CRANKWORKS Player wiki

Player wiki

Ascension and offline

Ascension trades a run for cores, and cores buy tracks that never go away. It is the only reset in act I — and it is a manual gesture, not a button.

When and how

You can ascend once a run reaches 1.00B lifetime energy. Then you have to earn it: 3 crank revolutions charge the ascension, and the charge falls back 12 % per second the moment you stop.

cores = max(1, floor(√(lifetime energy ÷ 1.00B)))

What an ascension pays, from the real coresFor()
lifetime energy× thresholdcores
1.00B×11
4.00B×42
9.00B×93
25.0B×255
100B×10010
10.0T×10000100

Because it is a square root, waiting for ×4 the threshold doubles your cores, not quadruples them. The question is never "is more better" — it is whether the next hour of this run beats the first hour of the next one.

Ascension is a manual gesture — you crank it up.
Ascension is a manual gesture — you crank it up.

The six permanent tracks

Cores buy tracks, and tracks survive everything — including act crossings.

The permanent tracks, bought with cores
trackeffectper levellevelsat maxcore laddertotal
ENGINEERING+15% machines+0.155+0.751 → 2 → 4 → 8 → 1631
ECONOMICS+5% sale, start money+0.055+0.251 → 2 → 4 → 8 → 1631
LOGISTICS+8h offline cap+85+401 → 2 → 4 → 8 → 1631
CRANK MASTERY+20% crank+0.25+11 → 2 → 4 → 8 → 1631
SCIENCE+20% research+0.25+11 → 2 → 4 → 8 → 1631
RISK+15% overdrive, -8% heat+0.155+0.751 → 2 → 4 → 8 → 1631

Each level costs more than the last: 1 → 2 → 4 → 8 → 16, so 31 cores to max a single track and 186 to max all six.

Offline production

While the game is closed, your machines keep working. Your hand does not.

earnings = machine output × min(time away, cap) × efficiency

You start at a 6 hour cap and 35 % efficiency, and an absence under 60 seconds is ignored entirely.

What raises the offline cap and efficiency
sourcecapefficiency
BATTERY+4 h
QUANTUM BATTERY+40 h+0.25
LOGISTICS+8 h

With every technology and every track maxed, that becomes 24 hours at 60 %. At that point closing the game is a legitimate strategy — which is what an idle game ought to feel like.