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Browser-based visual systems editor and simulator for resource flows, state changes, probabilistic rules, and feedback loops.

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Loop Studio

Loop Studio is a browser-based visual systems editor and simulator — draw a Machinations-style diagram of pools, sources, drains, gates, and converters, then run a deterministic, seeded simulation to see how the system behaves over time. Built primarily for game economies, the same step-based model generalises to inventory/supply chains, service queues, cash flows, and other resource-flow systems; it's an independent, client-only implementation — nothing is uploaded, the whole app runs in your browser, and a graph is a plain JSON file you own. Work is kept in your browser profile only when you say it is your own browser; on a shared computer a temporary session neither reads nor saves stored work, author information or settings (docs/storage-sessions.md).

Run it now: https://cozy-loop-studio.pages.dev — available in 18 languages, with four bundled Templates ranging from a small production flow to a coffee roastery's daily operations and a three-zone probability/pity comparison.

Loop Studio's two-tier toolbar in a temporary session, its orange-bordered Temporary session button beside the menu buttons, and the Coffee roastery Template in the compact new nodes, each name outside its node, grouped into three labelled zone frames with its money in $/day, a few steps into a run with the Timeline filling in below

Key features

  • Visual diagram editor — pools, sources, drains, gates, and converters; resources move between them on a deterministic, discrete-step simulation; select a region of nodes from the rail and move them together, or place nodes in a named frame that moves with its contents
  • Seeded RNG + Monte Carlo — probabilistic gates and flows, and many-run outcome distributions with percentile bands
  • A small model language — parameter / register nodes with a safe arithmetic expression grammar, guided @-autocomplete authoring, and a name-and-value read-back
  • Executable state connections — trigger (+ delay), activator, and label Pool modifiers, with in-canvas pulse / tint / flash feedback
  • Simulation playback — resources visibly depart, travel the real edge path, and arrive before values update, in dependency order
  • Data import & collaboration — bring the numbers you already keep in a spreadsheet (CSV/TSV paste or upload) in as adjustable Parameters, with a manual refresh and a three-way diff — see docs/import-guide.md; plus file-based project revisions & proposals for asynchronous collaboration — no accounts, no server
  • Runs anywhere — an installable offline PWA, a portable single-file build, shareable links (optionally protected with a password), and a UI translated into 18 languages

Languages

The UI ships in 18 languages, listed here the way the in-app picker orders them. Pick one under Settings → Language; the first visit follows your browser's language, and the choice is remembered on that device.

Code Language In its own words
ar Arabic العربية
zh-Hans Chinese (Simplified) 简体中文
zh-Hant Chinese (Traditional) 繁體中文
nl Dutch Nederlands
en English English
fr French Français
de German Deutsch
it Italian Italiano
ja Japanese 日本語
ko Korean 한국어
pt-BR Portuguese (Brazil) Português (Brasil)
pt-PT Portuguese (Portugal) Português (Portugal)
ru Russian Русский
es-419 Spanish (Latin America) Español (Latinoamérica)
es-ES Spanish (Spain) Español (España)
th Thai ไทย
tr Turkish Türkçe
vi Vietnamese Tiếng Việt

Regional pairs are separate locales, not one catalog with a flag: a browser asking for pt-PT gets European Portuguese, while pt, pt-BR and the African Portuguese tags get Brazilian — and the same split holds for the two Spanish and the two Chinese catalogs. See docs/localization.md for the resolution order and the per-locale notes.

Representative use cases

The 3-zone gacha banner comparison Template runs three pity/pickup rule sets — General/Free, Premium Standard (hard-pity ceiling), and Premium Pickup (hard-pity + a pickup guarantee) — side by side, 200 pulls per zone under identical run settings. Once a run completes, its hit and pickup rates are easy to compare; run Monte Carlo analysis to inspect the distribution across many runs.

The gacha Template after a completed 200-pull-per-zone run, its comparison row above the zone frames stacked below it: five comparison cards reading real hit-rate/pickup-rate percentages, a Timeline with per-zone SSR/pickup curves, and a Register's expression read-back open in the right column

Premium Pickup, framed on its own — the hard-pity counter forces the next roll's SSR once it hits the ceiling; whether that (or any ordinary) SSR lands as pickup or standard depends on the Pickup owed guarantee flag, which a miss sets and the next SSR consumes.

