Simulation Nodes
The five node types, how to chain them, and how repeat conditions work
Simulation Nodes
A simulation is a graph of nodes. Each node represents either a container, a progression action, a game-element operation, or a randomized branch. Click Add Node in the editor header to open the node dialog.
The five node types
Sequence
A container that runs its children in order. Nest sequences to organize complex flows — a "session" sequence might contain "play match", "open reward chest", and "check progression" child nodes.
Start Step
Triggers one or more progression steps to begin. Execution modes:
- Start all in sequence — attempt to start every listed step in order
- Stop at first successful start — try each until one succeeds, then stop
- Start one randomly (weighted) — pick exactly one based on weights you configure
End Step
Completes one or more progression steps via a specific exit. Use this to simulate a player finishing a step (victory, defeat, draw, etc.). Execution modes mirror Start Step.
Execute Operation
Runs operations on game elements — currencies, resources, items, or entitlements. For each operation you choose:
- The element type (currency / resource / item / entitlement)
- The specific element
- The operation type (acquire, spend, unlock, …)
- A cost option index when the operation has multiple cost options
Execution modes:
- Execute all in sequence — run every operation
- Stop at first successful operation — try each until one succeeds
- Execute one randomly (weighted) — pick one based on weights
Behavior
Probabilistic branching that models randomized player behavior. A Behavior node has two or more outcomes, each with a chance. The chance can be static or dynamic — driven by a Variable.
Selection modes:
- Normalized — chances are normalized to sum to 100%
- Weighted — chances are used as raw weights
Use behaviors for things like "70% play a match, 30% open the store" or "chance-to-spend scales with a spender_level variable".
Repeat Conditions
Every node has a Repeat Conditions section. Options:
- No repeat (execute once) — default
- Fixed number of iterations — e.g., repeat 50 times
- Until node has specific result — repeat until another node produces a specific outcome
- Until datapoint reaches value — repeat until a currency / resource / statistic matches an operator and threshold
This is how you simulate long loops: a "session" sequence that repeats 30 times, a "play until broke" sequence that repeats until gold < 0, and so on.
Adding, editing, duplicating nodes
- Add — click Add Node in the editor header. Pick a type, fill in the configuration, click Save.
- Edit — right-click a node (or use the edit button in its menu) to reopen the dialog.
- Duplicate — copies a node. For sequences you'll be asked whether to duplicate children too.
Tip: Nodes show inline badges in the graph (e.g. indigo for sequences, behaviors show their outcome count). Keep node names short and descriptive — they show up in Step Insights.
Next
Continue to Variables to see how to parameterize Behavior nodes.