CyberMax
Home › Templates

XP curve calculator: see how many hours every level takes

For: Game designers and indie developers balancing levelling in an RPG, idle or roguelite game.

Pick a curve, set XP per hour and your target hours, and the calculator shows total XP, hours to max level and whether it lands on your target, with a table of XP and hours for every level. Download it as CSV or copy JSON, GDScript or C#. A second calculator works out how many kills, chests or pulls until players get an item, with an optional pity counter. Free, in your browser, no sign-up.

Grindscale Drops sheet: tries for 90% per item
Real output: drop chance, 1 in N and tries for 90% (Classic RPG preset).

Drops sheet, Classic RPG preset (Grindscale 1.0.0)

ItemDrop chance1 in NTries for 90%Pity atAvg tries
Common material60%1.73none1.7
Uncommon material25%49none4.0
Rare gem10%1022none10.0
Epic weapon4%25576022.8
Legendary mount1%10023020086.6

Source: The Drops sheet of the Grindscale 1.0.0 workbook with the Classic RPG preset loaded, as published on the Grindscale store page.

How to design an XP curve in 4 steps

Decide the time first: how many hours should a typical player take to reach max level? Enter it as the target.

Set XP per hour at level 1 and how fast it grows. Players earn more at higher levels; if XP needed grows at the same rate, every level takes the same time.

Pick a curve and adjust the exponent or growth until hours to max lands on your target and hours per level rise gently.

Export the table (CSV, JSON, GDScript or C#) and drop it into your game.

Grindscale vs the alternatives

Published prices, each checked on the date shown; prices change, so confirm on each site.

ProductPriceFreeChecked
Grindscale calculator + workbookcalculator free; workbook $7 onceXP curve + drop/pity calculatorlive
Balancing Game Design Templates (Umka3250, itch.io)$7.00 USD or more2026-10-10
RPG Economy & Item Pricing Spreadsheet (Sakuya, itch.io)$10.00 USD or more2026-10-10
Economy Sink / Source Balancer (Template Foundry, itch.io, HTML5 tool)$3.99 USD or more2026-10-10

Why teams pick Grindscale

FAQ

What is a good XP curve formula?

Most RPGs use a power curve (XP = base x level^1.5 to 2.2) or an exponential one (XP = base x growth^(level-1), growth 1.05 to 1.20). A blend keeps early levels quick and late ones long without exploding. Compare hours per level with how long you want players to take.

How is "tries for 90%" worked out?

With chance p per try, the share of players who have the item after n tries is 1 - (1 - p)^n. Solving for 90% gives n = ln(0.1) / ln(1 - p), rounded up. A 1% drop needs 230 tries. A pity counter guarantees the item on try N, so no player waits longer than N tries.

Why not a spreadsheet template from itch.io?

If XP is all you need, this calculator is free. Templates such as Umka3250's ($7.00 or more) or Sakuya's economy sheet ($10.00 or more) go further; the Grindscale workbook is $7 and links XP with gold, shop, loot, upgrades and a 60-day simulator.

Is my data saved?

The calculator runs in your browser; use Copy link to keep or share a setup.

Works well with

Blipwren Musicsame buyer: game developers buying assetsFernscattersame buyer: game developers buying assetsMossvane Tilesetsame buyer: game developers buying assetsBlipwrensame buyer: game developers buying assets

Related

Grindscale in the CyberMax StorePlans, checkout, FAQGame economy spreadsheet templateGrindscaleAll CyberMax templatesBuyer guides with pricesAPI alternativesPublished prices side by side
Product names of other companies are trademarks of their owners and are used only to compare published prices; no affiliation is implied.