XP Curve Calculator
Generate XP-per-level tables for RPG progression. Linear, polynomial, exponential, or custom curves. See the full table + visual graph + copy as JSON/CSV.
| Level | XP to next | Cumulative | Gap |
|---|
What is this for?
Tuning the experience curve is one of the more delicate jobs in RPG design. Too flat and the game has no late-game weight; too steep and the player hits a wall and quits. This tool generates the XP-per-level table for five canonical curve types so you can compare them side-by-side, eyeball the shape, and copy the result into your engine config without doing the maths by hand each time you tweak a constant.
The curve types
- Linear (
base × level × mult) — the simplest. Constant delta between levels. Feels grindy at low levels and trivial at high levels because the proportional jump shrinks. Used in casual / mobile games for predictability. - Polynomial (
base × level^exp) — the default. Withexp = 2it's the classic quadratic curve used in D&D-likes and most JRPGs. Tune the exponent to control late-game grind: 1.5 is gentle, 2.5+ is brutal. - Exponential (
base × mult^(level-1)) — uncontrollable growth. Withmult = 2, level 30 costs ~500 million XP. Use only for very short max-level games or withmultclose to 1. - Logarithmic (
base × ln(level+1) × mult) — diminishing returns. The next level always costs more, but only slightly. Useful for cosmetic / mastery systems where players plateau. - Fibonacci-like — a recursive curve (f(n) = f(n-1) + f(n-2)) that grows roughly exponentially (golden-ratio rate) but with the characteristic "bumpy" feel from the sum-of-previous structure. Popular in roguelikes.
What the table shows
- XP to next — the XP required to go from this level to the next.
- Cumulative — total XP needed to reach this level from zero. Useful for save-file design.
- Gap — change in XP-to-next from the previous level. Lets you spot discontinuities.
Common gotchas
- Exponentials blow up fast.
2^50is roughly 10¹⁵ — way past 32-bit integer territory and into JavaScript-loses-precision territory. The table will show overflow values in red. - Cumulative XP is what players see. Storage on the player object is usually total XP, not "XP into the current level". The cumulative column is your save-file value.
- Tune by feel, not maths. The "right" curve depends on encounter pacing, XP rewards, and content density. The shape on the chart should match the difficulty ramp you've designed for content.
- Power-of-two growth is a trap.
exp = 2on polynomial means level 100 costs 100× level 10. That's usually fine.mult = 2on exponential means level 100 costs 10²⁹× level 10. That isn't. - Fibonacci on long max-level games. Fibonacci's growth rate is the golden ratio (~1.618ⁿ), so it still blows up — slower than 2ⁿ but faster than n². For a max-level-100 game, expect the last few levels to be wildly more expensive than the early ones.