Build weighted loot tables and gacha banners, add soft/hard pity, then run Monte Carlo simulations to see percentiles and unlucky tails before players do.
See percentiles (median/95th/99th) and dry streaks, not just theoretical probabilities.
Model soft and hard pity so you can balance fairness and excitement.
Switch between per-item and per-tier views to sanity-check your distribution quickly.
Generate JSON/CSV and code templates for Unity, Godot, Lua, and JavaScript.
Start from presets or bulk-import CSV/JSON to iterate quickly.
Send a URL to teammates so design + engineering stay aligned.
Edit items, weights, and rarity tiers in one place. Add an explicit “No Drop” outcome when you need empty rolls.
Simulate thousands of players to see how many rolls it takes to get a target item, plus dry streaks and distribution histograms.
Copy/paste export templates so implementation matches design intent. Useful for prototypes and handoff to engineering.