Interactive demo

See what comes out, before you talk to anyone.

The app made every object, icon, ruler and line of code below. The only saved part is the run: it was recorded once, and replaying it calls no model, so there is no sign-up, no key and no bill.

Prompt

a legendary fire greatsword, a rare healing potion and a common firebolt

The result below is the saved run. Replaying it calls no model and charges nothing.

EmberbrandLegendary · Fire · Two Handed

A greatsword quenched in slag, still bright along the fuller.

Damage6246–70
Attack Speed1.150.9–2.2
Crit Chance0.210.15–0.25
Weight5.20.6–8
Value32001100–4000
Lockkeeper's TonicRare · Heal · Circle

Tastes of iron and bark, and works before you finish swallowing.

Potency10470–140
Duration Seconds450–90
Stack Size85–10
Value13570–200
Cinder SparkCommon · Fire · Single

The first thing an apprentice learns and the last one they stop using.

Resource Cost125–20
Cooldown Seconds4.51–8
Range Metres80–15
Power168–25
Cast Time Seconds0.750–1.5

Tiers

A number means nothing on its own.

24 damage is a good rare and a joke legendary. Drag it and watch which tier it lands in. These are the real ranges from the built-in Weapon shape, not a picture of them.

24

24 damage is an ordinary rare weapon.

Retune

Try to break it.

Five objects in one tier. Drag their range anywhere you like. The strongest stays the strongest every time, because the maths cannot reorder anything. Squeeze it hard enough and two of them round to the same number, and it says so when that happens.

Legendary damage range

was 46–7040–58

  • Order preserved
  • No ties
  1. Duskmourn7058
  2. Emberbrandfrom the demo6252
  3. Hollow Fang5547
  4. Saint's Edge4741
  5. Cinderpike4640

Five real weapons, moved live by the same sum the app runs. Drag the top handle down to about 43 and rounding starts pushing two of them onto the same number. It will say so when that happens.

Code

Ten languages. The first 20 lines of each.

Written by the real code at build time. One file holds one shape, so this is the Weapon class: Emberbrand from the run above, and two more weapons from the same table. The page shows the first 20 lines of each file; the app writes all of it.

WeaponDefinition.csScriptableObject plus a factory, since .asset files cannot be pasted. Save it as the file name shown: Unity only binds a ScriptableObject to a file named after its class.
using UnityEngine;

public enum WeaponRarity
{
    Common,
    Uncommon,
    Rare,
    Epic,
    Legendary,
}

public enum WeaponDamageType
{
    Slashing,
    Piercing,
    Bludgeoning,
    Arcane,
    Fire,
    Frost,
    Lightning,

119 more lines

The full code comes with the application, which a seat covers.

This is the easy half.

Making new objects is the part an assistant in your engine can do too. The half worth paying for is Retune: rebalancing everything you already shipped when a formula changes, using your own fields and your own numbers. That needs your project, not a demo.

Not ready to talk to anyone? Try it on your own project first. An account comes with one free 14-day evaluation: the whole app, with a Seat’s 70,000 tokens of model time, and no card. Create an account

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