Creating Items
Learn how to create and configure catalog items in your project
Creating Items
Items are the objects that players can collect, equip, and use in your game — weapons, armor, consumables, crafting materials, and more. Unlike currencies and resources that are purely numerical, items live in player inventories and can be categorized, tagged, stacked, bought, sold, and gated behind unlock conditions. You manage them from the Catalog page under Game Data in The Leap.
Step-by-Step Breakdown
Step 1: Navigate to Catalog
From the left sidebar, expand the Game Data section and click Catalog. This opens the Catalog page, which lists all items in your project.
Step 2: Select a Workspace
Before you can create or edit items, you need an active workspace. If you're currently on Main, open the workspace switcher in the header and select or create a workspace. If you haven't set one up yet, see Working with Workspaces first.
Step 3: Click "Create Item"
With a workspace active, click the Create Item button in the top-right corner of the page. This opens the Create New Item dialog.
Step 4: Fill In Item Details
Fill in the following fields in the Basic Information section of the dialog:
- Item ID — A unique identifier for this item (alphanumeric characters and underscores only, e.g.
sword_iron,potion_health). The item's display name is automatically kept in sync with the ID. This cannot be changed after creation. - Icon — Click the icon field to open the icon picker and choose a visual icon for your item.
- Category — Select an existing category from the dropdown, or choose + Add new category to create a new one. Categories help you organize items in the catalog (e.g. "Weapons", "Consumables", "Armor").
- Description — An optional text field to describe the item's purpose (e.g. "A sturdy iron sword for early-game combat").
Step 5: Configure Item Properties
In the Properties section, configure how the item behaves in player inventories:
- Stackable — Toggle whether this item can be owned in quantities (enabled by default). When stackable, multiple copies of the item occupy a single inventory slot.
- Max Stack — The maximum number of this item a player can hold in one stack (defaults to 99, must be at least 1). This field only appears when Stackable is enabled.
- Tags — Add labels to your item for filtering and organization. You can click any tag that already exists on other items to reuse it, or type a new tag name and click Add to create one. Tags appear as chips that can be removed individually.
Step 6: Set Up Costs (Optional)
The Costs section lets you define what players must spend to acquire or use this item. Items support two cost types:
- Acquire — The price to obtain the item (e.g. 100 gold to buy a sword).
- Usage — A per-use cost charged each time the item is consumed or activated (e.g. 10 mana per spell scroll use).
To add a cost:
- Click Add Cost and select the cost type (Acquire or Usage).
- Use the element selector to pick which currency, resource, or item the player must spend, and set the quantity required.
- To require multiple elements for a single purchase, add another entry to the same cost option (AND logic — the player must pay all of them).
- To offer alternative ways to pay, click Add Alternative Cost. Players can use any one of the cost options (OR logic).
Step 7: Configure Sell Value (Optional)
The Sell Value section defines what players receive when they sell this item. This works the same way as costs but in reverse — you specify which currencies or resources the player gains, and in what quantity (e.g. selling an iron sword returns 25 gold).
Step 8: Define Lock Conditions (Optional)
The Lock Conditions section lets you gate this item behind requirements that players must meet before the item becomes available. You can add conditions in groups:
- Element Value conditions — Require the player to own a certain quantity of a currency, resource, item, or statistic (e.g. "player must have at least 5 dragon_scales").
- Progression Step conditions — Require the player to have reached a specific step in a progression (e.g. "player must have completed Chapter 3").
Conditions within a group use AND logic (all must be met). Multiple groups use OR logic (any group can unlock the item).
Step 9: Create the Item
Click Create Item to save. Your new item appears in the catalog list on the page.
Exploring Item Flow
Once you've created items and connected them to other game elements, you can visualize how each item flows through your economy. In the catalog list, click the Explore Flow button (the green link icon in the Actions column) on any item row. This opens the Element Flow page, where you can see how the item is acquired, consumed, and traded across your game systems.
Next Steps
With your items set up, continue to Creating Progressions to start building player progression systems.