Rare item
Common item
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Explore the specific mechanic behind one of gaming's most scrutinized monetization models: the loot box. Every pull is a Bernoulli trial against a published (or hidden) drop rate, but real gacha systems layer a "soft pity" ramp and a hard-pity guarantee on top to bound worst-case spend while preserving the variance that makes pulling exciting. This simulator opens a real 3D crate for every pull, tracks the exact pity counter and effective probability curve, and runs fast batch simulations of 1,000 pulls so you can watch the empirical cost-per-rare-item converge toward the theoretical expected value — the same math a game studio uses to forecast player spend and revenue per install.