Spielerando

How steep should the experience curve be so level 30 arrives after ten hours

Most designers guess the numbers of a level curve and then fix them by playing for days. If you know how fast players earn and how long you want the journey to take, the steepness can be calculated. Here is how, and where it fails.

Why this works

Designers think in hours of play, but a curve is made of costs. Working backwards from the time you want to the shape that produces it turns a guess into a number you can check, before the first playtester complains.

When not to use it

Skip it when progress is gated by story, skill or content rather than by points. Hours then depend on how people play, not on a curve; tune by watching real sessions and trimming what drags.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 26 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "How steep should the experience curve be so level 30 arrives after ten hours" (read_entry tune-level-curve-to-target-hours) in my game. Build it step by step, and show me how you checked that it works.

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