prints
economy · proposal
A proposal · not the live rules

The prints economy

How ink, packs, drops and sets should work so that prints is fun every day, trading stays alive, and nothing breaks at 10,000 collectors. Reviewed by two independent critics and tested in a simulation of the live economy.

2026-10-16 · a design proposal for prints · figures from the live economy on day 3, as totals only

The idea

Raise rewards, never cut them. Pay for playing in packs, not ink. Size every new drop to what collectors can actually afford, and make hard sets worth the trouble.

Drop 02 stays on sale as the base set, and every pack prints gives away comes from it, so its huge stock gets used up instead of capping the price of every common print. New drops arrive more slowly and smaller, sized to collectors' ink, so they sell through and the market takes over. The scale problems (sell-outs, piles of idle ink at 10,000 collectors) are fixed almost entirely by how drops are sized and timed. The rest of the design is about fun, fairness and making farming not worth it.

Ink held362k416 active collectors; median 600
Drop 02 left22,552packs, about 100 sold a day
Duplicates58%of all 39,000 prints
Pixel II0 / 8finished / ever possible
01

What prints is for

prints is meant to be an alternative to NFTs with all the fun and easy onboarding, but without the scams, bots, wallets and gas. Other people release collections too, and prints does interactive things a chain can't.

Play opens packs
Daily play pays in packs, so having fun doesn't drain the ink you trade with.
Real scarcity
Drops are sized to what collectors can buy, logged in the public record, and rare relative to the crowd.
Every print has a use
Sets, milestones, swaps, the registry and selling. Pulping is the last resort.
Depth at every level
A newcomer finishes a Drop 02 set in a day; the hardest Genesis set is a long-term goal.
Hard to farm
A fresh account is worth little that it can pass to another account.
Safe by default
Trades are held by prints until both sides are done. Ink can't be bought or cashed out, so scams have nothing to steal.
Never take away
Rewards go up, not down. A change applies only to what comes after it.
Built for artists
Other creators' drops follow the same sizing rules and pay their creators in ink.
02

What the review changed

Two independent critics took the first draft apart. One played a veteran game-economy designer; the other audited the model line by line. These were the findings that mattered, and what changed because of them.

High
The draft cut six things in week one.

Lower starting ink, lower pulping, a smaller Drop 02 set bonus, a limited free pull turned into a Proof, slower invites, and lower bonuses for late finishers.

Now nothing is cut. Set bonuses only go up, and earlier finishers get topped up. Invite changes apply only to codes issued from now on.

High
The model contradicted the draft's own claims.

At today's size the design meant less ink through the market, and the reported "+8-13% trading" was really swaps in the last week. The model also had bugs: weekly goals never reset, the fee was counted twice, and arrivals were missing for 14 days.

The model was rebuilt and recalibrated to the live numbers, and its claims are restated honestly in section 09.

High
Pull-through and reprint undercut the market and could be exploited.

Pull-through set a ceiling on what a missing print could sell for. Rerolling a #1 for Gold was possible. Mass-made Variant sets would have cheapened Master prints.

Pull-through and Proofs are deferred until growth needs them. Reprint comes later as a plain reroll with strict limits (section 10).

High
A 5,000-ink Pixel II plus a public "one short" invited hostage pricing.

That was more than most collectors could ever hold, so each /8 holder could hold out for all of it.

Bonuses are now four readable tiers, capped at 1,500. Beyond that the reward is prestige.

Mid
Drop 02 still capped every common print's price.

Every pack prints gives away comes from Drop 02 until it runs out, with no new concept needed.

Mid
The governor followed the average, so about 40 rich collectors could steer it.

It now follows the median. For the first 8 weeks it only recommends and a person approves, with one dial per cycle, at most ±25%.

Mid
Daily press runs made 14 midnight races, and a hard pack cap blocked the very whales the design wants to drain.

Launches are now a 12-hour order window filled by lottery. Packs past the 3rd of a drop in a day cost 50% more instead of being blocked.

Mid
The sizing numbers didn't agree with each other.

There's now one rule, sizing to purchasing power, with its floor stated and Drop 02 left out of it (section 06).

Low
Cut as not worth it:

the rare meter (by prints' own odds it would almost never fire), the 5% fee on 24-hour resales (it's 1 ink on a typical sale), weekly goals paying ink for a trade (easy to farm), and announcing a pulping cut (it would set off a rush).

Low
The model itself ruled out a free limited pack every day.

