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.

Planned

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
Planned

Give players a reason to return

Progress that carries over between sessions, and goals worth coming back for.

  • SavesPlanned
  • ProgressionPlanned
  • LeaderboardsPlanned
  • QuestsPlanned
Planned

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

PlannedPro

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.

Your request

“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
ReportExample
Win rate by spell and game stage
SpellEarlyMidLate
Frost Lance52%55%61%
Ember Ring48%63%91%
Stone Skin44%49%52%
Spark Chain58%54%47%
Vine Snare41%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.

Partly planned

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.