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How it works

The exact rules behind ore, machines, money and rebirths. New to the game? The beginner's guide is gentler.

Numbers on this page come from the current test build and may change before launch.

Ore

  • Each dropper spawns one ore every drop interval seconds, worth its ore value. The Drop Speed upgrade makes every dropper 8% faster per level.
  • Your plot holds up to 250 ore at once. Ore Capacity (+25 per level) and Mega Capacity (+50 per level) raise it. When you're at the cap, droppers simply pause. You can also lower the cap in Settings.
  • Ore lasts 45 seconds after it spawns, and every upgrade restarts that timer. Ore moving through a working line never times out.
  • Ore that falls onto the ground, or off the island, is gone about a second later and pays nothing.

Upgraders

  • Upgraders multiply ore value (value × multiplier). They never add a flat amount.
  • An ore remembers which kinds of upgrader it has been through. Most upgraders work once per ore: a second copy of the same upgrader won't upgrade that ore again, so mix different ones instead of stacking one.
  • Builders (the shop upgraders) have a value cap. Ore worth more than the cap is turned away (the beam flickers) and rides on unchanged. Put the low-cap ones early in your line.
  • Loopers close each shop tier. A looper sends the ore round its own belt and multiplies it on every pass (for example ×1.1 up to 12 times), but only while the ore is inside its value window. No conveyor loop to build. Two copies share the same passes per ore.
  • Rebirth upgraders work the other way round: they have a value floor (they only touch ore already worth $10M, or $1B for the big ones) and no upper cap.
  • Resetters wipe every upgrade the ore has taken so those upgraders can work on it again. A reset can't be reset by another resetter, so two of them can't loop.
  • There's no limit on how many different upgraders one ore can go through.
  • The Aether Wand (from the Wand Rack station) doubles your ore within 14 studs, once per ore.

Browse upgraders, strongest first →

Furnaces & payout

Any ore that touches a furnace pad sells. When it sells you get:

ore value × furnace multiplier × your boosts

Your boosts multiply together:

BoostEffect
Furnace×1 (Aether Hearth) up to ×29.75
Ore Value upgrade+25% per level
Furnace Payout upgrade+12% per level
Global Multiplier upgrade (Aether Crystal shop)×2 per level
Ascension×5 per ascension
Money potion×2 while it lasts
  • No furnace is picky: every furnace takes every ore.
  • Every new or reset plot gets a free Aether Hearth, and you can't remove your last furnace.

Conveyors & teleporters

  • Belts move ore at 8 studs/s. Ramps, raised and shifted belts carry ore along their slope or sideways step.
  • Teleporters come in colour pairs (Cyan, Violet, Lime in the shop). Ore that touches a teleporter is sent to one of your receivers of the same colour, taking turns between them. With no receiver placed, the ore just rides on.
  • Intakes (Amber, Emerald, Rose) are rebirth drops: they swallow ore like a furnace but send it to their outlets instead of selling it. Each one comes with its outlet.

Shop prices

  • Prices are flat: buying a copy doesn't make the next one dearer.
  • Selling a placed item refunds 100% of its price, so moving things around is free.
  • The shop is split into four tiers. Each tier has its droppers, its builders and one looper; a new tier's first dropper already beats the best ore of the tier before it. Browse the shop by tier →

Rebirth & ascension

Rebirth when you can afford it: your money, layout and shop items reset, and you get the starter kit again (10 Basic Conveyors and a Tap Dropper). You keep drop items and any expanded plot tiles, and earn Renown.

Rebirth #Cost

Cost = $2T × 1.25rebirths × (1 + rebirths ÷ 5), ×10 per ascension.

  • Ascension after 100 rebirths (then 104, 112, 124, 140…). It resets your rebirths, gives Aether Crystals, and adds ×5 to every sale. There is no prestige any more.

What drops

Every rebirth and every ascension gives you one item you can't buy, picked at random from its pool. Every item in a pool is equally likely.

FromPoolItemsKept until
RebirthRebirth drop—you ascend
AscensionAscension drop—forever

Any item you are given has a 1 in 1,024 chance to come out as a shiny instead: a renamed, recoloured version with ×1.5 stats (VIP raises the odds). See every drop →

Your plot

  • You have 4 save files and 3 saved layouts. The game saves every 2 minutes.
  • A full plot is 390 × 390 studs, split into a 5 × 5 grid of tiles. You start with one tile and buy the rest one at a time. Each new tile has to touch one you own.
  • Tiles unlock as you progress: the first 16 with rebirths (up to rebirth 30), and the last 8 at ascension 1. Tiles are never reset.
  • Items must fit inside tiles you own, can't overlap, and rotate in 90° steps.

Sky shards

How oftenOne every 75–135 s; the first arrives 45 s after you join
On your plot at onceUp to 3, each lasting 2 minutes
Aether shard1–2 Emeralds
Gold shard (6%)8 Emeralds
Limit30 Emeralds per hour

They only land on your own tiles, and only you can pick them up: walk within a few studs.

Wheel & gifts

Daily wheel: one spin per day (resets at midnight UTC). Every spin also gives a free 5-minute Money Potion. Daily streaks add 15% per day to cash and Emerald prizes, up to day 7.

Wheel prizeChance
10 min of income22%
5 Emeralds20%
Money Potion (15 min)12%
30 min of income12%
15 Emeralds12%
Time Skip (15 min)10%
Gift Box8%
Permanent Token4%
Playtime giftReward
1 min2 min of income
5 min5 Emeralds
15 minMoney Potion (5 min)
30 min10 Emeralds
45 minTime Skip (15 min)
60 minGift Box + 20 Emeralds

"Minutes of income" pays out at your recent earning rate. Playtime gifts restart each visit.

PvP & stealing

  • Your own plot is a safe zone. Off your plot, other players can hit you.
  • Everyone has a Pickaxe (20 damage, 5 hits to knock someone out). Weapon racks give the Aether Blade (25) and the Warhammer (45).
  • Stealing: swing your Pickaxe at ore on someone's plot while they're away from it. You grab up to 3 per swing and can carry 10. Walk back onto your plot to cash it in at your own furnace multiplier. The owner gets a warning.
  • If you're knocked out within 10 seconds of being hit, the attacker takes everything you were carrying. Otherwise carried ore is just lost.
  • The badge at the top of the screen shows whether you're safe, and how much ore you're carrying.

Money names

Big numbers use short names, one for every ×1,000. You can switch to scientific (1.52e30) or full numbers in Settings.