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)))
| lifetime energy | × threshold | cores |
|---|---|---|
| 1.00B | ×1 | 1 |
| 4.00B | ×4 | 2 |
| 9.00B | ×9 | 3 |
| 25.0B | ×25 | 5 |
| 100B | ×100 | 10 |
| 10.0T | ×10000 | 100 |
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.

The six permanent tracks
Cores buy tracks, and tracks survive everything — including act crossings.
| track | effect | per level | levels | at max | core ladder | total |
|---|---|---|---|---|---|---|
| ENGINEERING | +15% machines | +0.15 | 5 | +0.75 | 1 → 2 → 4 → 8 → 16 | 31 |
| ECONOMICS | +5% sale, start money | +0.05 | 5 | +0.25 | 1 → 2 → 4 → 8 → 16 | 31 |
| LOGISTICS | +8h offline cap | +8 | 5 | +40 | 1 → 2 → 4 → 8 → 16 | 31 |
| CRANK MASTERY | +20% crank | +0.2 | 5 | +1 | 1 → 2 → 4 → 8 → 16 | 31 |
| SCIENCE | +20% research | +0.2 | 5 | +1 | 1 → 2 → 4 → 8 → 16 | 31 |
| RISK | +15% overdrive, -8% heat | +0.15 | 5 | +0.75 | 1 → 2 → 4 → 8 → 16 | 31 |
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.
| source | cap | efficiency |
|---|---|---|
| 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.