You have stars.
You need stars to infinity.
You have infinity point ( total this eternity, in this infinity)
You have infinity point ( total this eternity, in this infinity)
You need total infinity points to eternity.
You have eternity point ( total this complexity, in this eternity)
You have eternity point ( total this complexity, in this eternity)
You need to complexity.
You have complexity point ( total this finality, in this complexity)
You have complexity point ( total this finality, in this complexity)
You need total complexity points to finality.
You have finality point ( total, in this finality)
You have finality point ( total, in this finality)
You have won the game! Congratulations!
You have not exported your save for a long time. You might want to export regularly.
This message can be disabled in the Options tab ("Show export reminder after X seconds").
This message can be disabled in the Options tab ("Show export reminder after X seconds").
You have been in for a long time.
This message is here in case you accidentally disabled something and forgot to enable it again.
This message is here in case you accidentally disabled something and forgot to enable it again.
The collapsed due to an excess of stars.
View stars and generators anyway:
View stars and generators anyway:
You have stars. You are getting stars per second.
You have a sacrifice multiplier multiplying Generator by its amount.
You need to sacrifice.
You have prestige power multiplying all by its amount.
You need to prestige.
multipliers are reduced above x (the multiplier softcap).
It is impossible to get more than stars.
You have boost, multiplying all by x (x each).
Your highest number of boosts this eternity is .
You have boost power, increasing the per-boost multiplier by x.
You are generating boost power per second ( per boost this eternity above ).
You will start generating boost power for each boost this eternity above boosts.
You are generating boost power per second ( per boost this eternity above ).
Your is (giving extra theorem, next at ).
View all even if they would be otherwise invisible:
Generator | /s | x | ||||
Generator | /s | x | ||||
Generator | /s | x | ||||
Generator | /s | x | ||||
Generator | /s | x | ||||
Generator | /s | x | ||||
Generator | /s | x | ||||
Generator | /s | x |
You have a sacrifice multiplier multiplying Generator by its amount.
You need to sacrifice.
You have prestige power multiplying all by its amount.
You need to prestige.
multipliers are reduced above x (the multiplier softcap).
Given a multiplier x, let y be log(x, ). x is reduced to ^(y^(y^)).
It is impossible to get more than stars.
You have infinity point (IP).
You have produced infinity point this eternity, multiplying all by .
You have infinit, multiplying all infinity generators (IGs) by .
You need to complete all the normal challenges to be able to break infinity.
Breaking infinity for the first time will also let you view the Infinity Challenges tab.
You have infinity stars, multiplying all by their amount^ = .
You are getting infinity stars per second.
View all infinity generators even if they would be otherwise invisible:
You have produced infinity point this eternity, multiplying all by .
You have infinit, multiplying all infinity generators (IGs) by .
You need to complete all the normal challenges to be able to break infinity.
Breaking infinity for the first time will also let you view the Infinity Challenges tab.
You have infinity stars, multiplying all by their amount^ = .
You are getting infinity stars per second.
View all infinity generators even if they would be otherwise invisible:
Infinity Upgrades: | ||||
---|---|---|---|---|
Increase the base multiplier per boost: | → (maxed) | |||
Increase the power of infinity stars: | → (maxed) |
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x | ||||
Infinity Generator | /s | x |
You have completed normal challenge, multiplying all by .
To complete a normal challenge, infinity while in the normal challenge.
To complete a normal challenge, infinity while in the normal challenge.
Normal Challenge
Generator multiplier is raised ^. All other multipliers are always x. Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
There's a multiplier on all increasing linearly from to over . Every time you buy a generator or boost, or sacrifice or prestige, this multiplier resets to . Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
There's a multiplier on Generator , starting at and doubling every . Every time you prestige, this multiplier resets to . Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
Every time you buy a , the amounts of all lower are reset, like a sacrifice without the benefit. Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
All cost increases are raised ^. Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
There are only 6 . (Generator and Generator don't exist.) Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
You can only buy total and boosts throughout this challenge. This count does not reset on prestige. Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
You can't buy boosts, the per-boost multiplier is x, and prestige power is raised ^, but all (including Generator ) are multiplied by your amount of Generator . Reward: Faster Generator Autobuyer (triggering every game tick) |
Normal Challenge
You can't buy boosts and the per-boost multiplier is x. Reward: Faster Boost Autobuyer (triggering every game tick) |
Normal Challenge
You can't buy boosts or more than one of each , and you can't prestige. You can sacrifice multiple times at the same point and the sacrifice bonuses multiply, but sacrifice resets everything that prestige resets. Reward: Sacrifice Autobuyer |
Normal Challenge
Prestige power is raised ^. Reward: Prestige Autobuyer |
Normal Challenge
Infinity generators are disabled. Reward: Infinity Autobuyer |
You have autobuyer.
The complexity autobuyer is off when unlocked unless you explicitly pre-set it to be on.
Turn newly unlocked autobuyers on when unlocked:
Autobuyers options on this tab only apply to autobuyers on this tab.
Explanations:
The complexity autobuyer is off when unlocked unless you explicitly pre-set it to be on.
Turn newly unlocked autobuyers on when unlocked:
Pre-set locked reset autobuyers (this overrides the above setting):
Infinity: Eternity: Permanence: Complexity: Finality:
Infinity: Eternity: Permanence: Complexity: Finality:
Slow autobuyers will trigger in .
Fast autobuyers trigger every tick.will trigger in .
Make autobuyers trigger at most every X seconds ( to always trigger):
Automatically turn all autobuyers off when entering normal challenges: when entering infinity challenges:
You can toggle an autobuyer by pressing T + the corresponding hotkey.
Autobuyers options on this tab only apply to autobuyers on this tab.
Autobuyers for some type of reset, such as the sacrifice, prestige, and infinity autobuyers, each have a text input, and have a mode which describes how that input is used. That text input is always converted to a number, which is then (for time-based modes) considered as a number of seconds, or (for other modes) just used as a number.
For example, one important time-based mode is just "Time", which makes the autobuyer trigger when it's been at least the input number of seconds since the last type of reset the autobuyer does (whether that was due to the autobuyer or manual). For example, if you prestige, and the prestige autobuyer is on, has mode "Time", and has text input , it will, if possible, prestige later. (Of course, if you're not manually prestiging at all, this will cause the prestige autobuyer to prestige every .) Some autobuyers have some "Time since" modes which, instead of waiting some number of seconds after a reset for the autobuyer to trigger, wait some number of seconds after some other event.
An example of a non-time-based mode is the "Multiplier" mode of the prestige autobuyer. This mode will prestige every time you can get at least the input value as an additional multiplier from prestiging. For example, if the prestige autobuyer is on, has mode "Multiplier", and has text input , and you currently have prestige power, it will prestige first at prestige power, then at prestige power, then at prestige power, and so on. (If progress is fast enough, it may prestige for slightly more prestige power than this.)
For example, one important time-based mode is just "Time", which makes the autobuyer trigger when it's been at least the input number of seconds since the last type of reset the autobuyer does (whether that was due to the autobuyer or manual). For example, if you prestige, and the prestige autobuyer is on, has mode "Time", and has text input , it will, if possible, prestige later. (Of course, if you're not manually prestiging at all, this will cause the prestige autobuyer to prestige every .) Some autobuyers have some "Time since" modes which, instead of waiting some number of seconds after a reset for the autobuyer to trigger, wait some number of seconds after some other event.
An example of a non-time-based mode is the "Multiplier" mode of the prestige autobuyer. This mode will prestige every time you can get at least the input value as an additional multiplier from prestiging. For example, if the prestige autobuyer is on, has mode "Multiplier", and has text input , and you currently have prestige power, it will prestige first at prestige power, then at prestige power, then at prestige power, and so on. (If progress is fast enough, it may prestige for slightly more prestige power than this.)
This explanation will become a lot more useful once you break infinity and can get more than IP from a single infinity. For now, you can just set your infinity autobuyer to mode "Amount" and put in its text input. If you want to read this explanation even though it's not useful yet, though, you can.
I know this explanation is fairly long and takes a while to get to the point, but I think it's useful for understanding the autobuyer modes with /sec, which are some of the most useful autobuyer modes in the game. Hopefully it's thorough enough to not be confusing.
Let's start with gain/sec. This is shown, for example, on the infinity button as IP/sec, but gain/sec is a more general term that we'll be able to apply to other things later in the game. Gain/sec is simply the value of something that you'd currently gain from reset, divided by the number of seconds it's been since you reset. For example, if you would get additional IP from infinitying and it's been since you last infinitied, then your IP/sec (gain/sec for infinity) would be / = .
