Every RPG player knows the thrill of legendary loot. But building the systems behind that dopamine hit? That's where most indie game projects stall.
Every RPG player knows the thrill of legendary loot. But building the systems behind that dopamine hit? That's where most indie game projects stall.
You sketch out item types, rarity tiers, stacking mechanics, usage effects—only to realize you've spent weeks coding inventory management instead of designing the items players actually want.
CraftMyGame gives you a production-ready item system out of the box. Define item types. Set rarity tiers. Configure stacking and usage effects. Add a health potion that heals 50 HP when used—all without writing a single line of code.
_Perfect for: RPGs, survival games, roguelikes, dungeon crawlers, and any game where loot matters._
Consumables — Health potions, food, buff scrolls. Players use them, actions trigger, the item disappears from their stack. You define what "use" means.
Equipment — Weapons, armor, accessories. Players equip and unequip gear to change their loadout.
Key Items — Skeleton keys, keycards, puzzle pieces. Unlock doors, open chests, and gate progress through your world.
Materials — Wood, iron ore, monster drops. Stack neatly in inventory and feed into your crafting recipes.
Quest Items — Story artifacts, evidence, collectible sets. Drive your narrative forward and track player progress.
Pick a type. Configure behavior. The system handles inventory management, UI display, and player interactions automatically.
Common — The bread and butter. Drops frequently, keeps the loot loop satisfying.
Uncommon — A step up. Players notice these and consider keeping them.
Rare — Now we're talking. Meaningful upgrades worth clearing inventory space for.
Epic — Build-defining power. Players adjust their strategies around these.
Legendary — The treasures players grind for hours to find. Screenshot-worthy moments.
Assign rarity to any item with one click. The inventory UI automatically applies distinct styling so players recognize value at a glance—no custom UI work required.
Stackable items — Set max stack sizes (99 potions? 20 arrows?) and let players collect without clutter.
Inventory size limits — Give players 10 slots or 100. Create meaningful decisions about what to carry.
Weight limits — Add encumbrance for survival realism. Skip it for casual adventures. Your call.
Auto-pickup radius — Players walk near items, items collect automatically. No tedious click-to-loot.
Tooltips — Hover over any item to see its details. Works out of the box.
The system handles edge cases—full inventories, stack overflow, item preservation—so players never lose loot to bugs you didn't anticipate.
When a player clicks "Use" on an item, you decide what happens:
This is where CraftMyGame shines. Link any item to any action. Build potions, scrolls, teleport stones, and transformation items—all through configuration, no code required.
Set prices — A rusty sword costs 10 gold. A legendary blade costs 10,000. You set the value.
Multiple currencies — Gold, gems, reputation tokens, dungeon keys. Link items to any currency in your resource system.
Shop integration — Items you define work automatically with the shop system. No extra configuration.
Crafting recipes — Three iron bars plus one leather strap equals an iron sword. Materials become meaningful.
Players can buy, sell, and trade. Merchants feel alive. Your game economy connects together without you wiring each piece manually.
Drop on death — Items scatter on the ground. Perfect for hardcore survival, roguelikes, and high-stakes multiplayer.
Keep on death — Inventory persists through death. Better for casual adventures where frustration kills fun.
One toggle changes your game's entire feel. Hardcore survival? Drop everything—create tension and risk. Casual RPG? Keep the loot—let players focus on exploration. Match your game's difficulty philosophy in seconds.
Your items automatically connect to other CraftMyGame systems:
Collectible System — Drop items in the world. Players auto-collect them within a radius you set.
Shop System — List items in merchant inventories. Buy and sell with any currency.
Crafting System — Use materials as recipe ingredients. Combine them into new items.
Action System — Trigger any game event when items are used, equipped, or collected.
Define an item once. Use it in shops, crafting recipes, enemy drops, treasure chests, and quest rewards. No duplicate definitions, no sync issues, no wasted time.