Even at today's size it empties Drop 02 within a month and gives each collector 17 prints a day.

The streak pays packs instead.

03

The plan

Three phases, each measured before the next. Every new piece gets its own on/off switch.

Phase 1 · about a week

Better rewards, nothing taken away

Set bonuses by difficulty, with earlier finishers topped up. Milestones and a public "one short". A streak that pays packs, with a weekly freeze. A weekly trading goal. Wantlists and the swap finder. Ink drops as a shared pool. A second daily auction. Invite rewards on new codes. Every pack prints gives away comes from Drop 02.

Phase 2 · from Drop 04

Drops sized to the crowd

The sizing rule and cadence, the 12-hour lottery launch, the 50% premium past 3 packs, and the ladder of sets in each new drop. Then the set registry.

Phase 3 · when it grows

The scale valve and the patron layer

Proofs and pull-through once Drop 02 is nearly gone. Reprint with strict limits. Master prints. Artist drops under the same sizing rule. Seasons.

04

Sets that are worth finishing

From a collector's feedback: a 20-collection set pays the same as a 2-collection one, impossible sets kill trading in their other prints, and the payoff has to keep up with the difficulty.

Put simply: if finishing a set costs more than it gives back, people stop collecting it, and stop trading it too.collector feedback, paraphrased

Four tiers, by how hard the set really is

A set's difficulty is how many draws it takes to finish, which for n collections is about n × (1 + ½ + … + 1/n), times how scarce its smallest run is. Behind the scenes that number picks one of four tiers collectors can read at a glance. The bonus is never lower than it is today.

TierBonusSets today
Starter100Drop 02's eight sets; Drop 03's sets of 2-5 collections in runs of 256+, plus Outposts and Winter
Core300Fairground, Sprite Stacks, Backstage, Rooftops, Caravans, In Transit, Lit Relief
Chase1,000Pixel III, Pixel IV
Legend1,500Systems, Pixel, Pixel II

Topping up the sets already finished costs about 14k ink once, for about 19 finishes. That's mostly Drop 01: Systems ×5, Pixel III ×5, Pixel IV ×4 and Pixel ×1, plus a few Drop 03 Core sets. Single-collection sets still pay nothing.

Rewards on the way

Milestones
On sets of 6 or more collections: half, three quarters, and one short. Each gives a badge level ("Pixel II · ¾"), and half and three quarters each give a Drop 02 pack.No ink. Paying milestones collectors have already reached in ink would create about 386k at once, more than all the ink in existence.
One short, public
Being one short shows on your profile and the set's page. The holder of the missing print sees "3 collectors need this to finish Pixel II". With the bonus capped at 1,500, holding out isn't worth much.
Wantlists
Mark what you're missing. Sellers see who wants what, and the swap finder matches your extras to someone's gap and theirs to yours, as one-tap print-for-print trades that need no ink.
The registry phase 2
Every collector's best copy of each set, finished or not, gets a score from what it holds (rarer runs and traits score more). There's a leaderboard per set, reset each season. Every extra print raises your score, so trading the rest of a set you may never finish still pays.

Better-shaped new drops

No more sets of anything from 1 to 32 collections. Each new drop gets a ladder: two Starter sets (4 collections, big runs), three Core sets (5-6 collections), and one Chase set (6 collections with one small run). Every drop then has an easy win, a main chase and a trophy.

05

Daily play

Everything here pays in packs, and every pack prints gives away comes from Drop 02 until it runs out. Quests, the free pull and starting ink stay exactly as they are.

Every day

Visit, take the free pull (a limited print, as today), and do the daily quests (50 ink each). Check your wantlist and the swap finder, then bid in one of two daily auctions.

Streak

Do 3 of the 4 daily quests to keep it. Day 3 pays a Drop 02 pack; day 7 pays a pack from any drop you choose, then the count starts again. One freeze a week, so a busy day doesn't cost a long streak.

Weekly

A fair trade with another collector (at least 80% of what prints like it recently sold for), or a swap, plus three active days, pays a Drop 02 pack. It resets every Monday.

Invites

On codes issued from now on: once the friend has played 7 days, the friend gets 250 ink (newcomers need ink to trade) and the inviter gets 2 Drop 02 packs. Codes already handed out keep today's 250 each side, and the Getting started invites quest works the same way.

Ink drops

A fixed pool shared by the claimers, for example 4,500 ink at up to 150 each, so a drop costs the same however many people claim it.

