The Core Loop
How Cells, ticks, loops, Mod Points and resets fit together in one picture.
Any time · basics, loop, overview · updated 2026-10-25
The game runs on ticks. One tick is about 4 seconds early on and it gets shorter with Mod Branch: Loop and Time upgrades. Generators, ship systems and automation all work off ticks. See Ticks.
The cycle:
- Cells come from Generators. MK2 makes MK1, MK3 makes MK2, and so on.
- You spend Cells on generators, Tech Upgrades, ships, Crew and Installs.
- Your run fills Loops. Each filled Loop adds pending Mod Points. See Loops and Mod Points.
- You do a Loop Reset. Pending Mod Points become yours. Cells and most of your build go back to the start.
- You spend Mod Points in the Mod Tree Basics and your next run is faster.
- Repeat. Each cycle is stronger than the last.
Two kinds of run:
- Short runs chase Mod Points. See Short Runs vs Long Runs.
- Long runs build Shards and other slow currencies.
What survives a reset and what does not: What Resets and What Stays.