The Premium Pickup zone alone after the same completed run, with the minimap and the Timeline folded away: the hard-pity counter against its ceiling, the Pickup-owed guarantee flag, a real Pickup/Standard hit split, and a selected Pool's Inspector open in the right column with its current amount

Develop locally

npm install
npm run dev             # http://localhost:5173
npm run build            # -> dist/            static SPA, deploy anywhere
npm run build:portable   # -> dist-portable/   single self-contained index.html (file://)
npm run lint
npm test                 # vitest (engine + store unit tests)
npm run e2e              # Playwright browser end-to-end

Requires Node 22+ (.nvmrc pins 22). React + TypeScript + Vite, React Flow for the canvas, Zustand for state; the simulation engine is a dependency-free, unit-tested TypeScript module kept separate from the UI. Deployed on Cloudflare Pages; CI on GitHub Actions.

Technical reference

Behaviour is frozen in versioned spec documents; a behavioural change means a new spec id, never an edit to a frozen one.

Project revisions & proposals — a worked, file-based walkthrough of the create → propose → review → apply flow lives in examples/revision/README.md.

Where the model could grow (not on a committed schedule — continuous-time models, spatial/grid models, external-engine integration for specialized physics) is recorded in docs/product-direction.md.

Additional feature-specific design documents (localization, mobile, module system, large-graph readability, simulation playback, edge routing, data import, …) live under docs/.

Latest — v0.28.4

Starting and finishing a connection responds faster.

  • Starting to draw: responds faster, with a larger improvement in large diagrams
  • Releasing on the empty canvas: a connection drag released there also responds faster
  • Every side stays available: while drawing a connection, handles on every side of every node remain available

v0.28.3

Undo and Redo leave nothing selected.

  • Nothing selected after Undo or Redo: on the canvas or in the Inspector
  • No hidden highlight: a connection or node no longer stays highlighted while the Inspector is empty; Delete won't remove it, and the arrow keys won't move a node until you select it
  • No old selection comes back: Undo and Redo no longer bring back a selection from an earlier step
  • Inserting a module is the one exception: Undo selects again what was selected before the insert, and Redo selects the inserted nodes

v0.28.2

Resource connections on two sides of one port branch on their own.

  • Each side branches separately: resource connections that use the same port from different sides now branch separately, reducing unnecessary detours in some diagrams
  • Six automatic routes change: in the bundled templates, one in Coffee roastery operations flow and five in 3-zone gacha banner comparison are drawn differently
  • State connections unchanged: connections using different sides of the same state port are still grouped together

v0.28.1

A connection's label keeps off the bend points you placed on it, where its line has room.

  • Labels clear of your bends: where there is room, a connection's label is placed clear of the bend points you added to it; where there is not enough room, it can still overlap one
  • Stays put: selecting a connection, deselecting it or zooming does not by itself change where its label sits
  • Other connections: in a dense diagram, a label that moves off a bend can also move the label or the line of another connection
  • Early MMO example: no longer listed under Templates; it stays as developer test material for large diagrams, and a document you already made from it still opens and works as before

See CHANGELOG.md for the full notes of these releases, v0.28.0 (a connection turned around without drawing it again), v0.27.0 (a connection's end moves without drawing the connection again), v0.26.2 (playback in the chosen colours, and the moving +N badges kept off the nodes), v0.26.0 (the compact node with its name outside, connections from any side, notices under the toolbar), v0.25.0 (nodes on a grid, orthogonal connections around them, editable connection shapes and text inside nodes), v0.24.0 (three playback speed tiers, and a speed choice and fewer moving markers on the phone), v0.23.0 (a Pool lights up as a marker arrives and a Converter shows that it converts), v0.22.0 (the Gate's path lights up and a +N rides beside every moving marker), v0.21.4 (the canvas controls keep their place while editing is locked), v0.21.3 (the edit lock is exact, and its button shows the state), v0.21.2 (values and detail rows sit inside their node), v0.21.1 (Focus mode dims the connections too), v0.21.0 (compact nodes, so more of a large graph fits in view), v0.20.0 (flow colours in the minimap and the timeline), v0.19.0 (flow colours on nodes and connections), v0.18.2 (the guided tour says each step once), v0.18.1 (one keyboard contract for every menu), v0.18.0 (the third-party open-source licenses in the About dialog), v0.17.2 (the Temporary session button drawn like the menu buttons), v0.17.1 (share links compressed with the browser's own Compression Streams), v0.17.0 (password-protected share links), v0.16.0 (the storage gate, temporary sessions and the Storage and privacy area), the v0.15 releases and every earlier one.

Credits

Created by Hanrim · Cozy Shelter.

Loop Studio is an independent project and is not affiliated with or endorsed by Machinations.io. Its modeling approach is informed by publicly documented academic work on game-economy diagrams.

Copyright

Copyright © 2026 Hanrim. All rights reserved.

Loop Studio includes third-party open-source components. Their licenses are in the app (About Loop Studio → Third-party open-source licenses) and in every build (licenses/README.md); they cover those components only.

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Browser-based visual systems editor and simulator for resource flows, state changes, probabilistic rules, and feedback loops.

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