Early on in the game (just after breaking infinity), gain/sec will go up at the start of an infinity, then at some point it will stop going up and start going down. The highest value it reaches is called peak/sec. For example, suppose you can gain IP when it's been since the start of the current infinity, you can gain IP after ( later), and you can gain IP after . Gain/sec is then / = after , / = after , and / = after ; of these times, the highest value for gain/sec was , after . (Of course, without knowing the IP gain from infinity at other times, we don't actually know peak/sec, but hopefully this example clarifies the content). Peak/sec sometimes also refers to the time at which gain/sec reaches this highest value. For example, peak/sec in the above example was after infinity.
Note that there can be cases where something seems to be peak/sec, but actually it is not. For example, suppose you can gain IP after , IP after , IP after , IP after , and IP after . At these times, gain/sec is , , , , and , respectively. After , it seems like a peak/sec of was reached after . However, after , it turns out that had a higher gain/sec than , so is the new peak/sec.
Now it's possible to actually discuss some autobuyer modes. The mode "Fraction of peak/sec" does a reset when the ratio (gain/sec) / (peak/sec) (i.e., the ratio of current gain/sec to its peak) is less than or equal to (note: not greater than) the autobuyer setting. While gain/sec is going up, this ratio will be , because gain/sec and peak/sec are equal, but when gain/sec starts going down, the ratio will go down from . For example, in the " IP after , IP after , IP after " example, after , gain/sec is and peak/sec is , meaning that (gain/sec)/(peak/sec) is / = .
The mode "Time past peak/sec" is somewhat easier to understand; it just waits the input number of seconds after the peak/sec time, and then does a reset. For example, in the " IP after , IP after , IP after " example, after , time since peak/sec is ; if the infinity autobuyer mode is "Time past peak/sec" and the input setting is , this is thus when it will infinity. For this mode, similarly to other time modes, the autobuyer will also reset if it's been greater than that many seconds since peak/sec (for example, if the autobuyer was turned on halfway through an infinity).
Note that if you use mode "Fraction of peak/sec" and have the input set too close to , or you use mode "Time since peak/sec" and have the input set too close to , you might end up resetting in the "cases where something seems to be peak/sec, but actually it is not" described above, which might not be optimal.
After you get enough progress, you'll notice that gain/sec never stops going up. At first it will go up and down but will keep reaching new maxima, repeating the "cases where something seems to be peak/sec, but actually it is not" process described above over and over in the same infinity. Later, it will just go up basically all the time, without going down significantly in between. In any case, this can stop your autobuyer from ever triggering if it uses "Fraction of peak/sec" mode or "Time past peak/sec" mode.
In this case, you can use a "peak log/sec" mode. The way "peak log/sec" is fairly similar to "peak/sec"; there's something called "log/sec" which can vary over an infinity, "peak log/sec" is the maximum value which log/sec reaches, or the time at which it's reached, the mode "Fraction of peak log/sec" makes the autobuyer trigger when log/sec reaches or goes below a certain fraction of peak log/sec, and the mode "Time past peak log/sec" makes the autobuyer trigger a certain amount of time after peak log/sec. So the only real difference is the use of "log/sec" rather than "gain/sec", which means log/sec has to be explained.
Log/sec is based on the idea of measuring progress in terms of the logarithm (base , unless you use a different notation base) of your total (including spent) amount of something. For example, if so far you've gotten IP (some of which you may have spent), and you can do an infinity to get more IP, this will increase your total IP from to , and increase the logarithm of total IP from to , which is an increase of . (The reason to use total IP rather than current IP is so that buying things with IP doesn't drastically impact stuff based on log.) Log/sec is simply increase in log from reset divided by number of seconds it's been since reset. For example, in the above example, if you have total IP and can do an infinity to get more IP, and that infinity's taken so far, log/sec is / = . (It's typical for log/sec to be fairly small, as it is in this example; in some cases it might be small enough to display as , but don't worry, the actual non-zero value is still being used by the autobuyer.) Log/sec, unlike gain/sec, almost always starts going down after a long enough time.
I hope this explanation was helpful. These autobuyer modes are by no means necessary, but they often are the most generally useful and make it so you don't need to constantly adjust autobuyers, so it's nice to know how to use them.
I know this explanation is fairly long and takes a while to get to the point, but I think it's useful for understanding the autobuyer modes with /sec, which are some of the most useful autobuyer modes in the game. Hopefully it's thorough enough to not be confusing.
Let's start with gain/sec. This is shown, for example, on the infinity button as IP/sec, but gain/sec is a more general term that we'll be able to apply to other things later in the game. Gain/sec is simply the value of something that you'd currently gain from reset, divided by the number of seconds it's been since you reset. For example, if you would get additional IP from infinitying and it's been since you last infinitied, then your IP/sec (gain/sec for infinity) would be / = .
Early on in the game (just after breaking infinity), gain/sec will go up at the start of an infinity, then at some point it will stop going up and start going down. The highest value it reaches is called peak/sec. For example, suppose you can gain IP when it's been since the start of the current infinity, you can gain IP after ( later), and you can gain IP after . Gain/sec is then / = after , / = after , and / = after ; of these times, the highest value for gain/sec was , after . (Of course, without knowing the IP gain from infinity at other times, we don't actually know peak/sec, but hopefully this example clarifies the content). Peak/sec sometimes also refers to the time at which gain/sec reaches this highest value. For example, peak/sec in the above example was after infinity.
Note that there can be cases where something seems to be peak/sec, but actually it is not. For example, suppose you can gain IP after , IP after , IP after , IP after , and IP after . At these times, gain/sec is , , , , and , respectively. After , it seems like a peak/sec of was reached after . However, after , it turns out that had a higher gain/sec than , so is the new peak/sec.
Now it's possible to actually discuss some autobuyer modes. The mode "Fraction of peak/sec" does a reset when the ratio (gain/sec) / (peak/sec) (i.e., the ratio of current gain/sec to its peak) is less than or equal to (note: not greater than) the autobuyer setting. While gain/sec is going up, this ratio will be , because gain/sec and peak/sec are equal, but when gain/sec starts going down, the ratio will go down from . For example, in the " IP after , IP after , IP after " example, after , gain/sec is and peak/sec is , meaning that (gain/sec)/(peak/sec) is / = .
The mode "Time past peak/sec" is somewhat easier to understand; it just waits the input number of seconds after the peak/sec time, and then does a reset. For example, in the " IP after , IP after , IP after " example, after , time since peak/sec is ; if the infinity autobuyer mode is "Time past peak/sec" and the input setting is , this is thus when it will infinity. For this mode, similarly to other time modes, the autobuyer will also reset if it's been greater than that many seconds since peak/sec (for example, if the autobuyer was turned on halfway through an infinity).
Note that if you use mode "Fraction of peak/sec" and have the input set too close to , or you use mode "Time since peak/sec" and have the input set too close to , you might end up resetting in the "cases where something seems to be peak/sec, but actually it is not" described above, which might not be optimal.
After you get enough progress, you'll notice that gain/sec never stops going up. At first it will go up and down but will keep reaching new maxima, repeating the "cases where something seems to be peak/sec, but actually it is not" process described above over and over in the same infinity. Later, it will just go up basically all the time, without going down significantly in between. In any case, this can stop your autobuyer from ever triggering if it uses "Fraction of peak/sec" mode or "Time past peak/sec" mode.
In this case, you can use a "peak log/sec" mode. The way "peak log/sec" is fairly similar to "peak/sec"; there's something called "log/sec" which can vary over an infinity, "peak log/sec" is the maximum value which log/sec reaches, or the time at which it's reached, the mode "Fraction of peak log/sec" makes the autobuyer trigger when log/sec reaches or goes below a certain fraction of peak log/sec, and the mode "Time past peak log/sec" makes the autobuyer trigger a certain amount of time after peak log/sec. So the only real difference is the use of "log/sec" rather than "gain/sec", which means log/sec has to be explained.