Why not a free pack every day: in the model, a daily Drop 02 pack emptied Drop 02 within a month even at today's size, and gave each collector about 17 prints a day.

06

Drops sized to the crowd

This is where the scale problems get solved. One rule, stated in full.

The sizing rule

Prints in a new drop ≈ 70% × (the ink collectors hold + two weeks of what they earn) ÷ the pack price × 5, and never fewer than 10,000. Drop 02 doesn't count toward it, and artist drops share the same total.

When: at most one new drop every 14 days, once the newest is down to about a week of sales. It can come after just 3 days if the newest has sold out and Drop 02 is down to its last week too, which only happens in a growth rush.

Launch: a 12-hour order window, filled by lottery if it's oversubscribed. Whatever's left goes on open sale. Packs past the 3rd of that drop in a day cost 50% more, which slows a rush without blocking anyone.

Drop 0425-35kprints, about half of Drop 03
When~29 Octas Drop 03 sells through
Drop 02openthe base set, no close date
07

Ink in and out

What changes, with nothing reduced.

Ink inTodayRefined design
Starting ink600 + a packsame
Daily quests50 eachsame plus the streak's packs
Set bonuses100-300up four tiers up to 1,500; never lower
Invites250 each sidenew codes 250 to the friend, 2 packs to the inviter
Ink dropsper claimpool a fixed total shared by claimers
Pulping2 to 250 by bandsame (looked at again with real data, never cut by surprise)
Ink outRefined design
PacksDrop 02 100, new drops 150; +50% past the 3rd pack of a drop in a day
Auctionsnew a second daily auction, so wealthy collectors have more to spend on
Market fee2.5%, as today
Cosmeticsphase 2 showcase frames, themes, name changes
08

The governor

Three measures, checked weekly. For the first 8 weeks it only recommends and a person decides. After that it moves one dial per cycle, by at most 25%.

Median ink
Of collectors who did a daily quest in the last 7 days. Target 300-900. Too high: a bigger next drop or a cosmetics drop. Too low: a smaller next drop.
How long drops last
Target 7-14 days for the newest drop. Faster: a bigger next drop. Slower: a smaller one, or a later one.
Market share
Ink spent buying from collectors vs on packs. Target 15% or more. Too low: more weekly trading goals and swap-finder prompts.
09

The model, honestly

A simulation calibrated to the live data, rebuilt after the audit. Seeds change the results by under 10%. In its first week at 416 collectors it opens 780-880 packs a day (live: about 900) and pays about 22-29k a day in set bonuses (live: 15-20k). But it makes fewer sales (240-290 against about 400) and fewer duplicates (36-41% against 58%), and its collectors spend down faster than real ones.

30 daysTodaySizingDesign
416 collectors
No-pack days000
Trades13.9k13.9k13.5k
Market ink770k782k602k
Median, day 30605268231
2,500 collectors
No-pack days1600
Trades13.0k33.9k30.3k
Ink a head, day 303,189477478
10,000 collectors
No-pack days2555
Trades15.1k110k93k
Ink a head, day 304,477627505

Sizing = today's rules with drops sized to purchasing power; Design = the whole refined design. Trades = sales + swaps. Ink a head = ink held per active collector (about 1,130 on day 1 in every run).

10

Later, when prints grows

Kept from the first draft, with the review's limits, for when the numbers call for them.

scale valve

Proofs and pull-through

Once Drop 02 is down to about a month of given-away packs: a free open edition of the same art, with a Proof stamp, tied to the account and unsellable, so there's always something to open. Pull-through (10 Proofs of a collection plus 50 ink for one limited print) only works on runs that are at least 75% sold, with no discount. The market stays the fast way to get a print.

print sink

Reprint

3 prints of one collection become 1 with freshly rolled traits, with no guaranteed upgrade. The result takes the highest edition number of the three, editions #1-10 can't be used, runs of 128 or less are excluded, and the result is marked "Reprint".

the top

Master prints, artists, seasons

Master prints: burn a Matched set whose smallest run is 64 or less into a one-of-a-kind print, at most one per set per season. Artist drops: 20% of primary sales to the artist, plus royalties, all under the sizing rule. Seasons: registry leaderboards, a free season track, and announced trait weekends logged in the public record.

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About this page

A design proposal for prints' economy, published 2026-10-16. Nothing here is live: the rules on prints.wtf are what count. Figures are totals from day 3; no collector is named.

prints · economy design · a proposal, not the live rules