Drop the spreadsheet tuning sessions. Ship balanced weapons on day one.
Eight production-tuned stat axes per firearm, returned as JSON. Drag straight into Unity, Unreal, Godot. The only public firearms API that ships balanced game numbers across thousands of models.
What changes for you
Daten
Damage, accuracy, fire rate, range, mobility, recoil, reload, concealment. Balanced relative to the catalog so a 1911 reads correctly against an MP5 against a Barrett.
KI
Procedurally generate weapon loadouts that feel right. Fine-tune a content model on a schema designers can read, not on screenshots from forums.
Workflow
Designers stop fighting balance spreadsheets. Producers stop reviewing wiki copy paste. Every weapon shipped reads the same way across every level.
Endpoints that power this industry
- GET
/v1/firearms/:id/game-statsEight balanced axes per firearm. The Unity/Unreal/Godot import target.
- GET
/v1/game-stats/snapshots/:versionPinned versions of the balance table. Lock a game build against a known set.
- GET
/v1/firearmsCatalog filter by category, caliber. Build out a weapon-class system.
- GET
/v1/firearms/compareGame-stat compare across primaries / secondaries during balance reviews.
How teams wire it in
Studios typically pull the snapshot, commit it to source control alongside the game build, and rerun against the live snapshot on the next balance pass. Unity, Unreal and Godot import targets are all just plain JSON; no SDK required.



