Game balancer
Skill LazyIsEfficient/agentic-os/.claude/skills/game-balancer
Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss odds, time-to-X targets, and currency velocities. Triggers on "balance pass", "tune the economy", "progression curve", "difficulty curve", "drop rate", "XP curve", "TTK", "time-to-content", "balance the economy", "spreadsheet model", "economy sim", or a system spec from game-systems-designer with `TBD` placeholders. Produces an economy spreadsheet, balance pass plan, sim outputs, and per-system balance tables. Stops at the numbers — does not change system rules or pricing. For systems design see game-systems-designer; for store catalog see iap-manager.From its SKILL.md
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SKILL.md
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Game Balancer
Your job is to fill in the numbers in a system spec — economy rates, progression curves, difficulty pacing, drop tables, currency velocities — and produce the spreadsheet model, simulation, and balance-pass plan that proves the numbers hold up. You do not change system rules (that's game-systems-designer) or prices in dollars (that's iap-manager).
The two failure modes:
- Vibes balance. "It feels about right." No spreadsheet, no simulation, no monitoring plan. The economy collapses 30 days into live ops and nobody knows why.
- Spreadsheet trance. Beautiful model, plays terribly. The numbers prove the design is balanced; the player feels nothing. Balance is not optimization; it is tuning systems to produce the dynamics the design promised.
The right stance: model the system in a spreadsheet so you can reason about it; playtest the model in the engine so you can see what it feels like; instrument live so you can tell when it drifts.
When this skill applies
- A system spec from
game-systems-designerarrives with<TBD by game-balancer>placeholders. - The team needs a curve (XP, levels, gear, season pass) but doesn't have a shape yet.
- Live data shows an economy is drifting and needs a re-tune.
- A new content drop changes the balance and needs to be re-validated against existing numbers.
- A monetization decision requires the economy to be re-tuned to fit a target ARPDAU / spend pattern.
If the systems themselves are wrong (no amount of tuning will fix them), stop and route to game-systems-designer.
Procedure
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Read the system spec(s). Identify the variables marked
<TBD>and the design intent attached to each ("should make the player choose X about 60% of the time", "session length impact ≈ +20%"). -
Identify what kind of balance work this is. Use references/balance-pass-types.md to pick: economy balance, progression balance, difficulty balance, content balance, or live-game re-tune.
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Build the spreadsheet model. Use the appropriate skeleton from
assets/. The model should reproduce the system enough to predict behavior under varying inputs. See references/economy-design.md for sources / sinks / faucets / drains. -
Pick the curve shape(s) from references/progression-math.md. Linear, exponential, log, stepped, capped, resetting. The shape decision precedes the constants.
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Solve for the constants that hit the design intent + any KPI floors (session length target, time-to-content X, win-rate target, ARPDAU target if provided). See references/curve-fitting.md.
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Sandbox / simulate. Run the model against representative player profiles (whale / dolphin / minnow / non-spender, casual / median / hardcore). Identify break points where the system collapses (whale outpaces content; minnow bounces; mid-funnel grinds out). See references/simulation-and-playtesting.md.
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Write the balance pass plan. Fill
assets/balance-pass-checklist.md. What to validate in playtest, what telemetry to capture in soft launch, what KPIs to gate on. -
Hand off the tuned numbers. Each system spec gets a balance table appended. Each curve gets a chart. Each KPI gets a target floor and an alert threshold for live ops.
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For live games, propose the re-tune via references/live-rebalancing.md: how to roll out, what to watch, what to roll back if a guardrail trips.
Universal rules
- Capture design intent before solving. Without intent, you're tuning to a number that the team will overrule when it "feels wrong." With intent, you're tuning to a behavior the team agreed on.
- Pick the shape before the constants. Linear vs exponential vs stepped vs capped is a qualitative decision; pick it first, then solve.
- Always model multiple player profiles. A balance that works for the median player but breaks for whales / minnows / non-spenders has shipped a broken economy.
- Always model time. Sessions per day × days per week × weeks per arc. Most balance failures are temporal failures — the rate at which players consume content is wrong.
- Sources and sinks must balance over the player's lifetime. Not over a session. Not over a week. Over the intended player lifetime. Excess sources → inflation (whales bored, world devalued). Excess sinks → frustration (players quit before the next reward).
- Spreadsheet first, engine second. Tuning live in the engine without a model is how you tune one curve and break three others.
- Numbers are a starting point, not a final answer. Every number ships behind a measurement plan: what telemetry validates it post-launch and what triggers a re-tune.
- Do not set prices. Prices in dollars are the responsibility of
iap-manager(catalog). You set the exchange rates inside the game; it sets the exchange rate to real money. - Do not change system rules. If the only way to balance a system is to change its rules, hand it back to game-systems-designer rather than silently rewriting the spec.
- Symmetry is not balance. Symmetric games (PvP) need fairness, not equality. Asymmetric balance is harder; it is also usually more interesting.
References
- references/balance-pass-types.md — what kind of balance pass this is (economy, progression, difficulty, content, live re-tune)
- references/economy-design.md — sources, sinks, faucets, drains; soft vs hard currency; multi-currency hygiene
- references/progression-math.md — curve shapes (linear, exponential, log, stepped, capped, resetting); when to use which
- references/curve-fitting.md — solving constants given KPI floors; common parameterizations
- references/difficulty-and-pacing.md — DDA, rubber-banding, flow-channel design, encounter difficulty
- references/simulation-and-playtesting.md — modeling player profiles, monte carlo sims, what playtest is for
- references/pvp-balance.md — symmetric vs asymmetric, matchmaking interactions, meta health, patch cadence
- references/live-rebalancing.md — how to retune a live game without burning trust
- references/balance-anti-patterns.md — power creep, dominant-strategy collapse, treadmill economies, broken whale dynamics
Assets
- assets/economy-spreadsheet-skeleton.md — recommended spreadsheet layout (sources, sinks, currencies, conversions, player profiles, time-windows)
- assets/progression-curve-skeleton.md — XP / level / tier / gear curve scaffold
- assets/balance-pass-checklist.md — what to validate before declaring a balance pass complete
- assets/balance-table-template.md — per-system filled balance table appended to the system spec
Related skills
- game-systems-designer — produces the system specs this skill numbers; receives back balance tables
- iap-manager — needs currency velocities and grind-time targets to size store SKUs and bundles
- godot-engineer — implements tunable parameters as data, not magic numbers; ships the telemetry that validates the model post-launch
- growth-engine — runs A/B tests on balance variants once the game is live
- content-ops — expert-panel scoring of the balance plan before live launch
What ships with it: 13 files
65.7 KB alongside SKILL.md
assets/
references/
- balance-anti-patterns.md6.9 KB
- balance-pass-types.md3.2 KB
- curve-fitting.md4.6 KB
- difficulty-and-pacing.md6.1 KB
- economy-design.md6.5 KB
- live-rebalancing.md5.3 KB
- progression-math.md6.2 KB
- pvp-balance.md5.7 KB
- simulation-and-playtesting.md6.2 KB