The hard parts, built in.
Matchmaking, saves, leaderboards, quests. The systems that usually stall a game project come ready-made, so you spend your time on what makes your game yours.
Planned means it’s on our roadmap, not in today’s build. We label each one.
Bring friends into your game
Players start a room, find a match and talk while they play. No servers for you to set up.
- Invite roomsPlanned
- MatchmakingPlanned
- Built-in chatPlanned
- you
- mo
- kai
- Finding a player…
kai left door needs the blue key
on it, cover me
Give players a reason to return
Progress that carries over between sessions, and goals worth coming back for.
- SavesPlanned
- ProgressionPlanned
- LeaderboardsPlanned
- QuestsPlanned
- 1mo
- 2you
- 3kai
Build a world with stories
Write dialogue and quests. Playcrank checks that every quest’s prerequisites can be met and that it can be completed.
- Dialogue authoringPlanned
- Quest authoringPlanned
- Prerequisite and completion checksPlanned
Test thousands of scenarios. Find problems earlier.
Pick what to compare. Playcrank runs the matchups across enemies, equipment, strategies and random seeds, shows what it assumed and what it found, and suggests changes for you to approve.
“Compare these five spells across early, mid and late-game encounters. Show which builds dominate, then suggest changes.”
Assumptions- 6 enemy types per stage
- 3 equipment tiers
- 4 player strategies
- 1,000 random seeds per matchup
- Mode: quick numeric run
| Spell | Early | Mid | Late |
|---|---|---|---|
| Frost Lance | 52% | 55% | 61% |
| Ember Ring | 48% | 63% | 91% |
| Stone Skin | 44% | 49% | 52% |
| Spark Chain | 58% | 54% | 47% |
| Vine Snare | 41% | 46% | 50% |
Win rate across all matchups. 50% is even.
Ember Ring dominates late-game fights
It wins 91% of late-game matchups. Spark Chain also falls off after the early game.
Suggested change: lower Ember Ring’s burn damage from 12 to 9.
Two ways to run
Quick numeric runs for damage formulas, economies and drop rates.
Full game runs in headless Godot when movement, timing and your actual game rules matter.
What it finds
Dominant combinations, progression bottlenecks, and resources that pile up faster than players can spend them.
What it won’t tell you
Simulations can’t prove a game is balanced under every strategy, and they can’t tell you whether it’s fun. You decide what changes.
Publish and grow
Give your game a home, see how people play it, and earn from it.
- Game pages
- Screenshots
- Player analytics
- MonetizationPlanned

That game you keep imagining? Start here.
Creator gets each built-in system as it becomes available. Pro adds more capacity, balance testing and team controls.