Why simulate your economy
A level curve looks fine in a spreadsheet and still feels wrong in the hands of a player. Levels that come too fast run out of content in a weekend. A curve that steepens too much turns level 30 into a wall where nothing happens for days. Gold that has nothing left to buy piles up and makes every reward feel worthless. This tool plays your numbers like a real player would, minute by minute and day by day, so you see those problems before your players do.
How the model works
The level curve sets how much XP each level needs. Power is XP for level 2 × level ^ steepness, the classic RPG curve. Exponential multiplies the requirement by the same factor every level, which gets steep quickly. Linear adds the same amount each level. The player earns XP and gold every minute they play, and both rates can grow per level as content gets richer. Upgrades turn gold into more XP or gold per minute, with a cost that grows by its factor every time it is bought. Offline earnings, a daily login reward and rewarded ads add gold at the start of each day.
Reading the results
Walls are levels that take much longer than the one before. A small, steady rise feels fair. A sudden jump feels like a wall. The table highlights them. Inflation means gold piles up faster than there is anything to spend it on. Add a new upgrade track, raise the cost growth or lower gold income. Dry streaks are days in a row where the player neither levels up nor buys anything, the moment many players quit.
Tune to a target
Decide when a typical player should reach the level cap, set the day and press Tune. The tool scales the level curve so the simulated player gets there on that day, keeping its shape. Then adjust the shape until the walls and dry streaks are gone.
Export
Pro exports every table: XP per level, total XP, income per minute, upgrade costs and the simulated timeline as CSV for spreadsheets, JSON for any engine, a Godot GDScript file with constant arrays and helper functions, and a Unity C# static class.