CRANKWORKS Player wiki

Player wiki

Ascension and offline

An act crossing pays on the spot — cores, patents, challenges — and cores buy tracks that never go away. Nothing is taken back, and an act you have crossed is never replayed.

When and how

There is no ascension ritual any more, and that is deliberate: what it used to pay, an act crossing pays. When a run reaches its act's goal it crosses — the cores, the patents and the challenges earned along the way are paid right there, and nothing is taken back.

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, reaching ×4 the threshold doubles your cores, it does not quadruple them. And an act you have crossed is never replayed: a new game opens straight into act II, equipped. You never redo the workshop with the tools that got you out of it.

THE VAULT: the cores earned at act crossings, and what they buy.
THE VAULT: the cores earned at act crossings, and what they buy.

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.