Log/sec is based on the idea of measuring progress in terms of the logarithm (base , unless you use a different notation base) of your total (including spent) amount of something. For example, if so far you've gotten IP (some of which you may have spent), and you can do an infinity to get more IP, this will increase your total IP from to , and increase the logarithm of total IP from to , which is an increase of . (The reason to use total IP rather than current IP is so that buying things with IP doesn't drastically impact stuff based on log.) Log/sec is simply increase in log from reset divided by number of seconds it's been since reset. For example, in the above example, if you have total IP and can do an infinity to get more IP, and that infinity's taken so far, log/sec is / = . (It's typical for log/sec to be fairly small, as it is in this example; in some cases it might be small enough to display as , but don't worry, the actual non-zero value is still being used by the autobuyer.) Log/sec, unlike gain/sec, almost always starts going down after a long enough time.
I hope this explanation was helpful. These autobuyer modes are by no means necessary, but they often are the most generally useful and make it so you don't need to constantly adjust autobuyers, so it's nice to know how to use them.
Slow Generator Autobuyer
On: Mode: |
Slow Generator Autobuyer
On: Mode: |
Slow Generator Autobuyer
On: Mode: |
Slow Generator Autobuyer
On: Mode: |
Slow Generator Autobuyer
On: Mode: |
Slow Generator Autobuyer
On: Mode: |
Slow Generator Autobuyer
On: Mode: |
Slow Generator Autobuyer
On: Mode: |
Slow Boost Autobuyer
On: Mode: |
Sacrifice Autobuyer
On: Mode: : |
Prestige Autobuyer
On: Mode: : |
Infinity Autobuyer
On: Mode: :
Not on by default due to IP generation
Turn on anyway: |
Eternity Autobuyer
On: Mode: :
Not on by default due to EP generation
Turn on anyway: |
Permanence Autobuyer
On: Mode: :
Not on by default due to permanence generation
Turn on anyway: |
Complexity Autobuyer
On: Mode: :
Not on by default due to ℂP generation
Turn on anyway: |
Finality Autobuyer
On: |
You have completed infinity challenge, multiplying all infinity generators by .
You have produced stars this eternity.
To complete an infinity challenge, infinity while in the infinity challenge.
You have produced stars this eternity.
To complete an infinity challenge, infinity while in the infinity challenge.
Infinity Challenge
Normal Challenges , , , , , and all apply. Requirement to start: stars this eternity Goal: stars Reward: The multiplier to generators based on total IP this eternity is uncapped. |
Infinity Challenge
Prestige power is raised ^, but sacrifice is far stronger. Requirement to start: stars this eternity Goal: stars Reward: Sacrifice is stronger. |
Infinity Challenge
The prestige power formula is worse the more prestiges you do. Requirement to start: stars this eternity Goal: stars Reward: Multiplier to Infinity Generator based on prestige power (). |
Infinity Challenge
There's an exponent on the multipliers of all increasing linearly from to over . Every time you buy a generator or boost, or sacrifice or prestige, this exponent resets to . Requirement to start: stars this eternity Goal: stars Reward: Multiplier to all infinity generators based on time in infinity (). |
Infinity Challenge
There's an exponent on the multipliers of all based on stars, capping at . Requirement to start: stars this eternity Goal: stars Reward: Exponent to Infinity Generator multiplier based on stars (). |
Infinity Challenge
The prestige power formula alternates between being raised ^ (as usual) and ^ every time you prestige. Requirement to start: stars this eternity Goal: stars Reward: Exponent to prestige power based on infinity stars (). |
Infinity Challenge
Prestige power is raised ^, but the multiplier per boost is squared. Requirement to start: stars this eternity Goal: stars Reward: is added to the multiplier per boost. |
Infinity Challenge
You can only buy total (apart from Generator ) and boosts throughout this challenge. Each Generator you buy gives you extra purchases. Requirement to start: stars this eternity Goal: stars Reward: Multiplier to Infinity Generator equal to number of Generator (lower-bounded by ). |
You have eternity point (EP).
You have produced eternity point this complexity, multiplying all eternity generators by .
You have eternit, multiplying all eternity generators (EGs) by .
You have eternity stars, multiplying all normal and infinity generators by
and raising all normal and infinity generator multipliers ^.
You are getting eternity stars per second.
View all eternity generators even if they would be otherwise invisible:
You have produced eternity point this complexity, multiplying all eternity generators by .
You have eternit, multiplying all eternity generators (EGs) by .
You have eternity stars, multiplying all normal and infinity generators by
and raising all normal and infinity generator multipliers ^.
You are getting eternity stars per second.
View all eternity generators even if they would be otherwise invisible:
Eternity Upgrades: | ||||
---|---|---|---|---|
Increase the per-purchase multiplier for EGs: | ^ → ^^ (maxed) | |||
Increase the multiplier per boost: | x → xx (maxed) | |||
Multiplier to EGs based on total EP this complexity: | x → xx (maxed) |
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x | ||||
Eternity Generator | /s | x |
You have eternit.
Completing all eternity milestones for the first time will also let you view the Eternity Producer tab.
Complexity and resets beyond complexity will reset eternity milestones, and will lock those milestones (including the ones saying "Start each ... complexity"), removing their effects until you unlock the milestones again. Once you start with enough eternities after complexity to start with eternity milestones unlocked, however, those milestones will have an effect even at the start of a complexity. This situation will also arise later in the game with other similar mechanics.
eternity
Start each with stars based on your eternities (currently ) |
eternities
Start each with all normal challenges completed. (You also keep autobuyers and infinity remains broken.) |
eternities
Start each with infinity points based on your eternities (currently ) |
eternities
Automatically complete as soon as you unlock (based on eternities) |
eternities
Start each with infinities based on your eternities (currently ) |
eternities
Sacrifice no longer resets anything. |
eternities
Unlock autobuyers for repeatable infinity upgrades. |
eternities
Prestige no longer resets anything. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer. |
eternities
Unlock an Infinity Generator autobuyer, and an eternity autobuyer. |
You have total theorem (a breakdown is below the theorem purchase buttons) and unspent theorem.
Click on the name of a study preset on the line below to load that study list:
There is also a small multiplier to the chroma cap based on total fourth-row study purchases (currently x).
Bought theorems: (from stars) + (from IP) + (from EP) = .
Extra theorems: .
Total theorems: (bought theorems) + (extra theorems) = .
Buying a study will increase the costs of all studies on other rows by theorems.
Despite this, the total cost of studies does not depend on the order you buy them in.
You need to eternity before you can buy theorems with anything.
You need to buy at least one eternity generator before you can buy theorems with eternity points.
After theorem purchases of a certain type, theorem costs of that type start increasing far more quickly.
Presets ():
There are a lot of study options. To see the others, go to the options tab and toggle (turn on) "Full study options" in the "other options" part.
There are a lot of study options. To hide most of them, go to the options tab and toggle (turn off) "Full study options" in the "other options" part.
You don't currently have any study presets. You can create presets at the bottom of this tab.
Presets can be used to load study lists more easily.
Presets can be used to load study lists more easily.
Exporting studies and preset study lists use the same syntax, which is explained below.
More of the syntax will be explained as it becomes useful. Currently all the syntax is visible.
Loading the study list a,b,c,...,z tries to buy Study a, then Study b, then Study c, and so on, until it has bought Study z.
If the game cannot buy a study in the list with the available theorems, it will continue to the next study in the list rather than stopping.
Note that you can put fourth-row studies (that is, numbers from 13 to 16) in this list, but there is a more convenient syntax for fourth-row studies explained below.
Adding |ux to the end of a study list (where the u is a literal u) will keep at least x theorems unspent by studies no matter what. It's fine if those theorems are spent on an eternity challenge.
|cx is like |ux, except it uses the cost of Eternity Challenge x rather than the value of x. This is useful for eternity challenges.
Adding ! to a preset with |x will try to unlock the eternity challenge, and adding !! will try to start it. Additional exclamation marks have no additional effect.
When you have an eternity challenge unlocked and export a study list, that study list will have |cx!, where x is the eternity challenge, and it will have |cx!! if you are in the eternity challenge.
("Broke every stone" disables this.)
Adding &a,b,c,d to the end of a study list will try to buy Study up to a total times, then Study b total times, and so on.
If the game cannot buy a study in the list as many times as asked for, it will move to the next study.
Adding &sa,b,c,d, where the s is a literal s, will instead try to spend theorems on fourth-row studies in proportion to their costs when bought a, b, c, and d times.
This &sa,b,c,d syntax allows for a preset to keep the same relative values between fourth-row studies (that is, which is more important and which is less) without the preset changing for every fourth-row study purchase.
Study list to constantly load:
Total cost:
Total cost:
You have stars. | You have IP. | You have EP. |
Extra theorems: .
