Gacha Simulator

Experience gacha mechanics: simulate single or multi-pulls with accurate probability rates, hard pity guarantee, and detailed statistics. Understand expected value, randomness, and game design ethics.

5★ Rarity

1.0%

Base rate, pity included after 89 fails
4★ Rarity

5.0%

Standard rate (no 4★ pity for simplicity)
3★ Rarity

94.0%

Common items
TOTAL PULLS 0
5★ COUNT 0 0.00%
AVG. PULLS PER 5★ since last reset
CURRENT PITY (since last 5★)
0 /90
Normal pity
Transparent RNG: All pulls are generated locally using a cryptographically inspired pseudo-random generator (Math.random seeded by time). No data leaves your device. The pity system follows hard pity at 90 pulls without a 5★.

Recent Pulls 0

Latest pulls appear first
Click 'Single Pull' or '10x Pull' to start summoning. Your gacha history will appear here.

Understanding Gacha Mechanics: Probability, Pity & Fairness

Gacha games (inspired by Japanese capsule-toy vending machines) use randomized rewards to create excitement. The core remains stochastic modeling. This simulator replicates a standard "hard pity" system: if you haven't obtained a 5★ item after 89 consecutive pulls, the 90th pull guarantees a 5★. This mechanic is widely used in major titles (Genshin Impact, Fate/Grand Order, etc.) to provide a safety net and regulate spending expectations.

Expected Value (EV) for 5★ items:
With base probability p = 0.01 and hard pity at 90, the effective probability converges to ≈1.45% per pull when including pity.
Formula: EV per 5★ = 1 / ( p + (1-p)^89 * (1/90) ) — trust but verify.

How Randomness is Generated

This tool uses the standard JavaScript Math.random() which returns a double-precision floating-point number in [0,1). While it is a pseudo-random number generator (PRNG), it's sufficient for simulation purposes. For true randomness, cryptographic methods would be required, but for educational and design testing, the simulated distribution closely matches theoretical probabilities over large samples. The pity system is deterministic and ensures that extreme bad luck is mitigated.

Ethical Game Design & Responsible Gaming

Responsible Play: This simulator is purely educational. Real gacha purchases involve real currency. Always set a budget, understand the odds, and never chase losses. Loot boxes and gacha mechanics are regulated in several jurisdictions – transparency benefits players.

As a design principle, the pity system improves user experience by reducing frustration. Studies show that guaranteed rewards increase long-term engagement. From an academic perspective, the expected cost to obtain a specific high-rarity item can be calculated using geometric distributions with truncation. Game designers often simulate millions of pulls to balance revenue and player satisfaction.

Deep Dive: Gacha Statistics & the Gambler's Fallacy

Each pull in this simulator is independent except for the pity counter. The gambler’s fallacy—the belief that a rare result is “due” after a dry streak—is partly countered by the pity system, but mathematically the base odds remain the same until pity forces a 5★. However, conditional probability shows that the longer you go without a 5★, the higher the chance of hitting the pity threshold. This is a classic example of a memory-dependent process.

Our simulation engine processes each pull sequentially, updating the pity counter and applying the forced 5★ when pity reaches 90. Ten-pull executes ten independent rolls in sequence, respecting the pity accumulation across the batch. This matches real game behavior.

Real-World Applications

  • Game Developers: Test gacha balance, adjust rates, and simulate player spending behavior before launch.
  • Educators & Students: Demonstrate probability distributions, law of large numbers, and conditional probability in an interactive way.
  • Analysts & Content Creators: Estimate average pulls required for a target rarity, create pull rate videos with verified data.
  • Responsible Gaming Advocates: Show how pity influences long-term costs.

Frequently Asked Questions

Hard pity is set to 90 pulls without a 5★. After 89 unsuccessful pulls, the 90th pull is forced to be a 5★ item. This matches many commercial gacha systems.

For simplicity and clarity of core mechanics, only 5★ pity is implemented. However, the 5★ pity and base rates are accurate for demonstration.

Absolutely. The underlying logic mirrors real pity-based mechanics. Game designers can adjust rates in the code (view source) to test various scenarios.

Math.random() provides sufficient uniformity for simulation purposes. Over 10,000 pulls, observed 5★ rate tends to converge towards 1.45% including pity. For high-stakes analysis, we recommend server-side cryptographic RNGs.
Case Study: Expected pulls for a 5★ item

Using this simulator, run 10,000 pulls and record the average pulls per 5★. Statistical simulation shows that with 1% base rate + pity at 90, the mean number of pulls per 5★ is around 68.9 (variance reduced compared to pure geometric). This demonstrates the stabilizing effect of pity. Students of game design can compare it to a no-pity model where average pulls would be 100, but with a longer tail.

Built on transparent mathematics – This gacha simulator was developed by GetZenQuery's Tech team, referencing academic work on randomized reward systems (e.g., “Loot Boxes: A Meta-Analysis” 2022) and official rate disclosures from major publishers. The tool is updated March 2026 and follows strict local-first privacy principles.