Generate your levels without taking a hassle! Click on 'Generate Levels' to build your levels depending on the amount through the level input box. Use 'Copy JSON' to download your level param data in a *.json format, with different numbers depending on the tier you've inputted. If generation becomes a mess, use 'Remove Generated Lines' to clean up the page for preparation of new level data. NOTE: generating over 1,000 levels may cause lag.
Tutorial
Use this quick flow to generate valid level files in under a minute.
Open Settings and pick the generator mode you need.
Return to Main, set your starting stats, and choose how many entries to create.
Click Generate, review the JSON preview, then use the matching Copy ... JSON button.
If you are generating managers and want to reuse previous names, keep name history; otherwise reset it from the manager options.
Settings
Select generator behaviour:
Legacy Data Options
Statistics
Total Levels Generated: 0
Changelog
Latest updates and changes to the generator.
5th March 2026:
Update 1.2.1:
- Fixed level continuation flow across all generators.
- Fixed the 1st level entry generation using scaled starting stats instead of the initial input stats.
- Fixed incorrect cost reduction values for manager cost reduction effects.
4th March 2026:
Update 1.2:
- Added Barrier generation with custom order, tier ranges, costs, build times, and video settings.
- Added Collectibles and Collectible Production Factor generators using modern param structures.
- Added modern Manager generation updates (Professional rarity, GenderId support, female ID offset rules) with a legacy format toggle.
- Manager names now load offline from a local database, support gender-aware pools, and avoid duplicate naming across generations.
- Added reset tools for used manager names, including optional reset when removing generated lines in manager mode.
- Added custom multiplier fields for Skillpoint and Manager Cost generation.
- Added a legacy SuperCashReward toggle for Mineshaft, Elevator, and Warehouse data formats.
- Improved local statistics tracking with persistent generated-level counts.
- Refined UI layout for centered tab pages, cleaner settings/stats/changelog views, and larger tutorial screenshots.
30th July 2024:
Update 1.1.3:
- Added more big bonuses from elevator and warehouse level generation at certain ranks.
26th July 2024:
Update 1.1.2:
- Fixed incorrect parsing during skillpoint generation.
11th May 2024:
Update 1.1.1:
- Adjusted "managerRarityInput" to selection boxes where you can choose between "Junior", "Senior" and "Executive" for your own needs with the proper stat bonuses.
- Manager Effect IDs were also adjusted for better interface, choose between "Walking Speed Boost", "Income Multiplier", "Upgrade Cost Reduction" and more for the area's effect!
- Fixed a bug with manager cost ramping not taking into account past 21 of them.
- Fixed skillpoints' ids and supercashcosts not being stringified.
10th May 2024:
Update 1.1:
- Added a new generation option: Managers! You can finally generate random managers with random names as well as setting up your initial cost and cost ramping on them using the "Manager Cost" selection option for your classic producers!
- Fixed a bug with the Skillpoints generator not generating the accurate data.
- Added more big milestones for "Elevator" and "Warehouse" until level 5,000, as their cost/gain ramping goes up past level 4,000!
- It also won't be fair for "Mineshafts" to have more interesting updates as well! We've added 2 more milestones (level 1,600 and level 1,750) to make the efficiency much higher! Plus, tiers past 20 will have a much stronger Supercash gain on top!