Total theorems: (bought theorems) + (extra theorems) = .
Buying a study will increase the costs of all studies on other rows by theorems.
Despite this, the total cost of studies does not depend on the order you buy them in.
You need to eternity before you can buy theorems with anything.
You need to buy at least one eternity generator before you can buy theorems with eternity points.
After theorem purchases of a certain type, theorem costs of that type start increasing far more quickly.
After you get theorems (enough to buy all the studies), a fourth row will appear.
However, studies in this row can only be bought if all studies above are bought.
However, studies in this row can only be bought if all studies above are bought.
Studies on the fourth row are rebuyable, with increasing costs.
Their costs are unaffected by buying other studies. Their shown costs are always the cost of the next purchase.
However, they can only be bought if all studies above are bought.
Their costs are unaffected by buying other studies. Their shown costs are always the cost of the next purchase.
However, they can only be bought if all studies above are bought.
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You can create at most presets. Delete existing presets to create more.
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The Eternity Producer, when unlocked, will produce eternit per second ( base production per second).
It will also multiply all eternity generators by (based on eternities).
It can be improved via upgrades.
Unlocking the Eternity Producer for the first time will also let you view the Eternity Challenges tab.
Note that you cannot benefit from the Eternity Producer or buy Eternity Producer upgrades before you unlock the Eternity Producer.
The Eternity Producer is producing eternit per second.
You have eternity point.
Eternity Producer base production per second: | → (maxed) | |||
Eternity Producer multiplier to EGs: | → (maxed) |
You have permanence. You get .
You need eternities to gain permanence. Permanence can be spent on a variety of upgrades.
Multiplier to eternity gain: | → (maxed) | |||
Power to Eternity Producer multiplier to EGs: | → (maxed) | |||
Power to third-row study effects: | → (maxed) | |||
Multiplier to permanence based on eternity stars: | → (maxed) |
You get .
You have completed eternity challenge (EC) tier, giving you extra theorem ( per tier).
At total eternity challenge tiers completed:
Multiplier to boost power gain based on eternity challenge tiers completed ()
At total eternity challenge tiers completed:
Multiplier to eternity gain based on eternity challenge tiers completed ()
At total eternity challenge tiers completed:
You gain your infinity points on infinity every second, without needing to infinity (IP generation), and you can view the Chroma tab.
At total eternity challenge tiers completed:
You auto-complete an EC tier once every , next in and they're now fully complete. (?)Getting more complexities and finalities speeds up auto-EC completion. Auto-EC completion completes all tiers of EC first, then all tiers of EC , and so on. Some complexity achievements require no EC auto-completions this complexity; you may need to turn EC auto-completion off to get these.
You have not yet used any EC auto-completions this complexity.
Auto-completed EC tiers can be stored up by turning auto-EC completion off.
When it's turned on again you'll get all the new auto-completed EC tiers at once. Turning auto-EC completion on would complete eternity challenge tier.
You have not yet used any EC auto-completions this complexity.
Auto-completed EC tiers can be stored up by turning auto-EC completion off.
When it's turned on again you'll get all the new auto-completed EC tiers at once. Turning auto-EC completion on would complete eternity challenge tier.
At total eternity challenge tiers completed:
Multiplier to boost power gain based on eternity challenge tiers completed ()
At total eternity challenge tiers completed:
Multiplier to eternity gain based on eternity challenge tiers completed ()
At total eternity challenge tiers completed:
You gain your infinity points on infinity every second, without needing to infinity (IP generation), and you can view the Chroma tab.
At total eternity challenge tiers completed:
To complete an eternity challenge, eternity while in the eternity challenge. Completing or respeccing an eternity challenge will give all theorems spent on it back.
Eternity Challenge
There are exponents on all normal generator multipliers based on infinity stars and on all infinity generator multipliers based on eternity stars (both less than ).
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: Multiplier to normal generators based on stars. Current: x, Next: x |
Eternity Challenge
Boost costs are massively increased.
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: Boosts are cheaper. Current: Cost ^, Next: Cost ^ |
Eternity Challenge
You can't prestige.
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: Exponent to prestige power. Current: ^, Next: ^ |
Eternity Challenge
You can infinity at most time. If you infinity more, you will automatically exit this challenge.
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: Multiplier to infinity generators based on total infinity points produced this eternity. Current: x, Next: x |
Eternity Challenge
Infinity generator multipliers are square-rooted (^).
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: Exponent to infinity generator multipliers. Current: ^, Next: ^ |
Eternity Challenge
All eternity challenge rewards are disabled.
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: All other eternity challenge rewards are stronger. Current: x, Next: x |
Eternity Challenge
Infinity generator per-purchase multipliers are disabled.
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: Multiplier to infinity generators based on eternity points produced this complexity. Current: x, Next: x |
Eternity Challenge
Eternity generators are disabled.
Requirement to unlock:
Cost: theorem
Goal: IP
Reward: Multiplier to eternity generators. Current: x, Next: x |
You can only have a single eternity challenge unlocked at a given time.
Eternity challenges lock again once completed.
Eternity challenges lock again once completed.
Note that you cannot gain chroma before you unlock any color of it, and must be the first color you unlock.
Chroma gain will slow down over time, gradually approaching its cap but taking a very long time to reach it.
You , and will produce after next eternity reset.
You .
The value of whatever color you are producing is The values of all colors are constantly increased to your current chroma.
All sources of chroma buildup speed act retroactively in the current eternity.
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Multiplier per boost x |
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Eternity gain x |
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Chroma buildup speed x (based on total EP this complexity) |
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Eternity Generator x (based on Eternity Generator amount) |
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extra theorem, next at |
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Multiplier softcap ^ (based on eternities this complexity) |
You have complexity point (ℂP).
You have produced complexity point this finality.
You have complexit, multiplying all complexity generators (ℂGs) by ,
multiplying permanence and chroma buildup speed by ,
and auto-completing an EC tier every never auto-completing an EC tier (actually one EC tier per due to finalities).
After finality, EC tier auto-completion from complexities is x faster.
You have complexity stars, making all complexity challenge rewards x stronger.
You are getting complexity stars per second.
View all complexity generators even if they would be otherwise invisible:
You have produced complexity point this finality.
You have complexit, multiplying all complexity generators (ℂGs) by ,
multiplying permanence and chroma buildup speed by ,
and auto-completing an EC tier every never auto-completing an EC tier (actually one EC tier per due to finalities).
After finality, EC tier auto-completion from complexities is x faster.
You have complexity stars, making all complexity challenge rewards x stronger.
You are getting complexity stars per second.
You have ^ = hypercomplexity stars,
used for Complexity Challenge reward strength and complexity star factor.
used for Complexity Challenge reward strength and complexity star factor.
View all complexity generators even if they would be otherwise invisible:
Complexity Generator | /s | x | ||||
Complexity Generator | /s | x | ||||
Complexity Generator | /s | x | ||||
Complexity Generator | /s | x | ||||
Complexity Generator | /s | x | ||||
Complexity Generator | /s | x | ||||
Complexity Generator | /s | x | ||||
Complexity Generator | /s | x |
You have completed complexity challenge tier.
You have complexit (allowing you to enter complexity challenge).
Complexity challenge rewards are currently x stronger (from complexity stars).
The Complexity Challenge reward is instead currently x stronger (from hypercomplexity stars).
You do not need to complexity to complete complexity challenges.
You have complexit (allowing you to enter complexity challenge).
Complexity challenge rewards are currently x stronger (from complexity stars).
The Complexity Challenge reward is instead currently x stronger (from hypercomplexity stars).
You do not need to complexity to complete complexity challenges.
Being in a complexity challenge doesn't prevent you from violating its condition. Instead, violating the condition makes you exit the complexity challenge. Thus, you are automatically in whichever complexity challenges you have not yet violated the condition of this complexity. In particular, when starting a new complexity, you will be in all complexity challenges that you've unlocked at once.
You can complete Complexity Challenge even pre-complexity. This allows you to start with a Complexity Challenge completion.
The header does not mention that you are in Complexity Challenge to avoid clutter, since you are always in it. The ability to disable certain things is there to prevent accidental violation of complexity challenge requirements.
You can complete Complexity Challenge even pre-complexity. This allows you to start with a Complexity Challenge completion.
The header does not mention that you are in Complexity Challenge to avoid clutter, since you are always in it. The ability to disable certain things is there to prevent accidental violation of complexity challenge requirements.
