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Balance an indie RPG or idle game economy before launch

For: games

Most economy problems show up as "I hit a wall at level 30" or "gold is worthless by day 5". Grindscale shows both before players do: the 60-day simulator tracks a typical player's level and wallet each day.

How games teams use Grindscale

  1. Load the preset closest to your game (classic RPG, mobile casual, long-haul RPG or roguelite meta).
  2. Enter your real XP rewards and gold faucets and sinks; watch the wallet and inflation warnings on the Economy sheet.
  3. Set shop prices from "hours of saving" at each item's unlock level.
  4. Add loot tables with pity and check tries for 90% on the Drops sheet.
  5. Export per-level CSV/JSON and load it with the included engine loader.

The workbook is a design aid, not analytics: once you have players, compare the simulator with real data and adjust.

Grindscale Drops sheet: drop chance, 1 in N and tries for 90% per item
Real output: the Drops sheet with the 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.

FAQ

Can I ship the exported numbers in a commercial game?

Yes. The licence says the data you make with Grindscale belongs to you and may ship in any product.

Which engines have loaders?

Godot 4 (script), Unity (ScriptableObject) and Unreal (DataTable struct), plus plain CSV/JSON for anything else.

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