This is a reference framework for balancing systems. Store design goals, systems logic, and tuning principles in your GDD or Notion Wiki. Use spreadsheets (Excel/Sheets) for numbers, formulas, curves, tuning, and diagrams (Miro, Machinations)
π Recommended Structure (Notion, Confluence or Docs)
π Game Balance (wiki-root)
βββ Executive Summary
β βββ Goals, modes, genre, platform, balance pillars
β
βββ System Overview
β βββ Flow diagrams (Miro)
β βββ Core systems: combat, economy, progression, meta
β
βββ Player Experience Model
β βββ Player types & motivation matrix
β βββ Flow & friction tuning
β
βββ Balance by System
β βββ Combat (formulas, stats)
β βββ Progression (XP, unlocks)
β βββ Economy (sources/sinks)
β βββ Meta/Build viability
β
βββ Cost Curves & Formulas
β βββ Efficiency tables
β βββ Graphs & visualization links
β
βββ Analytics & A/B Testing
β βββ KPIs, test setups
β βββ Variant tracking + impact
β
βββ Feedback Loops
β βββ Positive / negative dynamics
β
βββ PvE & PvP Tuning
β βββ Time-to-kill (TTK), skill curves
β βββ Scaling logic
β
βββ Asymmetry & Meta
β βββ Counter-logic, pick/win rate tracking
β
βββ LiveOps & Patch Cycle
β βββ Patch logic, cadence, balancing logs
β
βββ Simulation & Tools
β βββ AI-assisted sim guidance
β βββ Script templates and sample prompts
β
βββ Bottom-Up Balancing Framework
β βββ Atomic β systemic layers
β βββ Visual flow (resource movement)
β
βββ Appendix
βββ Links to Excel/Miro/Machinations
βββ Dashboards or telemetry snapshots
βββ Balance glossary or tuning notes
βοΈ Executive Summary
Element | Description |
Game Title | [Your game name] |
Genre | [Genre & Subgenre] |
Platforms | [PC, Console, Mobile...] |
Primary Modes | [PvE, PvP, Co-op...] |
Core Pillars | [e.g., Strategy, Mastery, Economy] |
Balancing Goals | [e.g., Fair competition, Long-term engagement] |
1οΈβ£ System Overview
1.1 System Map & Flow
- [Insert Miro system diagram]
- Primary loops: progression, economy, meta
1.2 Core Systems Table
System | Description | Key Variables |
Combat | Turn-based / real-time | DPS, cooldown, crit chance |
Progression | XP, level caps | XP curves, unlocks |
Economy | Crafting, currencies | Source/sink, daily inflow |
Meta | Builds, loadouts | Decks, stats, synergies |
2οΈβ£ Player Model & Experience
2.1 Player Archetypes
Archetype | Motivation | Key Systems |
Explorer | Discovery | World, content unlocks |
Competitor | Mastery | PvP, ladder |
Collector | Completion | Inventory, achievements |
Socializer | Community | Trading, chat, co-op |
2.2 Flow & Fantasy
- Targeted difficulty curves
- Reward cadence
- Fairness vs friction per player type
3οΈβ£ Balance by System
3.1 Combat
Attribute | Value | Formula |
Damage | Tiered, scaled | D = base * (1 + Attack%) |
Cooldown | 3β10s | Linear |
Crit Chance | Max 40% | Weighted randomness |
πGoals: multiple viable builds, avoid dominant strategy.
3.2 Progression
Level | XP Required | Power Gain | Unlocks |
1β10 | Linear | +5%/lvl | Basic actions |
11β20 | Exponential | +3%/lvl | New content |
πGoals: content-paced growth, reward mastery.
3.3 Economy
Resource | Source | Sink | Flow |
Coins | Missions | Upgrades | +500 / -450 |
Gems | Monetization | Premium items | +10 / -9 |
Materials | Events, crafting | Construction | Variable |
πGoals: preserve scarcity, create decision pressure.
3.4 Meta
- Tier balance for builds
- Rock-Paper-Scissors logic
- Popularity β power
4οΈβ£ Mathematical Models & Cost Curves
Tier | Cost | Power | Efficiency |
Tier I | 100 | 50 | 0.5 |
Tier II | 300 | 130 | 0.43 |
Visualizations:
- XP / Power progression (linear β exponential)
- Cost vs Power scatter plots
- Win rate vs pick rate quadrant analysis
π Don't let top-tier cost spikes devalue mid-tier content.
