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Itembase

Visual game-economy design, simulation and LiveOps platform replacing balance spreadsheets, free in beta and $49/seat/month for studios

freemiumBeta access is free for a limited time for individual creators and solo game developers: 1 seat with 3 invite codes, 2 games during the beta, 800 concepts per game and AI assistance built into the workspace. Studio is $49 per seat per month for 2–3 seats, up to 5 games and 500 concepts per game. Business is $120 per seat per month for 4–15 seats, up to 15 games and 3,000 concepts per game. Enterprise is $150 per seat per month for 16 or more seats with unlimited games and unlimited concepts. Every bundle already includes simulations, formulas and exports; you scale only when adding collaborators or titles. The vendor notes that additional discounts may be available for students and for studios in developing countries on request.View full pricing →

Visit Itembase

https://itembase.dev

About Itembase

Itembase is a design and simulation platform for game economies, aimed at the point where a live-service title outgrows the spreadsheet that has been quietly running its currency balance since prototype. It unifies four things that are normally scattered across a designer's Drive folder and an engineer's config repo: a centralised content database covering currencies, stats, items and metadata; formulas and scripts that model acquisition and progression; simulations that project outcomes forward; and delivery of those configs into the live game. The simulation layer is the differentiator. Instead of shipping a balance change and waiting a week for telemetry, a designer models the mechanic and visualises the projected player behaviour before anything is committed — how many coins a player at level seventy-eight earns per day, what a drop-rate change does to progression over a month, whether a new sink actually absorbs the currency it was meant to. Custom visual reports combine the content entities and their acquisition sources into answers at that level of specificity. A LiveOps timeline planner lays events and rewards out against the calendar so overlapping promotions are visible rather than discovered. AI assistance is built into the workspace. The tiering is seat-based rather than usage-based and scales on collaborators and titles, with a free beta for solo developers that includes two games during the beta window.

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Key Features

Centralised database for currencies, stats, items and metadata
Formulas and scripts that model acquisition and progression
Simulations that project player behaviour before a balance change ships
Custom visual reports down to per-level currency questions
LiveOps timeline planner for events and rewards

Tags

game-developmentsimulationliveopseconomy-designmodeling
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