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Level Balancing Tool preview
Unity

Level Balancing Tool

By Ala' Dawood

$25

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $17.50. The latest store price is $25.

Recorded prices for Level Balancing Tool 4 price observations from Oct 19, 2026 to Nov 1, 2026. Lowest recorded price $17.50. Exact dates and prices are listed below. $0.00 $12.50 $25.00 Oct 19, 2026: $17.50. Unity New Release Discount 2026-10-19 2026-10-26 Oct 19, 2026: $17.50. Unity New Release Discount 2026-10-19 2026-10-26 Oct 19, 2026: $25. Unity First Price 2026-10-19 2026-10-19 Nov 1, 2026: $25. Latest store price Oct 19, 2026 Nov 1, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$25Latest store price
$25Unity First Price 2026-10-19 2026-10-19
$17.50Unity New Release Discount 2026-10-19 2026-10-26
$17.50Unity New Release Discount 2026-10-19 2026-10-26

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Level Balancing Tool

  • Tools, Systems & Learning > Development Tools & Automation
  • Tools, Systems & Learning > Level & World Building
You can't hold 300 levels in your head. So the usual things go wrong quietly: a mechanic you tuned weeks ago now makes four later levels harder than you meant, a stretch of levels sits at the same difficulty, and players drift off, or analytics say one level is brutal when the three around it are the real problem.

Level Balancing Tool draws your entire level set as a single difficulty curve. What you intended versus what players actually do, and marks the spots that tend to lose people:

- Difficulty spikes with no easier level after them (the classic quit point).
- Long flat stretches where nothing changes.
- A new mechanic introduced on a level that's already hard.
- Levels where your intended difficulty and the live win rate disagree.
- Levels below your churn win-rate line.

It reads your own levels. You don't convert anything. Implement one small interface (or author difficulty as assets, no code) and your game appears in the tool. Analytics come from a CSV export from whatever backend you use; the tool never sends your data anywhere.

The feature it's really for is the change report: pick a mechanic, say it's getting harder, and the tool shows every level that uses it, the projected curve, and which problems the change introduces versus which it fixes before you ship it.

Thresholds for "hard", "a spike", and "flat" calibrate to your game's own distribution, and everything is adjustable by hand.

Unity price last checked .

Prices and availability may change.