5οΈβ£ Analytics & A/B Testing
- Metrics:
- Win/Pick rate per item/unit
- Resource flow per session
- Time to reach key progression gates
Metric | Target | Current | Goal |
D7 Retention | 25%+ | 21.3% | +4% |
PvP Balance | < 55% win | 63% | β
Nerf |
- A/B test framework:
- 10k players, feature variant
- 2-week run
- Trigger: +10% monetization or +X retention
6οΈβ£ Feedback Loops
Type | Example | Intent |
Positive | XP β Power β Faster XP | Reinforce success |
Negative | MMR β Tougher fights | Avoid overfarming |
π Call out exploitable or degenerative loops (e.g., idle inflation, stat creep).
7οΈβ£ PvE vs PvP
PvE
- Scaled by content curve
- XP drop rates / fail frequency
- Enemy scaling logic
PvP
Mode | TtK | Skill Curve | Meta Goal |
1v1 | 10s | High | Balanced builds |
3v3 | 15s | Medium | Synergy loops |
8οΈβ£ Asymmetry & Meta
Build | Win Rate | Usage | Counters |
Fire Mage | 52% | 40% | Water Knight |
- Rock-paper-scissors viability
- Buff/nerf rotation logs
- Meta tracking via patch cycles
9οΈβ£ LiveOps Balance
- Cadence:
- Biweekly tuning
- Seasonal rebalance
- Emergency patch triggers
Patch Decision Card:
π£ Player Complaint: βXYZ build too strongβ
π Data: 62.5% win rate, 47% pick
π§ Action: Cooldown +1.5s
Suggested cadence:
- Light patches: 2 weeks
- Major tuning: 6β8 weeks
- Emergency: >60% WR or >30% inflation
π Recommended Tools
Tool | Use Case |
Google Sheets | Economy tuning, progression curves |
Excel | Tier scaling, balance formulas |
Miro | Resource flowcharts, tuning visualizations |
Machinations.io | Dynamic system modeling |
Notion | Wiki-format with one-page-per-system |
βοΈ Why You Need Economic Simulation Scripts
Manual balance iteration becomes exponentially harder as systems grow.
Having a simulation script or tool allows you to:
- run fast tests with hundreds of iterations,
- visualize resource flows over time,
- validate assumptions (e.g. time to reach Tier 4, average income per session),
- detect breakpoints before players do.
πTeam Benefit: once a script exists, designers, producers, and even QA can tweak variables and get meaningful feedback β without needing a dev for each adjustment.
If you donβt have a developer
You can try using AI-assisted scripting (ChatGPT, Claude, etc.), but:
- Your description must be very detailed
- Prompt should include:
- clear resource names and units
- formulas and interaction logic
- target progression goals or timeframes
- You must provide enough system context (player actions, sources/sinks, loops)
Example (very simple)
"Simulate 100 game sessions where a player chops wood every 10s, earns 5 wood per action, and needs 100 wood to build a house. Every 30s they must eat food. Estimate how long it takes to build 3 houses and identify when food becomes the bottleneck."
π¬ Where to Start Balancing: Bottom β Up
Start from atomic units β then move toward systems:
Layer | Description | Example |
Atomic Units | Individual resources, time units, energy cost | 1 wood = 5s to collect, 10 weight |
Resource Exchange | How units convert or combine | 3 wood + 2 stone = 1 wall segment |
Systemic Economy | Loops and sinks (upgrades, buildings, decay) | Farm consumes 1 seed per day |
Progression Pace | How systems expand over time | New buildings unlock every 3 days |
Emergent Strategy | What long-term decisions emerge from interplay | Player can specialize in farming or trading |
Design Tip
Always map your resource flow. A designer without a resource flow diagram is like a pilot without a radar.
Every system β from health and stamina to time, XP, currency, or favor β is a resource. If you donβt map where it comes from, where it goes, and what limits it, you will lose control of pacing, difficulty, and player choice.
πEven a simple Miro board with arrows can expose:
- infinite loops
- dead sinks
- one-tap exploits
- neglected systems
If you canβt point to a diagram and say, βThis is how [X] moves in the game,β youβre not designing a system β youβre guessing.
π Example: Starting a Farming System
- Atomic Layer
- 1 crop seed = 6 energy to plant
- Grows in 3 in-game hours
- Produces 2 vegetables worth 10 gold each
- Conversion Logic
- Cooking consumes 1 vegetable β gives +15 energy
- Eating raw = +5 energy (inefficient use)
- System Tuning
- If player can plant 5 seeds per day β max energy loop is 75
- If food spoils after 1 day β pressure to cook early
- Add gold sink via trader = meta strategy
πUse this structure to scale up without losing grip on cause β effect β consequence.