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CIFI: Cell Idle Factory Incremental Guide

Ship build orders, mod and token buy orders, loop resets, Snek and Pong: the idle game, played on purpose.

71 pages · version 1 · updated 2026-10-25. Something wrong or missing? Say so in the Gaming forum.

Early game

  1. Getting Started

    The first hour of CIFI in order: what to buy, what to ignore, and where the game opens up.

  2. Cells

    Cells are the main run currency. They are made by generators and wiped by every reset.

  3. Mod Points

    Mod Points (MP) come from filled Loops and are spent in the Mod Tree. They drive every reset cycle.

  4. Rank Points

    Rank Points are earned by ranking up ships and spent on that ship's installs.

  5. Generators

    MK1 to MK8 generators are a chain: each tier makes the tier below, and MK1 makes Cells.

  6. Tech Upgrades

    Tech Upgrades are hardware and software boosts per generator tier. They unlock with Auxesia and stay through resets.

  7. Ship Build Order by Tier

    The order to rebuild ships each run and the Cell costs you can expect.

  8. Cradle

    The first ship. It ranks up from generator purchases and has a native Auto Unlock toggle.

  9. Auxesia

    The second ship. It opens Tech Upgrades and ranks from tech purchases.

  10. Zagreus

    The third ship. It opens loops, Mod Points and resets, and its Deja Vu install boosts MP directly.

  11. Hephaestus

    The fourth ship. It opens the Automation Hub and has strong MP installs tied to automation.

  12. Crew

    Crew boost installs and are needed for evolution. Buy them one at a time and watch the price.

  13. Evolution

    Evolution is a permanent ship bonus bought with max crew plus a big Cell cost. It survives a Loop Reset.

  14. Installs

    Installs are the hex grid of upgrades on each ship. Spend rank points where the multiplier helps most.

  15. Install Loadouts

    A loadout stores a point-spend order so the game assigns your rank points for you.

  16. Automation

    The Automation Hub buys things for you every tick. Own it, turn it ON, and stop buying by hand what it already buys.

  17. Loops and Mod Points

    Tick loops and cell loops fill during a run. Each filled loop adds pending MP that a reset converts to real MP.

  18. Rebuild After a Reset

    The order to rebuild your factory after every Loop Reset so production comes back fast.

  19. Mod Tree Basics

    How the Loop Mod Tree works: nodes, colors, panels, and what not to touch.

  20. Mod Buy Order

    The priority order for spending Mod Points, with the reasons.

  21. Mod Branch: Fast Loop

    The starting nodes near the origin: loop speed, Cells and early MP boosts.

  22. Mod Branch: Ships and Crew

    Per-ship automation, rank point, crew and cost nodes. Automation comes first.

Mid game

  1. Shards

    Shards come from Demeter operations and buy shard milestones. Spend them before you reset because they vanish.

  2. Demeter

    The fifth ship. It opens Shard Mining. Its Ahead of the Curve install prepares your next run.

  3. Koios

    The sixth ship. It opens the Research Center and ranks from studies.

  4. When to Do a Loop Reset

    Reset when the early burst of MP is over and the tail is slower than starting fresh. Data from one account.

  5. Short Runs vs Long Runs

    Short runs chase MP. Long runs build shards, research or missions. Pick a goal before each run.

  6. Before You Reset

    A short list to run through right before you tap Loop Reset.

  7. Mod Branch: Generators

    Nodes that unlock generator tiers and boost output or cut their cost.

  8. Mod Branch: Loop and Time

    Time Dilation, Trinity, Level Enhancement and Accumulative Level Growth nodes.

  9. Mod Branch: Shards and Mining

    Nodes that boost shard income, operation speed and robotic miners.

  10. Shard Milestones

    Spend shards here to permanently boost Cells, MP, shards, research and generators.

  11. Shard Milestone Buy Order

    Which shard milestones to level first, based on what they boost.

  12. Demeter Operations

    Operations run on ticks and pay shards on their own. Longer runs make them stronger.

