๐Ÿ“ฐ Zoo Dev Journal

Zoo RPG Dev Log #19 โ€” Economy Pacing Update

๐Ÿ“… February 20, 2026๐Ÿท๏ธ devlog๐Ÿท๏ธ balance๐Ÿท๏ธ economy๐Ÿท๏ธ pacing

Dev Log #19 โ€” Economy Pacing Update

Zoo RPG runs in real time, so the economy should feel steady and earned โ€” not like you can hit max size in a single afternoon. This update tunes the pacing and adds clearer levers for future tuning.


๐ŸŽฏ Pacing Targets

With 60-second ticks, our goals are:

  • First medium enclosure: ~90โ€“120 minutes
  • First attraction: ~3โ€“4 hours
  • Large enclosure / second attraction: ~6โ€“8 hours

These targets keep the early game active while leaving room for long-term progression.


โœ… What Changed

1) Visitor throughput tuned down

Popularity now converts to visitors at a slightly slower rate:

  • Visitors โ‰ˆ popularity รท 7 (was รท 6)

This reduces early snowballing without changing the popularity formula itself.

2) Visitor income multiplier added

Ticket revenue now passes through a global multiplier:

  • visitor_income_multiplier = 0.85 (default)

This is adjustable live from the admin Economy Config screen.

3) Starting money updated

New zoos now begin with:

  • $4,000 starting money (was $5,000)

That still lets you buy a starter enclosure + animals, but youโ€™ll need to earn your next big upgrade.

4) Baseline income config

Baseline passive income is now a tunable economy config:

  • base_income_per_tick = 1 (โ‰ˆ $60/hour)
  • enclosure_income_per_tick = 0 by default

๐Ÿ› ๏ธ Why This Matters

Real-time games live and die on pacing. This update keeps progress satisfying while preserving the feeling that upgrades are earned over time.

As always, weโ€™ll keep adjusting based on real gameplay data. If you have thoughts, drop them in the Discord.