Complexity Challenge
No requirement (you're always in this challenge). Goal: stars Reward: Multiplier to normal generators based on stars. Current: x, Next: x |
Complexity Challenge
You can't buy boosts. Goal: stars (Disabling this doesn't put you in this challenge yet, since this challenge is locked.) Reward: Boosts are cheaper. Current: Cost ^, Next: Cost ^ |
Complexity Challenge
You can't unlock the Eternity Producer (or get permanence). Goal: stars (Disabling this doesn't put you in this challenge yet, since this challenge is locked.) Reward: Multiplier to eternity gain. Current: x, Next: x |
Complexity Challenge
You can't unlock chroma. Goal: stars (Disabling this doesn't put you in this challenge yet, since this challenge is locked.) Reward: Multiplier to chroma cap. Current: x, Next: x |
Complexity Challenge
You can't buy Eternity Generator . Goal: stars (Disabling this doesn't put you in this challenge yet, since this challenge is locked.) Reward: Multiplier to per-purchase Eternity Generator multiplier. Current: x, Next: x |
Complexity Challenge
You can't buy or have studies. Goal: stars (Disabling this doesn't put you in this challenge yet, since this challenge is locked.) (Due to "On the other side", you also need to respec studies to enter this challenge. Disabling buying studies will respec studies on complexity.) Reward: Extra theorems. Current: + theorem, Next: + (increased to +, from "On the other side") Next theorem at hypercomplexity stars. |
You have unlocked complexity achievement.
At complexity achievements unlocked:
You start each with EP equal to your highest-ever number of boosts ()
At complexity achievements unlocked:
Multiplier to eternity gain based on complexity achievements unlocked ()
At complexity achievements unlocked:
Unlock a new color of chroma.
At complexity achievements unlocked:
You start each with EP, and you unlock a complexity autobuyer.
Completing all complexity achievements for the first time will also let you view the Powers tab.
At complexity achievements unlocked:
You start each with EP equal to your highest-ever number of boosts ()
At complexity achievements unlocked:
Multiplier to eternity gain based on complexity achievements unlocked ()
At complexity achievements unlocked:
Unlock a new color of chroma.
At complexity achievements unlocked:
You start each with EP, and you unlock a complexity autobuyer.
Complete Complexity Challenge times. The multiplier to permanence and chroma from complexities also applies to boost power (currently x) |
Eternity in Complexity Challenge . You start each with eternities based on your complexities (currently ) |
Unlock chroma in Complexity Challenge . Automatically unlock the Eternity Producer, chroma, and colors of chroma when possible. |
Get studies in Complexity Challenge . Power to fourth-row study effects based on per-boost multiplier (currently ^) |
Get a per-boost multiplier of outside of Infinity Challenge in Complexity Challenge . Multiplier to the per-boost multiplier based on eternities (currently x) |
Get eternities in Complexity Challenge . You always have autobuyers for eternity upgrades, eternity generators, and Eternity Producer upgrades, and you get autobuyers for theorems, permanence, and permanence upgrades. |
Unlock chroma in Complexity Challenge . Multiplier to chroma buildup speed based on eternities (currently x) |
Get theorems in Complexity Challenge . Study and Study effects are uncapped and raised ^. |
Get boosts in Eternity Challenge in Complexity Challenge . Grey chroma powers purple and orange chroma effects (currently ^) |
Complete all eternity challenges, without using automatic eternity challenge completion, in Complexity Challenge . Eternity challenge requirements and costs are removed, and you can complete multiple eternity challenge tiers at once. |
Complete Complexity Challenge times. Chroma always produces all unlocked colors at once. |
Get eternity points, without buying theorems, in Complexity Challenge . Extra theorems from green ^. (You can get this with bought theorems from previous complexities; only buying theorems in your current complexity stops you from getting it.) |
Get boost power in Complexity Challenge . Increase the per-purchase complexity generator multiplier based on best boost power (currently x) |
Complete eternity challenge tiers, without using automatic eternity challenge completion, in Complexity Challenge . You start each with all eternity challenges completed. |
Unlock chroma in Complexity Challenge . Multiplier to chroma cap based on theorems (currently x) |
Get theorems in Complexity Challenge . You keep your theorems, studies, and best boost power on complexity. |
Unlocking powers for the first time will also let you view the Oracle tab.
Unlocking powers will also let you gain your eternity points on eternity every second, without needing to eternity (EP generation).
Note that you cannot gain powers or buy power upgrades before you unlock powers.
Each power raises all of a generator type's multipliers to a power. Up to power can be equipped at the same time.
Note that the total multiplier of a power (basically strength times rarity times extra multiplier) is multiplied by a constant depending on type ( for normal, for infinity, for eternity and complexity) before adding to the power that generator multipliers are raised to (this is because some generator types are more impactful than others).
Powers are never destroyed unless you delete them, or unless they're automatically deleted as explained on this tab below stored powers. Powers can be equipped at any time as long as there is a free slot. If all power slots are full, to unequip a power and create a free slot you need to complexity.
You start with power of each type but get more over time. You can have multiple powers of the same type equipped.
Due to unlocking powers, you gain your eternity points on eternity every second, without needing to eternity (EP generation).
You gain a new power once every , next in .
You would gain a new power once every , but you haven't unlocked them yet.
Note that the total multiplier of a power (basically strength times rarity times extra multiplier) is multiplied by a constant depending on type ( for normal, for infinity, for eternity and complexity) before adding to the power that generator multipliers are raised to (this is because some generator types are more impactful than others).
Powers are never destroyed unless you delete them, or unless they're automatically deleted as explained on this tab below stored powers. Powers can be equipped at any time as long as there is a free slot. If all power slots are full, to unequip a power and create a free slot you need to complexity.
You start with power of each type but get more over time. You can have multiple powers of the same type equipped.
Due to unlocking powers, you gain your eternity points on eternity every second, without needing to eternity (EP generation).
New powers can be stored up by turning power gain off. When it's turned on again you'll get all the new powers at once. Turning power gain on would give you new power.
New powers generally have a random type and random rarity.
However, no two consecutive new powers can have the same type or both have a rarity in the bottom of rarities.
Next power (will be automatically deleted due to being bad enough to be useless):
The powers equipped by importing powers will be the strongest stored powers of the chosen types.
There are a lot of power options. To see the others, go to the options tab and toggle (turn on) "Full power options" in the "other options" part.
There are a lot of power options. To hide most of them, go to the options tab and toggle (turn off) "Full power options" in the "other options" part.
You don't currently have any power presets. You can create presets at the bottom of this tab.
Equipped powers to constantly load:
Equipped powers:
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Extra multiplier from complexity stars and time in complexity x (capped) |
Complexity
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Thus, all but the best power of each type are useless and are thus automatically deleted for power shards.
The calculation of which powers are the best counts both those equipped and stored, but powers are never deleted while equipped.
You have complexity point.
Strength of new powers: | → (maxed) | |||
Speed of gaining new powers: | x → xx (maxed) | |||
Minimum rarity of new powers: | → (maxed) |
Power shards can be used to buy upgrades that give powers small additional multipliers, and to craft new powers.
It is generally not recommended to delete any of your first few powers to get power shards.
It is generally not recommended to delete any of your first few powers to get power shards.
You have power shards.
Power shard upgrade multipliers take effect after power and rarity, but before extra multipliers.
Craft a power with type , strength , and rarity :
You cannot craft powers with negative rarity or powers with rarity greater than (the maximum rarity of generated powers).
Crafting cost depends only on rarity (not on type), and is always at least twice the power shards gained from deletion.
Crafted power (will be automatically deleted due to being bad enough to be useless):
Additional multiplier to normal generator powers: | + → + (maxed) | |||
Additional multiplier to infinity generator powers: | + → + (maxed) | |||
Additional multiplier to eternity generator powers: | + → + (maxed) | |||
Additional multiplier to complexity generator powers: | + → + (maxed) |
Craft a power with type , strength , and rarity :
You cannot craft powers with negative rarity or powers with rarity greater than (the maximum rarity of generated powers).
Crafting cost depends only on rarity (not on type), and is always at least twice the power shards gained from deletion.
Crafted power (will be automatically deleted due to being bad enough to be useless):
Power presets ():
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You can create at most power presets. Delete existing presets to create more.
The Oracle is a quality-of-life feature that will let you see the future.
Unlocking the Oracle for the first time will also let you view the Galaxies tab.
