the player owns. An ordinary kill is resolved on the player's own machine and never names a killer to the server. Boss kills are the one exception the server does see, and they pay through event participation, because the game records that a boss died without recording who was fighting it.

One Valheim-specific catch: with only one player online the game sends no chat at all, so linking needs the Capture Chat With One Player Online setting, which is on by default. See Linking Discord Accounts to In-Game Players.

Windrose — everything except a chat bridge

Linking: yes, and it works differently. Windrose has no in-game chat the platform can read, so a player names their character when they run /link and the link completes when that character is seen on the server. There is nothing to type in game. See Linking Discord to Your Game Account.

Item delivery: yes, and it works differently. A purchase is delivered live to a player who is on the server, with nothing restarted and nobody handing anything over — but it lands on the ground at their feet rather than in their backpack. Windrose is bring-your-own-character: your world is on the server, each player's character and backpack are a file on their own computer, so there is no inventory of theirs for a server to write into. The world is what the server owns, so the world is where the item goes. A player who buys while offline gets it on their next session.

Auto-earn: playtime, plus the two Discord rewards. Windrose reports no kills, deaths or levels to the server, so those three cannot be paid.

Chat bridge: no. Windrose Plus can neither read in-game chat nor send a message into the game, so neither direction has a mechanism.

Windrose Plus is what switches the economy on. There is no separate economy toggle — Windrose Plus is where the player list, the item catalogue and the playtime tracking come from. Removing it hides the Economy tab and keeps all your data; reinstalling brings it back.

It survives game updates. A Windrose update replaces the game's own files and would otherwise take the delivery system with them; the platform puts it back on the next start, before the game runs. If an update changes the game enough to need an adjustment from us, deliveries pause rather than misfire, our monitoring catches it rather than your players, and the fix reaches every running server within about half an hour with nothing restarted.

The full picture is in Windrose Economy and Shop.

Event participation — Valheim only, so far

Event participation pays on Valheim. A raid ending or a boss dying pays every linked player who was still online at that moment. Both are things that happen to the *world*: the game records that they happened and records nothing about who was involved, so everybody present is paid rather than nobody.

On every other game it is stored and not paid, because nothing on those games raises an event the platform can see. The control is hidden and /economy-earn refuses to set an amount against it, with the reason.

This is not the same as a scheduled server event, which you create in the panel and the platform runs and announces. Nothing awards currency for taking part in one of those on any game yet; use /award for those prizes.

If your game cannot do what you need

/award and the Customer API work on every game, for any player with a wallet. Communities run playtime ladders, event payouts, build competitions and giveaways this way, driven by their own tooling against POST /servers/<id>/economy/award.

GET /servers/<id>/economy/status reports what the server's game can pay, so your own tooling can branch on the platform's answer rather than a list you maintain by hand.

If a game gains an interface that exposes something new, the reward appears in your panel automatically and this page is updated. You do not need to reconfigure anything.