Free XP curve calculator: see hours to every level
For game designers and indie devs. Pick a curve, see how long each level takes to play and whether max level lands on your target, then export it to Godot, Unity or Unreal. Free, in your browser. Need the whole economy? The Grindscale workbook is $7.
Settings
Play time
Gold, shop prices, loot and upgrades too? Grindscale workbook: the whole economy in one spreadsheet, $7 →
| Level | XP to next | Total XP | XP/hour | Hours | Total hours |
|---|
Drop rate & pity calculator
How many kills, chests or pulls until players get the item? Enter a chance per try.
Grindscale workbook: the whole game economy in one spreadsheet
Everything above, plus the rest of your economy. Works in Excel, Google Sheets, LibreOffice and Numbers; no macros, no add-ons.
- Economy: up to 12 gold faucets and sinks with growth and unlock levels; wallet by level; inflation warnings
- Shop: prices from "hours of saving" at the unlock level, or check your own prices
- Drops: whole loot tables from weights, 1-in-N, tries for 50/90/99%, pity
- Upgrades: +1 … +15 with failure chances → expected attempts and total cost
- 60-day simulator: level and gold of a typical player each day
- 4 presets: mobile casual, classic RPG, long-haul RPG, roguelite meta
- Engine loaders: Godot 4 script, Unity ScriptableObject, Unreal DataTable struct, plus ready CSV/JSON tables
Secure checkout by Polar. Questions: cybermax.tools@gmail.com

Questions
What is a good XP curve formula?
Most RPGs use a power curve (XP = base × level1.5–2.2) or an exponential one (XP = base × growthlevel−1, growth 1.05–1.20). A blend keeps early levels quick and late ones long without exploding. What matters is time, so compare hours per level with how long you want players to take.
Why does XP per hour matter?
Players earn more XP at higher levels (tougher enemies, bigger quests). If XP needs grow at the same rate as XP per hour, every level takes the same time. Make needs grow a little faster and levels slow down gently.
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 pity counter guarantees the item on try N, so no player waits longer than N tries.
Why not just use a free calculator (like this one) or a blank spreadsheet?
Use this page free for XP curves and drop chances. The workbook is for when the numbers have to work together: gold earned per hour against sinks, shop prices against savings, upgrade costs against income, and a player simulated day by day. Building and checking that yourself takes days; here it is tested and ready, with loaders for your engine.
Why not a web-based balancing tool?
A spreadsheet is yours: it works offline, you can add your own sheets and formulas, share it with your team in Google Sheets, and it never goes away with a subscription.
What do I get after paying?
An instant download (zip, about 75 KB): the .xlsx workbook, ready CSV and JSON tables for 4 presets, the Godot 4 / Unity / Unreal loaders and a quick-start guide. One-time payment, checkout by Polar.
Is anything uploaded?
No. The calculator runs entirely in your browser. The link button stores your settings in the page address only.
Ship a game economy that feels right
Every sheet updates the moment you change a yellow cell: XP, gold, shop, loot, upgrades and a 60-day player.
Get Grindscale · $7