Note that you cannot get a prediction from the Oracle before you unlock the Oracle.
It can also be used to see what powers you would gain with power gain on.
Ask the Oracle to look second into the future, using game tick.
(?)The amounts of times shown until powers in predictions use the current actual rate of new powers, rather than the rate in the simulation. The current actual rate may sometimes be less accurate than the rate in the simulation due to upgrades, but it's generally more accurate at, for example, letting you know if you already have a certain power or not.
The Oracle can look between and into the future,
and can use between and game ticks (more than ticks may make it slow).
You can press O to get a prediction from the Oracle on any tab.
Equipped powers from the future:
Stored powers from the future:
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Stored powers from the future:
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No extra multiplier |
Infinity
Extra multiplier from infinity stars x |
Eternity
Extra multiplier from complexity stars and time in complexity x (capped) |
Complexity
Extra multiplier from total strength and rarity of equipped powers x |
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Unlocking galaxies will also give you autobuyers for complexity generators and power upgrades.
Note that you cannot get any galaxies before galaxies are unlocked.
Due to unlocking galaxies, you have autobuyers for complexity generators and power upgrades.
You have produced total stars this finality, making your star factor .
You have produced total infinity stars this finality, making your infinity star factor .
You have produced total eternity stars this finality, making your eternity star factor .
You have produced total hypercomplexity stars this finality, making your complexity star factor .
Your stellar product is x x x = .
You have (from stellar product) + (from total ℂP this finality) + (from finality shard upgrade bonuses) = (since you haven't unlocked galaxies yet) galax.
Next galaxies are at stellar product and total ℂP this finality.
Your galaxies are increasing the strength of new powers by .
You have spent in this complexity, increasing chroma caps ^.
You can make some of your galaxies dilated to make the galaxy effect increase faster, but have a lower cap.
Currently galax dilated, making the galaxy effect have speed x and cap , capping in .
Next complexity galax will be dilated, making the galaxy effect have speed x and cap , capping in .
Galaxies to make dilated next complexity reset: Mode: :
You have finality point (FP).
You have produced total finality point.
You have finalit, multiplying all finality generators (FGs) by ,
making the finality generator per-purchase multiplier x,
and auto-completing an EC tier every never auto-completing an EC tier (actually one EC tier per due to complexities).
You have finality stars, multiplying all non-finality generators by x.
You are getting finality stars per second.
View all finality generators even if they would be otherwise invisible:
You have produced total finality point.
You have finalit, multiplying all finality generators (FGs) by ,
making the finality generator per-purchase multiplier x,
and auto-completing an EC tier every never auto-completing an EC tier (actually one EC tier per due to complexities).
You have finality stars, multiplying all non-finality generators by x.
You are getting finality stars per second.
View all finality generators even if they would be otherwise invisible:
Finality Generator | /s | x | |||
Finality Generator | /s | x | |||
Finality Generator | /s | x | |||
Finality Generator | /s | x | |||
Finality Generator | /s | x | |||
Finality Generator | /s | x | |||
Finality Generator | /s | x | |||
Finality Generator | /s | x |
You have total finality shard and unspent finality shard (FS).
You have made total finality shard upgrade purchase, giving you starting bonuses with a strength of ( per purchases).
These starting bonuses let you start finalities with more of various resources. Look below finality shard upgrades for more details.
You will get finality shard next finality.
(This gain of finality shards is times ( + finalities), doubled if ( + finalities) is a multiple of .)
Click on the name of a finality preset on the line below to buy those finality shard upgrades:
The first finality shard upgrades can be bought up to times; the other can be bought up to times.
You have made total finality shard upgrade purchase, giving you starting bonuses with a strength of ( per purchases):
You start each with extra star.
You start each with extra infinity point.
You start each with eternity point.
You start each with .
You start with extra galax after unlocking galaxies.
(Starting complexity achievements are given top-to-bottom, and left-to-right within each row.)
Finality presets ():
You have made total finality shard upgrade purchase, giving you starting bonuses with a strength of ( per purchases).
These starting bonuses let you start finalities with more of various resources. Look below finality shard upgrades for more details.
You will get finality shard next finality.
(This gain of finality shards is times ( + finalities), doubled if ( + finalities) is a multiple of .)
There are a lot of finality shard options. To see the others, go to the options tab and toggle (turn on) "Full finality shard options" in the "other options" part.
There are a lot of finality shard options. To hide most of them, go to the options tab and toggle (turn off) "Full finality shard options" in the "other options" part.
You don't currently have any finality presets. You can create presets at the bottom of this tab.
Power to non-finality generator multipliers (): | ^ → ^^ (maxed) | ||
Finality point gain on finality (): | FP → FP FP (maxed) | ||
Multiplier to eternity and permanence gain (): | x → xx (maxed) | ||
Multiplier to chroma buildup speed (): | x → xx (maxed) | ||
Multiplier to chroma cap (): | x → xx (maxed) | ||
Multiplier to power gain speed (): | x → xx (maxed) | ||
Increase to strength of new powers (): | + → ++ (maxed) | ||
Multiplier to galaxy effect buildup speed (): | x → xx (maxed) |
The first finality shard upgrades can be bought up to times; the other can be bought up to times.
You have made total finality shard upgrade purchase, giving you starting bonuses with a strength of ( per purchases):
You start each with extra star.
You start each with extra infinity point.
You start each with eternity point.
You start each with .
You start with extra galax after unlocking galaxies.
(Starting complexity achievements are given top-to-bottom, and left-to-right within each row.)
Finality presets ():
Name:
Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
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Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
Name:
Finality shard upgrades:
You can create at most finality presets. Delete existing presets to create more.
You have finalit.
finality
Divide the complexity unlock requirements for complexity challenges by . |
finalities
Remove the complexity unlock requirements for complexity challenges, and always have autobuyers for complexity generator and power upgrades. |
finalities
Start each with ℂP. |
finalities
Keep already-obtained completions of each complexity challenge on based on your finalities (currently up to ) |
finalities
Automatically gain permanence every second without needing to reset eternities. |
finalities
Unlock study list auto-load. |
finalities
Unlock autobuyers for power shard upgrades. |
finalities
Always have EP generation. |
finalities
Complexity Challenge reward strength and total complexity stars are based on hypercomplexity stars, which are what your complexity stars would be if your complexity power were equipped. |
finalities
Automatically unlock powers when possible. |
finalities
Automatically swap equipped powers with better stored powers of the same type. |
finalities
Automatically unlock the Oracle and galaxies when possible. |
finalities
Unlock equipped powers auto-load. |
finalities
Unlock a finality autobuyer. |
finalities
For galaxy effect and eternity power extra multipliers, you start each with time in complexity based on your finalities (currently ) |
finalities
You gain your complexity points on complexity every second, without needing to complexity (ℂP generation). |
You have completed / goals.
By default, only goals up to the next goal after the last completed goal are displayed.
There is no in-game reward for completing goals, but you win the game (and have finished it) when you complete them all.
By default, only goals up to the next goal after the last completed goal are displayed.
There is no in-game reward for completing goals, but you win the game (and have finished it) when you complete them all.
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You have completed achievements.
Only achievements up to beyond the last achievement you have are shown. The others are replaced with question marks.
Number of achievements beyond last reached achievement to show:
There are by default small rewards for completing achievements.
If you think this ruins the game somehow, you can turn rewards off.
Your achievements multiplying all generators (of any type) by x
and multiplying by x.
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Sacrifice.
(): Have boosts.
(): Have at least of every other than Generator .
(): Have some generator multiplier over .
(): Prestige.
(): Have autobuyers for all and boosts.
(): Have all multipliers in reverse order (G8 multiplier larger than G7 multiplier ... larger than G1 multiplier).
(): Infinity.
(): Complete a normal challenge.
(): Complete normal challenges.
(): Break infinity.
(): Get stars.
(): Get infinities.
(): Infinity in Normal Challenge without sacrificing.
(): Infinity in Normal Challenge in .
(): Complete an infinity challenge.
(): Infinity in Infinity Challenge in .
(): Infinity in Infinity Challenge in .
(): Complete all infinity challenges.
(): Eternity.
(): Eternity in .
(): Buy a study.
(): Complete all eternity milestones.
(): Get eternities.
(): Have all the first-row studies at once.
(): Infinity in Infinity Challenge in .
(): Unlock the Eternity Producer.
(): Complete an eternity challenge.
