> For the complete documentation index, see [llms.txt](https://whitepaper.runehero.io/rune-hero/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.runehero.io/rune-hero/economy/economy-overview.md).

# Economy Overview

<figure><img src="/files/IICnAg62GBOlKdQttsOH" alt=""><figcaption></figcaption></figure>

Rune Hero uses a **seasonal, player-driven economy** that connects gameplay, spending, resource consumption, trading, and rewards.

The goal is to create an economy where different types of players contribute value and where each season helps build the foundation for the next.

### The Economic Cycle

The Rune Hero economy follows a simple cycle:

**Official Base Prize Pool + In-Game Purchases → Seasonal Prize Pool → Player Activities → Resources and Assets → Upgrading, Consumption, Trading, and Minting → Season Settlement → Next Season**

#### 1. The Season Begins

At the beginning of each season, the official team provides a base prize pool.

Players then enter the season, develop their heroes, join guilds, collect resources, and compete in different activities.

#### 2. Player Spending Grows the Prize Pool

During the season, **100% of in-game purchase revenue is allocated to the seasonal prize pool**.

This connects game spending directly with the seasonal reward ecosystem. As participation and spending grow, the prize pool grows with them.

#### 3. Players Create and Exchange Value

Different activities produce different forms of value:

* PvE players obtain equipment and materials;
* PvP players compete for rankings and rewards;
* Life Skill players gather, produce, and trade resources;
* Guild members work toward shared seasonal goals;
* Players can collect materials used to mint supported NFT assets;
* Asset owners can use or trade assets according to their utility.

This creates multiple participation and reward paths instead of relying on a single type of player.

#### 4. Resources Are Used and Consumed

Resources do not only enter the economy. They are also used for progression.

Examples include:

* Improving equipment;
* Upgrading Arcane Crystals;
* Charging Crystals with Arcane Dust;
* Forging Legendary Weapons;
* Producing items through Life Skills;
* Exchanging resources;
* Minting supported NFT assets.

These uses create continued demand for materials and help control the amount of unused resources circulating in the economy.

#### 5. Players Trade

Players can exchange supported game items and NFT assets through the marketplace.

Trade allows resources to move from players who produce or collect them to players who need them for progression, competition, or long-term ownership.

Market prices are influenced by player supply, demand, utility, and seasonal activity.

#### 6. The Season Is Settled

At the end of the season, the prize pool is settled according to the published seasonal rules.

Part of the prize pool is distributed for the current season, while another part is carried forward to support the next season’s base prize pool.

Detailed distribution, eligibility, and settlement rules are explained on the **Seasonal Prize Pool** page.

### Designed for Long-Term Seasons

Rune Hero’s economy is designed to evolve through seasonal data and player feedback.

Resource output, consumption, rewards, and progression requirements may be adjusted to maintain a reasonable balance between free players, paying players, producers, traders, and competitive players.

Player rewards are not fixed or guaranteed. Actual results depend on participation, game performance, season rules, resource costs, and market demand.

### Continue Reading

* **How to Earn** — Understand the main player reward and earning paths;
* **Seasonal Prize Pool** — Learn how the prize pool is funded, distributed, and carried forward;
* **Assets & Marketplace** — Understand game resources, NFTs, minting, trading, and rental.
