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)))
| 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, 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 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.