(): Get total EP.
(): Gain permanence.
(): Eternity for EP while in Eternity Challenge .
(): Unlock chroma.
(): Complete all eternity challenges ( times each).
(): Get stars.
(): Have all the studies in the first three rows at once.
(): Get at least permanence per eternity.
(): Complexity.
(): Complexity in .
(): Complete a complexity achievement.
(): Complete all the complexity achievements.
(): Get complexities.
(): Complexity for ℂP without unlocking red.
(): Complexity while in all complexity challenges.
(): Unlock powers.
(): Have total powers (equipped and stored powers, not counting deleted powers).
(): Unlock the Oracle.
(): Craft a power.
(): Unlock galaxies.
(): Get a power with rarity at least .
(): Have the eternity power extra multiplier reach its cap (which is ).
(): Have the time for the galaxy effect to cap be at least (you don't have to wait for the galaxy effect to actually reach the cap).
(): Finality.
(): Finality in .
(): Get finality shard upgrade starting bonuses to a strength of .
(): Complete all finality milestones.
(): Buy the maximum possible of all finality shard upgrades.
Only achievements up to beyond the last achievement you have are shown. The others are replaced with question marks.
Number of achievements beyond last reached achievement to show:
There are by default small rewards for completing achievements.
If you think this ruins the game somehow, you can turn rewards off.
Your achievements multiplying all generators (of any type) by x
and multiplying by x.
() Buy Generator . |
() Buy Generator . |
() Buy Generator . |
() Buy Generator . |
() Buy Generator . |
() Buy Generator . |
() Buy Generator . |
() Buy Generator . |
() Sacrifice. |
() Have boosts. |
() Have at least of every other than Generator . |
() Have some generator multiplier over . |
() Prestige. |
() Have autobuyers for all and boosts. |
() Have all multipliers in reverse order (G8 multiplier larger than G7 multiplier ... larger than G1 multiplier). |
() Infinity. |
() Complete a normal challenge. |
() Complete normal challenges. |
() Break infinity. |
() Get stars. |
() Get infinities. |
() Infinity in Normal Challenge without sacrificing. |
() Infinity in Normal Challenge in . |
() Complete an infinity challenge. |
() Infinity in Infinity Challenge in . |
() Infinity in Infinity Challenge in . |
() Complete all infinity challenges. |
() Eternity. |
() Eternity in . |
() Buy a study. |
() Complete all eternity milestones. |
() Get eternities. |
() Have all the first-row studies at once. |
() Infinity in Infinity Challenge in . |
() Unlock the Eternity Producer. |
() Complete an eternity challenge. |
() Get total EP. |
() Gain permanence. |
() Eternity for EP while in Eternity Challenge . |
() Unlock chroma. |
() Complete all eternity challenges ( times each). |
() Get stars. |
() Have all the studies in the first three rows at once. |
() Get at least permanence per eternity. |
() Complexity. |
() Complexity in . |
() Complete a complexity achievement. |
() Complete all the complexity achievements. |
() Get complexities. |
() Complexity for ℂP without unlocking red. |
() Complexity while in all complexity challenges. |
() Unlock powers. |
() Have total powers (equipped and stored powers, not counting deleted powers). |
() Unlock the Oracle. |
() Craft a power. |
() Unlock galaxies. |
() Get a power with rarity at least . |
() Have the eternity power extra multiplier reach its cap (which is ). |
() Have the time for the galaxy effect to cap be at least (you don't have to wait for the galaxy effect to actually reach the cap). |
() Finality. |
() Finality in . |
() Get finality shard upgrade starting bonuses to a strength of . |
() Complete all finality milestones. |
() Buy the maximum possible of all finality shard upgrades. |
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Buy Generator .
(): Sacrifice.
(): Have boosts.
(): Have at least of every other than Generator .
(): Have some generator multiplier over .
(): Prestige.
(): Have autobuyers for all and boosts.
(): Have all multipliers in reverse order (G8 multiplier larger than G7 multiplier ... larger than G1 multiplier).
(): Infinity.
(): Complete a normal challenge.
(): Complete normal challenges.
(): Break infinity.
(): Get stars.
(): Get infinities.
(): Infinity in Normal Challenge without sacrificing.
(): Infinity in Normal Challenge in .
(): Complete an infinity challenge.
(): Infinity in Infinity Challenge in .
(): Infinity in Infinity Challenge in .
(): Complete all infinity challenges.
(): Eternity.
(): Eternity in .
(): Buy a study.
(): Complete all eternity milestones.
(): Get eternities.
(): Have all the first-row studies at once.
(): Infinity in Infinity Challenge in .
(): Unlock the Eternity Producer.
(): Complete an eternity challenge.
(): Get total EP.
(): Gain permanence.
(): Eternity for EP while in Eternity Challenge .
(): Unlock chroma.
(): Complete all eternity challenges ( times each).
(): Get stars.
(): Have all the studies in the first three rows at once.
(): Get at least permanence per eternity.
(): Complexity.
(): Complexity in .
(): Complete a complexity achievement.
(): Complete all the complexity achievements.
(): Get complexities.
(): Complexity for ℂP without unlocking red.
(): Complexity while in all complexity challenges.
(): Unlock powers.
(): Have total powers (equipped and stored powers, not counting deleted powers).
(): Unlock the Oracle.
(): Craft a power.
(): Unlock galaxies.
(): Get a power with rarity at least .
(): Have the eternity power extra multiplier reach its cap (which is ).
(): Have the time for the galaxy effect to cap be at least (you don't have to wait for the galaxy effect to actually reach the cap).
(): Finality.
(): Finality in .
(): Get finality shard upgrade starting bonuses to a strength of .
(): Complete all finality milestones.
(): Buy the maximum possible of all finality shard upgrades.
You have produced total stars.
You have produced stars this eternity.
You have produced stars this complexity.
You have produced stars this finality.
You have produced total infinity point.
You have produced infinity point this eternity.
You have produced total eternity point.
You have produced total eternity point this complexity.
You have produced total complexity point.
You have produced total complexity point this finality.
You have produced total finality point.
You have infinit.
You have eternit.
You have complexit.
You have finalit.
Your fastest infinity took .
Your fastest eternity took .
Your fastest complexity took .
Your fastest finality took .
You have spent without sacrificing.
You have spent in this prestige.
You have spent in this infinity.
You have spent in this eternity.
You have spent in this complexity.
You have spent in this finality.
You have spent playing this game (only counting time online).
You have spent playing this game (counting time offline).
You have produced stars this eternity.
You have produced stars this complexity.
You have produced stars this finality.
You have produced total infinity point.
You have produced infinity point this eternity.
You have produced total eternity point.
You have produced total eternity point this complexity.
You have produced total complexity point.
You have produced total complexity point this finality.
You have produced total finality point.
You have infinit.
You have eternit.
You have complexit.
You have finalit.
Your fastest infinity took .
Your fastest eternity took .
Your fastest complexity took .
Your fastest finality took .
You have spent without sacrificing.
You have spent in this prestige.
You have spent in this infinity.
You have spent in this eternity.
You have spent in this complexity.
You have spent in this finality.
You have spent playing this game (only counting time online).
You have spent playing this game (counting time offline).
Last infinity took and gave IP, giving log IP/second. IP/second.
The infinity two infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity three infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity four infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity five infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity six infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity seven infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity eight infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity nine infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity ten infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity eleven infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity twelve infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity thirteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity fourteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity fifteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity sixteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity seventeen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity eighteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity nineteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity twenty infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity two infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity three infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity four infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity five infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity six infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity seven infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity eight infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity nine infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity ten infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity eleven infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity twelve infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity thirteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity fourteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity fifteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity sixteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity seventeen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity eighteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity nineteen infinities ago took and gave IP, giving log IP/second. IP/second.
The infinity twenty infinities ago took and gave IP, giving log IP/second. IP/second.
Last eternity took and gave EP, giving log EP/second. EP/second.
The eternity two eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity three eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity four eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity five eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity six eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity seven eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity eight eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity nine eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity ten eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity eleven eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity twelve eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity thirteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity fourteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity fifteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity sixteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity seventeen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity eighteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity nineteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity twenty eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity two eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity three eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity four eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity five eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity six eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity seven eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity eight eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity nine eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity ten eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity eleven eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity twelve eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity thirteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity fourteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity fifteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity sixteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity seventeen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity eighteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity nineteen eternities ago took and gave EP, giving log EP/second. EP/second.
