Modules: Difference between revisions
| Line 34: | Line 34: | ||
* Base module slots: '''2''' | * Base module slots: '''2''' | ||
* Extra slots: unlocked through the | * Extra slots: unlocked through the Module Slots Download | ||
More slots = more parallel module leveling = faster scaling during long runs. | More slots = more parallel module leveling = faster scaling during long runs. | ||
Latest revision as of 10:08, 8 March 2026
Modules[edit]
Modules are run-based power upgrades that you buy with Bits. When you start a module, it goes into a module slot and begins a timed download. After the timer completes, that module gains +1 level and its boost increases for the current run/session.
Think of modules as:
- Paid with Bits
- Time-gated by module slots
- Persistent during the current run/session
- Reset when the run/session is fully ended
How Modules Work[edit]
- Open the Modules panel during a run.
- Pick an available module and spend Bits.
- The module is assigned to an empty module slot.
- The slot counts down in real gameplay time.
- When finished, the module level increases automatically.
- You can start it again for another level (higher cost, longer time).
Each completed level increases that module’s effect multiplier.
Session Persistent[edit]
Modules are not account-permanent like Prestige or Gem Upgrades.
They are session-persistent:
- They stay active while you keep that run/session.
- If you continue the same session, your module progress is kept.
- If the session is ended/reset, module progress is reset.
So they are stronger than a short buff, but not permanent account progression.
Slots and Throughput[edit]
You can only run as many module downloads as you have module slots.
- Base module slots: 2
- Extra slots: unlocked through the Module Slots Download
More slots = more parallel module leveling = faster scaling during long runs.
Module Availability (by upgrade category unlock)[edit]
Some modules are locked until your Attack/Defense/Utility upgrade unlock downloads are high enough.
Examples:
- Level 0 unlocks: Damage, Health, Health Regen, Bit Gain, Coin Gain
- Level 1 unlocks: Attack Speed, Shield
- Level 2 unlocks: Charge Damage, Speed Divider
Costs, Timers, and Scaling[edit]
Every module has:
- A Bit cost formula
- A duration formula
- An effect formula
As module level rises:
- Cost rises
- Download time usually rises
- Effect increases
This creates a decision: stack one key module hard, or spread upgrades across several modules.
Useful Synergies[edit]
- Module Speed Executable: speeds up module countdowns.
- Auto Module Mechanic: can auto-slot affordable modules into empty slots.
- More module slots from the Module slot download greatly increase long-run module growth.
Practical Strategy[edit]
- Keep all module slots busy whenever possible.
- Early run: prioritize cheap, broad value modules.
- Mid/late run: focus the module(s) that best match your build path.
- If planning a long push, invest in slot count and module speed effects.
Quick Summary[edit]
Modules are a Bits-to-power conversion layer for long runs:
- You pay Bits now,
- Wait through slot timers,
- Gain stronger multipliers,
- And snowball wave progression in that session.
