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.