The four curve types
- Power curve (XP = base × levelexponent): the most common choice. An exponent around 1.5–2 gives a steady, predictable slowdown.
- Exponential: each level costs a fixed percentage more than the last. Great for long games, but it ramps up fast — small growth values go a long way.
- Linear: every level costs the same extra amount. Simple and fair, good for short games.
- Fibonacci: each level costs about as much as the two before combined — a classic, quickly steepening progression.
Check the pacing, not just the numbers
Enter how much XP a player earns per hour and the table shows how long each level takes to reach. That's the number that matters: a curve that looks fine on paper can mean a 40-hour grind for the last five levels.
Export
Download a CSV for your spreadsheet, or copy a JSON array of cumulative XP to paste into code.
Frequently asked questions
What does "XP to reach" mean?
The XP needed to go from the previous level to this one. "Total XP" is the running sum from level 1.
Why round the values?
Players read round numbers more easily. Rounding to 10 or 50 keeps the curve's shape while making it cleaner.
Can I tweak individual levels?
Export the CSV and adjust specific levels in a spreadsheet — a common final pass in game balancing.