{{format(player.points)}} Points / {{ format(player.limit )}} (Limit)
    you are getting {{ format(player.basicUpgrades[0].amount * player.basicUpgrades[0].mult) }} Points / Tick

Upgrade 1

amount: {{ format(player.basicUpgrades[0].amount)}} ({{ format(player.basicUpgrades[0].bought) }})

multiplier: {{ format(player.basicUpgrades[0].mult) }}x

cost: {{ format(player.basicUpgrades[0].cost) }} Points

AutoBuy: OFF

Upgrade 2

amount: {{ format(player.basicUpgrades[1].amount)}} ({{ format(player.basicUpgrades[1].bought) }})

multiplier: {{ format(player.basicUpgrades[1].mult) }}x

cost: {{ format(player.basicUpgrades[1].cost) }} Points

AutoBuy: OFF

Upgrade 3

amount: {{ format(player.basicUpgrades[2].amount)}} ({{ format(player.basicUpgrades[2].bought) }})

multiplier: {{ format(player.basicUpgrades[2].mult) }}x

cost: {{ format(player.basicUpgrades[2].cost) }} Points

AutoBuy: OFF

Upgrade 4

amount: {{ format(player.basicUpgrades[3].amount)}} ({{ format(player.basicUpgrades[3].bought) }})

multiplier: {{ format(player.basicUpgrades[3].mult) }}x

cost: {{ format(player.basicUpgrades[3].cost) }} Points

AutoBuy: OFF

Upgrade 5

amount: {{ format(player.basicUpgrades[4].amount)}} ({{ format(player.basicUpgrades[4].bought) }})

multiplier: {{ format(player.basicUpgrades[4].mult) }}x

cost: {{ format(player.basicUpgrades[4].cost) }} Points

AutoBuy: OFF

Upgrade 6

amount: {{ format(player.basicUpgrades[5].amount)}} ({{ format(player.basicUpgrades[5].bought) }})

multiplier: {{ format(player.basicUpgrades[5].mult) }}x

cost: {{ format(player.basicUpgrades[5].cost) }} Points

AutoBuy: OFF
  • Limit Points
  • Decay
Reset Points for {{format(player.lpGain)}} Limit Points
AutoReset: OFF

you have {{ format(player.limitPoints) }} Limit Points

{{ player.textShowing }}
Cost: {{ format(player.costShowing) }} Limit Points
{{ player.boughtShowing }}

you have {{ format(player.decayPoints) }} Decay Points

you have {{ format(player.decayPower) }} Decay Power,

generating {{ format(player.decayGenerators[0].amount )}} Decay Power

cost: {{ format(player.decayGenerators[0].cost) }} Decay Points

generating {{ format(player.decayGenerators[1].amount )}} Generator 1s

cost: {{ format(player.decayGenerators[1].cost) }} Decay Points

generating {{ format(player.decayGenerators[2].amount) }} Generator 2s

cost: {{ format(player.decayGenerators[2].cost) }} Decay Points

reducing Limit by {{ format(player.decayPower * 0.5) }} Points / Tick

Break Limit
broken: {{ player.limitBroken }}
prestige Limit Upgrades and Points Upgrades to gain {{ format(player.decayPointsGain) }} Decay Points
Save
Load

game autosaves every 30 seconds

version 0.3

My main page (still WIP)

you are not in a Challenge

you are in {{ch.chal[0].name }}

you are in {{ch.chal[1].name }}

you are in {{ch.chal[2].name }}

{{ ch.chal[0].name }}

{{ ch.chal[0].completed }} / {{ ch.chal[0].max }}

{{ ch.chal[1].name }}

{{ ch.chal[1].completed }} / {{ ch.chal[1].max }}

Enter Challenge
Complete Challenge
Exit Challenge

{{ ch.chal[0].name }} reward: +{{ format(Math.log(ch.chal[0].completed+1)) }} to Decay Generator 2

{{ ch.chal[1].name }} reward: +{{ format(Math.log10(ch.chal[1].completed+1)) }} to Points Upgrades

  • Legacy
  • Milestones
  • Legacy Content

times went Legacy: {{ format(player.legacyTimes) }}

Legacy 1 Time

reward: Gain 100% of Limit Points you would on Reset

Legacy 2 Times

reward: Limit Upgrades are autobought

Legacy 3 Times

reward: milestone 3 reward

Legacy 4 Times

reward: milestone 4 reward

Legacy 5 Times

reward: milestone 5 reward

Rebirth everything to gain {{ format(player.legacyGain) }} Legacy Points

you have {{ format(player.coins) }} Coins

coins / tick: {{ format(player.coinsPerSec) }}

Tier {{ format(player.coinsTier) }}

reset Coins for bonuses

req: {{ format(player.coinsNeeded) }}

rewards:

Double Coins gain

Add 0.1 to Coins/Tick each Tick

Gain 1 Diamond/Tick

you have {{ format(player.diamonds) }} Diamonds

diamonds / tick: {{ format(player.diamondsPerSec) }}

Tier {{ format(player.diamondsTier) }}

reset Diamonds and Coins for bonuses

req: {{ format(player.diamondsNeeded) }}

you have {{ format(player.rubies) }} Rubies

rubies / tick: {{ format(player.rubiesPerSec) }}

Tier {{ format(player.rubiesTier) }}

reset Rubies, Diamonds and Coins for bonuses

req: {{ format(player.rubiesNeeded) }}