The eternity twenty eternities ago took and gave EP, giving log EP/second. EP/second.
Last complexity took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity two complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity three complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity four complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity five complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity six complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity seven complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity eight complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity nine complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity ten complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity eleven complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity twelve complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity thirteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity fourteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity fifteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity sixteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity seventeen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity eighteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity nineteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity twenty complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity two complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity three complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity four complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity five complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity six complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity seven complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity eight complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity nine complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity ten complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity eleven complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity twelve complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity thirteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity fourteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity fifteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity sixteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity seventeen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity eighteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity nineteen complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
The complexity twenty complexities ago took and gave ℂP, giving log ℂP/second. ℂP/second.
Last finality took and gave FP and FS.
The finality two finalities ago took and gave FP and FS.
The finality three finalities ago took and gave FP and FS.
The finality four finalities ago took and gave FP and FS.
The finality five finalities ago took and gave FP and FS.
The finality six finalities ago took and gave FP and FS.
The finality seven finalities ago took and gave FP and FS.
The finality eight finalities ago took and gave FP and FS.
The finality nine finalities ago took and gave FP and FS.
The finality ten finalities ago took and gave FP and FS.
The finality eleven finalities ago took and gave FP and FS.
The finality twelve finalities ago took and gave FP and FS.
The finality thirteen finalities ago took and gave FP and FS.
The finality fourteen finalities ago took and gave FP and FS.
The finality fifteen finalities ago took and gave FP and FS.
The finality sixteen finalities ago took and gave FP and FS.
The finality seventeen finalities ago took and gave FP and FS.
The finality eighteen finalities ago took and gave FP and FS.
The finality nineteen finalities ago took and gave FP and FS.
The finality twenty finalities ago took and gave FP and FS.
The finality two finalities ago took and gave FP and FS.
The finality three finalities ago took and gave FP and FS.
The finality four finalities ago took and gave FP and FS.
The finality five finalities ago took and gave FP and FS.
The finality six finalities ago took and gave FP and FS.
The finality seven finalities ago took and gave FP and FS.
The finality eight finalities ago took and gave FP and FS.
The finality nine finalities ago took and gave FP and FS.
The finality ten finalities ago took and gave FP and FS.
The finality eleven finalities ago took and gave FP and FS.
The finality twelve finalities ago took and gave FP and FS.
The finality thirteen finalities ago took and gave FP and FS.
The finality fourteen finalities ago took and gave FP and FS.
The finality fifteen finalities ago took and gave FP and FS.
The finality sixteen finalities ago took and gave FP and FS.
The finality seventeen finalities ago took and gave FP and FS.
The finality eighteen finalities ago took and gave FP and FS.
The finality nineteen finalities ago took and gave FP and FS.
The finality twenty finalities ago took and gave FP and FS.
Run types to show: Infinity: Eternity: Complexity: Finality:
Number of last runs of each type to show (maximum ):
When you're online, every the game updates variable values and produces stuff. These updates are called ticks.
When you go offline and come back to the game, if you have offline progress on, this game (like most similar games) does some number of "offline ticks" partially based on how long you were offline. They're called "offline ticks" because they each update and produce stuff like online ticks, but they "happened" while you were offline, in some sense (even though they're only done when you return).
If you were offline for long enough, it's often impractical to do as many offline ticks as there would've been ticks. E.g., if you're offline for , there'd be ticks over a day; if each takes , then together they'd take , which is fairly long. So the "offline ticks" option makes the game do at most as many offline ticks as its value, making each offline tick longer (i.e. give you more production) to compensate.
Note that if you're offline for a short enough time, or have the "offline ticks" option high enough, that the number of online ticks over that time would be less than the "offline ticks" option, the game does the number of online ticks instead. For example, if you're offline for and the option is , the number of ticks over is generally , so the game would only do ticks.
Note also that the offline ticks input box, like most input boxes, uses default Scientific notation settings for its input.
When you go offline and come back to the game, if you have offline progress on, this game (like most similar games) does some number of "offline ticks" partially based on how long you were offline. They're called "offline ticks" because they each update and produce stuff like online ticks, but they "happened" while you were offline, in some sense (even though they're only done when you return).
If you were offline for long enough, it's often impractical to do as many offline ticks as there would've been ticks. E.g., if you're offline for , there'd be ticks over a day; if each takes , then together they'd take , which is fairly long. So the "offline ticks" option makes the game do at most as many offline ticks as its value, making each offline tick longer (i.e. give you more production) to compensate.
Note that if you're offline for a short enough time, or have the "offline ticks" option high enough, that the number of online ticks over that time would be less than the "offline ticks" option, the game does the number of online ticks instead. For example, if you're offline for and the option is , the number of ticks over is generally , so the game would only do ticks.
Note also that the offline ticks input box, like most input boxes, uses default Scientific notation settings for its input.
Change the values of colors:
Brown | Dull brown (): | Vibrant brown (): | ||||
Cyan | Dull cyan (): | Vibrant cyan (): | ||||
Gold | Dull gold (): | Vibrant gold (): | ||||
Green | Dull green (): | Vibrant green (): | ||||
Grey | Dull grey (): | Vibrant grey (): | ||||
Magenta | Dull magenta (): | Vibrant magenta (): | ||||
Orange | Dull orange (): | Vibrant orange (): | ||||
Purple | Dull purple (): | Vibrant purple (): | ||||
Red | Dull red (): | Vibrant red (): | ||||
Yellow | Dull yellow (): | Vibrant yellow (): |
Click on the name of a color preset on the line below to use that color scheme:
Color presets ():
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You can create at most color presets. Delete existing presets to create more.
Use tab groups (?)This option, rather than showing all the tabs at once, will divide the tabs intro groups and let you switch between viewing various groups, similarly to Antimatter Dimension's tab handling. A tab group will be shown if and only if its tab with generators is shown (Miscellaneous is always shown).:
Tabs to show:
Tabs to show:
Main:
Infinity:
Normal Challenges:
Autobuyers:
Infinity Challenges:
Goals:
Achievements:
Statistics:
Last Run:
Options: cannot be hidden
Eternity:
Eternity Milestones:
Studies:
Eternity Producer:
Eternity Challenges:
Chroma:
Complexity:
Complexity Challenges:
Complexity Achievements:
Powers:
Oracle:
Galaxies:
Finality:
Finality Shards:
Finality Milestones:
Click on the name of a tab preset on the line below to show those tabs:
Tab presets ():
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You can create at most tab presets. Delete existing presets to create more.
Confirmations:
Sacrifice:
Prestige:
Infinity:
Eternity:
Gaining permanence:
Complexity:
Complexity reset:
Finality:
Single study refund:
Studies respec:
Eternity challenge respec:
Power deletion:
Single power unequip:
Powers unequip:
Finality shard upgrades respec:
Preset change:
Preset deletion:
List of hotkeys: .
GuideDiscordGithub repository (also has other stuff)
This game uses break_infinity for working with large numbers, Antimatter Dimensions Notations for displaying large numbers, and pako (a javascript port of zlib) for making saves shorter. All three are under an MIT license (zlib is under the zlib license).
Thanks to Universal Attractor (pre-infinity) and Antimatter Dimensions for game mechanics.
Thanks to the testers (Boo, Dravitar, Earth, Omsi, Pichu, Sere, SpectralFlame, others, and Jazz) for testing before release and suggesting features.
Thanks to jdawson7 (clarifying strategy, improving guide), eQueline (suggesting many great QoL features), Kyleptune (suggesting the ability to change colors), and FIQ (noticing many UI confusions and inconsistencies).
Thanks to Universal Attractor (pre-infinity) and Antimatter Dimensions for game mechanics.
Thanks to the testers (Boo, Dravitar, Earth, Omsi, Pichu, Sere, SpectralFlame, others, and Jazz) for testing before release and suggesting features.
Thanks to jdawson7 (clarifying strategy, improving guide), eQueline (suggesting many great QoL features), Kyleptune (suggesting the ability to change colors), and FIQ (noticing many UI confusions and inconsistencies).