Workers: Difference between revisions
(Created page with "== Workers == '''Workers''' are background generators that produce resources over time. There are 3 workers: * '''Coin Worker''' (Coins) * '''Bits Worker''' (Bits) * '''Experience Worker''' (XP) Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline. == How Workers Work == Workers have two generation modes: * '''Active generation''' (wh...") |
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There are 3 workers: | There are 3 workers: | ||
* ''' | * '''Coin Worker''' ([[Coins]]) | ||
* ''' | * '''Bits Worker''' ([[Bits]]) | ||
* ''' | * '''Experience Worker''' ([[Experience|XP]]) | ||
Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline. | Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline. | ||
Latest revision as of 10:07, 8 March 2026
Workers[edit]
Workers are background generators that produce resources over time.
There are 3 workers:
Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.
How Workers Work[edit]
Workers have two generation modes:
- Active generation (while in a run and equipped)
- Idle generation (while not actively collecting, up to an idle cap)
Their output scales by worker level and by each worker’s learned peak rate for that resource.
Buying Workers[edit]
- Worker purchase cost: 50 Gems per buy
- A purchase gives +1 card/level progress to a random non-max worker
- You cannot directly target a specific worker from the buy button
Workers use the same style of level thresholds as other card-based systems (tiered progression).
Equipping Workers[edit]
Workers only generate run-time active value when:
- The worker is owned
- The worker is equipped in a server slot
If not equipped, they do not produce active per-second run output.
Active Generation (during gameplay)[edit]
When equipped, workers periodically convert their current active percentage into real resource income.
Important behavior:
- Worker output is based on a tracked highest value-per-second baseline
- This baseline updates as your run gets stronger
- So worker income improves naturally as your build scales
In short: stronger run economy/combat scaling indirectly improves worker output.
Idle Generation (offline/passive collection)[edit]
Workers also store idle value over time.
When idle value is claimed (or auto-claimed by switching), it converts to:
- Coins (Coin Worker)
- Bits (Bits Worker)
- XP (Experience Worker)
Idle generation is limited by a max idle duration.
Idle Cap and Worker Idle Time Download[edit]
The max idle storage time is extended by the Worker Idle Time Download.
So if you want better offline value:
- Level workers
- Increase idle-time download level
- Keep strong peak rates so percentages multiply a bigger baseline
Practical Priority[edit]
- Equip at least one worker early for stable passive scaling.
- Upgrade workers steadily; they are strong over long playtime.
- Invest in Worker Idle Time Download if you rely on offline gains.
- Re-check worker details often: active% and idle% both matter.
Quick Summary[edit]
Workers are your passive progression engine:
- Active income while equipped
- Idle income while away
- Permanent level progression
- Strong long-term value for steady account growth
