Seasonal Leaderboards and Game Economy for Live Games
Rankings and progression rewards are usually tied together in production, even if teams build them separately at first. Supercraft GSB keeps leaderboards and economy updates close enough to support seasonal competition, milestone rewards, and server-authoritative inventory changes without custom glue code everywhere.
Leaderboard Rules You Actually Need
| Field | Why It Matters |
|---|---|
sort_order |
Choose whether high score wins or low time wins. |
update_strategy |
Keep best, replace directly, or accumulate over time. |
reset_schedule |
Support manual, daily, weekly, or monthly seasons. |
min_score / max_score |
Reject obviously invalid submissions before they pollute rankings. |
Economy Needs Atomic Writes
Reward systems are where race conditions and duplicate grants hurt the most. GSB uses atomic economy adjustments so a reward can change multiple balances and inventory items together instead of trusting the client to run a sequence safely.
POST /players/{player_id}/economy/adjust
{
"balance_adjustments": [
{ "currency": "gold", "amount": 250 }
],
"inventory_adjustments": [
{ "item": "season_ticket", "quantity": 1 }
]
}
Common Live Game Pattern
- A dedicated server validates the match result.
- The server submits the leaderboard score.
- The server grants currency or inventory through one atomic economy update.
- The player reads back standings and updated balances from the player-safe API surface.
Why this matters: if the client can submit a score and claim its own reward independently, you will eventually pay for it in fraud, duplicates, or impossible progression states.
Season Design Tips
- Version leaderboards by season instead of destroying history.
- Keep the reward table outside the ranking write path so you can update payout rules safely.
- Use separate boards for lifetime prestige and short seasonal competition.
- Store reward-claim state explicitly, not as an implication of final rank alone.
Good Fit for GSB
GSB works well when you want rankings, economy, and authoritative server actions to share the same backend model. That makes it easier to ship battle passes, timed events, seasonal ladders, or region-based competitions without building a custom progression platform first.
Related in This Hub
See the broader platform at Supercraft Game Server Backend.