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Game speed
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== '''Game Speed''' == '''Game Speed''' controls how fast the run simulation advances (`Time.timeScale`). === Base behavior === * Default selectable speed starts at '''1x''' * Base max speed is '''3x''' * Speed button cycles upward, then loops back to 1x === How to increase max game speed === Your max speed is: '''Max Speed = Base Max + Milestone Bonus + Process Bonus + Game Speed Executable Bonus''' Where: * Base Max = 3 * Milestone Bonus = +1 (if unlocked) * Process Bonus = +1 (while Game Speed process is active) * Executable Bonus = sum of active '''Game Speed Executable''' values === Milestone unlock === <div class="mw-collapsible mw-collapsed"> '''Spoiler: milestone that increases max speed''' * '''MM1-Milestone-Wave1000-Game-Speed''' * Effect: permanently increases base max speed by '''+1''' </div> === Process bonus === * Process: '''gameSpeedProcess''' * Value: '''+1''' max speed while active === Game Speed Executables === Game Speed Executables add directly to max speed (not standard x-multiplier behavior). Rarity values: * Common: +0.05 * Uncommon: +0.10 * Rare: +0.15 * Epic: +0.20 * Legendary: +0.30 * Mythic: +0.40 Notes: * Multiple active Game Speed executables '''stack by sum''' * Modifiers can increase/decrease executable effect and duration * Executable slots limit how many can be active at once === Practical examples === * No bonuses: '''3.0x max''' * Milestone only: '''4.0x max''' * Milestone + Process: '''5.0x max''' * Milestone + Process + Legendary Game Speed executable: '''5.3x max''' * With multiple executables, max can be higher (sum of their values) === Important restrictions === * While paused: speed forced to '''0x''' * During mini-games: speed forced to '''1x''' * On end/death screen: speed forced to '''0x''' So even with high max speed, some game states temporarily override it. === QoL notes === * Your selected speed is saved between runs * If max speed is fractional (from executables), cycling can land exactly on that fractional cap before looping
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