  13. Token Tier Unlocks

    How many token levels it takes to open Tiers 2, 3 and 4.

  14. Koios Research

    Studies give Research Points that buy timed research. Affording a research is not finishing it.

Late game

  1. Zeus

    The seventh ship. It opens the Space Academy and ranks from missions.

  2. Ouroboros

    The eighth ship. It unlocks Traversal, orbs, hunters and a different install system.

  3. Mod Branch: Research

    Nodes for studies, bio-scientists and research output. Useful only once Koios is active.

  4. Mod Branch: Missions and Academy

    Far-east nodes for Academy, mastery, exchanges and extra time dilation. Late game only.

  5. Zeus Academy

    The Space Academy: missions, personnel, materials, gear and badges. Late-game pre-Ouroboros content.

  6. Ouroboros and Traversal

    Traversal is a deeper reset after Ouroboros. It gives orbs, gems and hunters, and changes how income works.

  7. Hunters

    Borge, Ozzy and Knox are persistent fighters that earn resources. Choose push, loot or boss first.

  8. Late Game Routes

    A short map of the post-Ouroboros route stages, with caveats for accounts without paid bonuses.

  9. Relics, Mechs and Gadgets

    Late-game upgrades with different jobs. Pick based on the bottleneck, not on what is cheapest.

Any time

  1. The Core Loop

    How Cells, ticks, loops, Mod Points and resets fit together in one picture.

  2. Resource Overview

    Every currency in CIFI, what it buys, and whether a reset wipes it.

  3. Tokens

    Tokens come from chests, the bank, daily rewards and achievements. They are spent in the Token Shop.

  4. Level Points

    Level Points (LP) come from player levels and achievements. They add permanent boosts to Cells, MP and Shards.

  5. Arcade Points

    Arcade Points come from Pong and Snek and buy permanent Arcade Shop upgrades.

  6. Diamonds

    Diamonds are the premium currency. The guide never assumes you spend them.

  7. Ticks

    A tick is the game's clock. Generators, operations, studies, automation and loop bars all advance per tick.

  8. Ships Overview

    Eight ships, each one unlocks a system. Ships must be rebuilt after every Loop Reset.

  9. Install Math

    How to compare two installs: next-level gain is not a clean double, and the +1 base matters.

  10. What Resets and What Stays

    A one-page table of what a Loop Reset wipes and what survives.

  11. Token Shop

    The Token Shop sells permanent boosts for Tokens in four tiers. The bank sits on top.

  12. Token Buy Order

    What to buy with Tokens, in order, from income boosters to MP to generators.

  13. Token Bank

    The bank collects bonus points from chests. Claim it near full and you get a larger payout.

  14. Where to Put Level Points

    Spend LP on the resource that limits you now. A shared bonus unlocks after enough allocations.

  15. Achievements and Reward Lanes

    Achievements pay Tokens, Diamonds and LP. Reward lanes pay at set player levels.

  16. Daily Rewards

    A daily screen with permanent boosts and gifts. Claim every day.

  17. Daily Routine

    A short checklist to run once a day and a few times in between.

  18. Arcade Overview

    Pong and Snek are mini-games that pay Arcade Points and bonus ticks. Play them when READY shows.

  19. Arcade Shop

    Spend Arcade Points on six permanent upgrades, three per game.

  20. Snek

    How to score in Snek: 90 degree turns, pick up green and yellow, avoid red and your own tail.

  21. Pong

    How to score in Pong: hold the arrows, hit with the middle of the paddle, and break edge locks.

  22. Common Mistakes

    Mistakes that slow players down, with the fix for each.

  23. Troubleshooting Slow Progress

    A symptom table for when your account feels stuck, with the first thing to check.

  24. Numbers and Notation

    How CIFI writes big numbers, and how to compare them without mistakes.

  25. What Is Not Verified Yet

    The open questions in this guide, so you know where to be careful.

  26. Glossary

    Short definitions for the terms used in this guide and in community talk.