Guide · mid game
Mid-game guide — Perks & Items
After your first Singularity, the game becomes a rhythm of cycles: SC → Perks → Items → faster runs. This guide covers perk order, the item thresholds to target and which talents to raise.
1. The Singularity cycle
Each Singularity converts your run into SC and charges the Prism; the Prism buys Perks. A perk only unlocks adjacent to one you own: you carve paths through the tree. Every perk you own counts toward the Singularity Item thresholds.
2. Where to start the Perks (advice)
The Red path is a great start: “CYBERNETIC BRAIN MODIFICATIONS” grants +50% total alpha output for each perk purchased in red path, +10% total alpha particle life time, and boosts Research 1 from +30% to +200%. In other words, it amplifies exactly what you are already doing.
Then keep an eye on the White path (10 perks): several of its effects scale “for each perk purchased in any path” — their value grows with EVERYTHING you buy elsewhere.
3. The item thresholds to target
The first Singularity Items come fast and change the game:
| Perks | Item |
|---|---|
| 1 | SINGULARITY BRAIN IMPLANT |
| 2 | SINGULARITY ASSISTANT BOT |
| 3 | THE SINGULARITY DUMP |
| 4 | FLOPPY-DISK OF SECRETS |
| 5 | SOLIDIFIED EVERBLOOM LOTUS |
At 3 perks owned, “THE SINGULARITY DUMP” unlocks content — grab that threshold by your second cycle.
4. Talents: feed the foundations
Every talent scales on a “foundation” (often PLAYER LEVEL, sometimes a specific stat). In mid-game, open the IC tree (1 LP/level): “EGETUARIAN REGULAR” — Increases Artifacts acquired amount by 0.2% per Player Level, for every level in this Talent.
Advice: before investing a talent, check its foundation on the Talents page and raise that first — a talent with a ×0 foundation yields nothing.
5. During events
Events (Summer Cruise, Hauler Mine) run their own economy and grant permanent rewards — their reference pages carry all the figures: