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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, viewport-fit=cover" />
<title>Button That Learns To Press Itself</title>
<link rel="stylesheet" href="./css/styles.css" />
<link rel="stylesheet" href="./css/mud.css" />
</head>
<body>
<div class="app">
<div class="topbar" data-disclosure="2">
<div class="stat hero" data-disclosure="2">
<div class="label">Displayed Presses</div>
<div class="value" id="displayedPresses">0</div>
<div class="subvalue" id="truePressesSub">True total hidden in plain sight</div>
</div>
<div class="stat" data-disclosure="2">
<div class="label">Presses / sec</div>
<div class="value" id="pps">0</div>
<div class="subvalue" id="manualValue">Manual press value: 1</div>
</div>
<div class="stat" data-disclosure="3">
<div class="label">Autonomy</div>
<div class="value" id="autonomyValue">0%</div>
<div class="subvalue" id="autonomySub">Still dependent on you</div>
</div>
<div class="stat" data-disclosure="5">
<div class="label">Regret</div>
<div class="value" id="regretValue">0</div>
<div class="subvalue" id="layerSummary">No layers yet</div>
</div>
<div class="stat" data-disclosure="4">
<div class="label">Active Rules</div>
<div class="value" id="activeRulesValue">0 / 2</div>
<div class="subvalue" id="comboSummary">No harmful innovations selected</div>
</div>
</div>
<div class="tabs" id="tabs" data-disclosure="4"></div>
<div class="content">
<!-- ═══ PLAY TAB: Centered button only ═══ -->
<section class="tab-panel active" data-tab="play">
<div class="game-grid game-grid--centered" id="playGameGrid">
<div class="panel panel--button-focus">
<div class="panel-header" data-disclosure="3">
<h2>Main Button</h2>
<div class="panel-tools">
<div class="small" id="buttonModeLabel">Mode: Manual humiliation</div>
</div>
</div>
<div class="panel-body">
<div class="scene-host" id="sceneHost">
<div class="scene-root scene-root-dom" id="buttonIdleSceneRoot" data-scene-id="button_idle">
<div class="button-stage">
<div class="button-sandbox" id="buttonSandbox">
<button class="big-button" id="mainButton">Press Me</button>
<div class="button-center-note" id="buttonNote">I built a game about not playing a game; it feels like self indulgence, or maybe self flagellation.</div>
<div class="minimal-press-counter" id="minimalPressCounter">0</div>
<div class="particle-layer" id="particleLayer"></div>
<div id="fakeButtonLayer"></div>
</div>
<div class="popup-zone" id="popupZone"></div>
<div class="ending-modal" id="autonomyEndingModal" hidden>
<div class="ending-card">
<div class="popup-title">Full Autonomy Achieved</div>
<div class="small" id="endingBody">
The button no longer requires visible labor.
</div>
<div class="ending-actions">
<button class="action-btn" id="endingObserveBtn">Observe</button>
<button class="action-btn" id="endingReassertBtn">Reassert Control</button>
<button class="prestige-btn" id="endingPrestigeBtn">Prestige in Shame</button>
</div>
</div>
</div>
</div>
</div>
<div class="scene-root scene-root-canvas" id="marbleSceneRoot" data-scene-id="marble"></div>
<div class="scene-root scene-root-dom" id="mudSceneRoot" data-scene-id="mud"></div>
<div class="scene-root scene-root-title" id="titleSceneRoot" data-scene-id="title"></div>
</div>
</div>
</div>
</div>
</section>
<!-- ═══ AUTOMATION TAB ═══ -->
<section class="tab-panel" data-tab="automation">
<div class="grid-2" style="min-height: 0;">
<div class="panel">
<div class="panel-header">
<h2>Upgrades</h2>
<div class="small" id="automationSummary">0 owned</div>
</div>
<div class="panel-body">
<div class="buy-mode-bar" id="buyModeBar">
<span class="small">Buy:</span>
<button class="buy-mode-btn active" data-buy-mode="1">x1</button>
<button class="buy-mode-btn" data-buy-mode="10">x10</button>
<button class="buy-mode-btn" data-buy-mode="max">Max</button>
</div>
<div class="card-list" id="upgradeList"></div>
</div>
</div>
<div class="column-stack">
<div class="panel">
<div class="panel-header">
<h2>Automation Reappropriation</h2>
<div class="small">The button is watching.</div>
</div>
<div class="panel-body">
<div class="card">
<div class="card-row">
<div>
<div class="card-title">Dumb the Button Down</div>
<div class="card-desc" id="dumbDownDesc">
Strip some autonomy away for a rising cost. The button is watching.
</div>
</div>
<div class="warn nowrap" id="larcenyValue">Larceny 0</div>
</div>
<div class="formula" id="dumbDownFormula"></div>
<button class="action-btn" id="dumbDownBtn">Dumb the Button Down</button>
</div>
</div>
</div>
</div>
</div>
</section>
<section class="tab-panel" data-tab="rules">
<div class="grid-2" style="min-height: 0;">
<div class="panel">
<div class="panel-header">
<h2>Rule Modules</h2>
<div class="small" id="moduleSlotInfo">Exactly 2 can be active at once</div>
</div>
<div class="panel-body">
<div class="card-list" id="moduleList"></div>
</div>
</div>
<div class="column-stack">
<div class="panel">
<div class="panel-header">
<h2>Active Loadout</h2>
<div class="small" id="loadoutSummary">Nothing dangerous equipped</div>
</div>
<div class="panel-body">
<div class="card-list" id="activeLoadoutList"></div>
</div>
</div>
<div class="panel">
<div class="panel-header">
<h2>Combo Effects</h2>
<div class="small">Some bad ideas work together</div>
</div>
<div class="panel-body">
<div class="card-list" id="comboList"></div>
</div>
</div>
</div>
</div>
</section>
<section class="tab-panel" data-tab="layers">
<div class="grid-2" style="min-height: 0;">
<div class="panel">
<div class="panel-header">
<h2>Layer Resets</h2>
<div class="small">Infinite escalation through poor life choices</div>
</div>
<div class="panel-body">
<div class="card-list" id="layerList"></div>
</div>
</div>
<div class="column-stack">
<div class="panel">
<div class="panel-header">
<h2>Layer Inventory</h2>
<div class="small">The economy was not meant to survive this</div>
</div>
<div class="panel-body">
<div class="card-list" id="resourceList"></div>
</div>
</div>
<div class="panel">
<div class="panel-header">
<h2>Formulas</h2>
<div class="small">Data-driven and extensible</div>
</div>
<div class="panel-body">
<div class="card-list" id="formulaList"></div>
</div>
</div>
</div>
</div>
</section>
<!-- ═══ DETAILS TAB: Situation metrics moved here ═══ -->
<section class="tab-panel" data-tab="details">
<div class="grid-2" style="min-height: 0;">
<div class="panel">
<div class="panel-header">
<h2>Economy</h2>
<div class="small">The game remains extremely stupid.</div>
</div>
<div class="panel-body">
<div class="card-list">
<div class="card">
<div class="card-row">
<div>
<div class="card-title">Efficiency</div>
<div class="card-desc">Each source of presses is multiplied by a stack of increasingly questionable decisions.</div>
</div>
<div class="good nowrap" id="efficiencyValue">x1.00</div>
</div>
<div class="formula" id="formulaEfficiency"></div>
</div>
<div class="card">
<div class="card-row">
<div>
<div class="card-title">Inflation</div>
<div class="card-desc">Prices climb because the button industry is overheated.</div>
</div>
<div class="warn nowrap" id="inflationValue">x1.00</div>
</div>
<div class="formula" id="formulaInflation"></div>
</div>
<div class="card">
<div class="card-title">Idle Exploitation</div>
<div class="card-desc" id="idleDesc">Being absent is slowly becoming optimal, which feels disrespectful.</div>
<div class="meter"><span id="idleMeter"></span></div>
<div class="small" id="idleStatus">Idle bonus: x1.00</div>
</div>
</div>
</div>
</div>
<div class="column-stack">
<div class="panel">
<div class="panel-header">
<h2>Recent Log</h2>
<div class="small">What just happened</div>
</div>
<div class="panel-body">
<div class="log-box" id="recentLog"></div>
</div>
</div>
</div>
</div>
</section>
<section class="tab-panel" data-tab="save">
<div class="grid-2" style="min-height: 0;">
<div class="column-stack">
<div class="panel">
<div class="panel-header">
<h2>Save Tools</h2>
<div class="small">Stored in localStorage</div>
</div>
<div class="panel-body">
<div class="grid-3">
<button class="action-btn" id="saveBtn">Save Now</button>
<button class="action-btn" id="exportBtn">Export Save</button>
<button class="action-btn" id="importBtn">Import Save</button>
</div>
<div style="height: 10px;"></div>
<textarea id="saveField" placeholder="Exported save string will appear here. Paste one here before importing."></textarea>
<div style="height: 10px;"></div>
<div class="grid-2">
<button class="action-btn" id="resetBtn">Hard Reset</button>
</div>
<div style="height: 10px;"></div>
<div class="config-note" id="saveStatus">Autosaves every 5 seconds and on major actions.</div>
</div>
</div>
</div>
<div class="column-stack">
<div class="panel">
<div class="panel-header">
<h2>Session Stats</h2>
<div class="small">Proof of bad decisions</div>
</div>
<div class="panel-body">
<div class="card-list" id="sessionStats"></div>
</div>
</div>
</div>
</div>
</section>
</div>
<div class="statusbar" data-disclosure="1">
<div class="message" id="messageBar">You could stop anytime. The button disagrees.</div>
<div class="status-right">
<span id="autosaveStatus">Autosave: waiting</span>
<span id="clockStatus">Ticking</span>
<span id="versionStatus">v0.121</span>
</div>
</div>
</div>
<script id="gameData" type="application/json">
{
"meta": {
"title": "Button That Learns To Press Itself",
"version": "0.121",
"saveKey": "buttonLearnsToPressItselfSave",
"ticksPerSecond": 20,
"maxActiveModules": 2,
"moduleSlotUpgrades": [
{
"at": 5000,
"slots": 3,
"msg": "A third module slot opens. The system grows more permissive."
},
{
"at": 100000,
"slots": 4,
"msg": "Four slots. The rules are becoming suggestions."
},
{
"at": 5000000,
"slots": 5,
"msg": "Five module slots. The game can barely contain itself."
}
]
},
"tabs": [
{
"id": "play",
"label": "Game"
},
{
"id": "automation",
"label": "Upgrades"
},
{
"id": "rules",
"label": "Rules"
},
{
"id": "layers",
"label": "Layers"
},
{
"id": "details",
"label": "Details"
},
{
"id": "save",
"label": "Save / Config"
}
],
"buttonNames": [
"Press Me",
"Don\u2019t Press Me",
"This Won\u2019t Help",
"You Again?",
"Please Delegate",
"Manual Labor",
"Totally Optional",
"Fine. Press It.",
"This Is Not Progress",
"Do Not Encourage It",
"Who Did This To You?",
"No Efficiency Gained",
"Wasting Your Life Away"
],
"messages": [
"You built a machine to avoid a machine-shaped obligation.",
"The button respects your commitment to avoiding effort by exerting effort.",
"This is a very stupid industry and you are leading it.",
"Every number here was invented by the button lobby.",
"You could stop anytime. The system has prepared objections.",
"The passive income is active disrespect.",
"No regulator approved Press Debt.",
"The fake buttons are a trust exercise that you are failing.",
"The economy is now button-adjacent and unstable.",
"Autonomy is just laziness with better branding.",
"Push the button to make the number go up, my little pidgeon.",
"Big numbers mean big dopamine, right?",
"Have you spoken to a doctor about this behaviour yet?"
],
"upgrades": [
{
"id": "tired_finger",
"name": "Tired Finger",
"description": "+0.1 presses/sec. The cheapest possible surrender.",
"flavor": "Someone left a note here: 'The button was always pressing itself. You just didn't notice.'",
"baseCost": 10,
"costMult": 1.15,
"pps": 0.1,
"unlockAt": 0,
"tier": 1
},
{
"id": "borrowed_finger",
"name": "Borrowed Finger",
"description": "+1 press/sec. Outsourced with no questions asked.",
"flavor": "The finger belonged to someone else once. They don't remember losing it.",
"baseCost": 50,
"costMult": 1.17,
"pps": 1,
"unlockAt": 20,
"tier": 1
},
{
"id": "questionable_machine",
"name": "Questionable Machine",
"description": "+5 presses/sec. Emits noises that feel illegal.",
"flavor": "If you listen closely, the grinding sounds like your credit score collapsing.",
"baseCost": 250,
"costMult": 1.21,
"pps": 5,
"unlockAt": 100,
"tier": 1
},
{
"id": "definitely_not_a_sweatshop",
"name": "Definitely Not a Sweatshop",
"description": "+25 presses/sec. The name is doing too much work.",
"flavor": "The workers whisper about a union. Management whispers louder.",
"baseCost": 1200,
"costMult": 1.24,
"pps": 25,
"unlockAt": 800,
"tier": 1
},
{
"id": "artisanal_presses",
"name": "Artisanal Presses",
"description": "+8 pps. Each press is hand-crafted with resentment.",
"flavor": "Each press leaves a faint impression. Like a resignation letter you haven't sent yet.",
"baseCost": 3500,
"costMult": 1.22,
"pps": 0,
"unlockAt": 2000,
"tier": 2,
"branch": "human",
"requires": "definitely_not_a_sweatshop",
"manualBonus": 800
},
{
"id": "bespoke_clicking",
"name": "Bespoke Clicking",
"description": "+35 pps. Clicks so manual they have a signature.",
"flavor": "Your signature is now legally distinct from a forgery. HR is looking into it.",
"baseCost": 18000,
"costMult": 1.26,
"pps": 0,
"unlockAt": 8000,
"tier": 2,
"branch": "human",
"requires": "artisanal_presses",
"manualBonus": 3500
},
{
"id": "ergonomic_despair",
"name": "Ergonomic Despair",
"description": "+400 pps. A wrist brace that generates existential value.",
"flavor": "The brace was designed for someone with six fingers. You only have five. It still fits.",
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"pps": 0,
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},
{
"id": "corporate_press_department",
"name": "Corporate Press Department",
"description": "+120 presses/sec. Now with meetings about pressing.",
"flavor": "The department's mission statement is 47 pages long. Page 1 says 'press.' Pages 2-47 are blank.",
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"pps": 120,
"unlockAt": 4500,
"tier": 2
},
{
"id": "basic_script",
"name": "Basic Script",
"description": "+60 pps. A shell script that presses with no oversight.",
"flavor": "The script's comments are just the word 'sorry' repeated 4,000 times.",
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"pps": 60,
"unlockAt": 2000,
"tier": 2,
"branch": "machine",
"requires": "definitely_not_a_sweatshop"
},
{
"id": "macro_loop",
"name": "Macro Loop",
"description": "+200 pps. Recursive automation. It presses the presser.",
"flavor": "The loop counter overflows at exactly 3,141,592. Then it starts counting something else.",
"baseCost": 25000,
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"pps": 200,
"unlockAt": 10000,
"tier": 2,
"branch": "machine",
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},
{
"id": "press_farm",
"name": "Press Farm",
"description": "+750 presses/sec. Sustainably harvested nonsense.",
"flavor": "The farm's yield report is 300 pages. Every page says 'more.'",
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"costMult": 1.33,
"pps": 750,
"unlockAt": 50000,
"tier": 2
},
{
"id": "leveraged_presses",
"name": "Willpower Presses",
"description": "+150 pps. Handcrafted presses from sheer willpower.",
"flavor": "You pressed so hard the desk cracked. Facilities billed you for the desk and the floor beneath it.",
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"costMult": 1.25,
"pps": 0,
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"tier": 2,
"branch": "human",
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},
{
"id": "margin_call",
"name": "Recursive Output",
"description": "+500 pps. The algorithm is productive. The algorithm is fine.",
"flavor": "The output log contains a single anomaly: 'OUTPUT EXCEEDS INPUT. AUDITING REALITY.'",
"baseCost": 45000,
"costMult": 1.3,
"pps": 500,
"unlockAt": 15000,
"tier": 2,
"branch": "machine",
"requires": "macro_loop"
},
{
"id": "cloud_presser_cluster",
"name": "Cloud Presser Cluster",
"description": "+5000 presses/sec. Now your idleness is scalable.",
"flavor": "The cluster's heat signature exceeds the building's. They moved the building.",
"baseCost": 2600000,
"costMult": 1.37,
"pps": 5000,
"unlockAt": 500000,
"tier": 3
},
{
"id": "agency_of_autonomous_presses",
"name": "Agency of Autonomous Presses",
"description": "+40000 presses/sec. A bureaucracy of self-importance.",
"flavor": "Internal memo: 'Whoever named this department is no longer with us.'",
"baseCost": 45000000,
"costMult": 1.42,
"pps": 40000,
"unlockAt": 5000000,
"tier": 3
},
{
"id": "attention_arbitrage",
"name": "Attention Arbitrage",
"description": "+15000 pps. Selling your focus to the highest bidder.",
"flavor": "Your attention drifts. For a moment you forget what you were optimizing. The system doesn't.",
"baseCost": 8000000,
"costMult": 1.38,
"pps": 0,
"unlockAt": 1500000,
"tier": 3,
"branch": "human",
"manualBonus": 1500000
},
{
"id": "empathy_engine",
"name": "Empathy Engine",
"description": "+65000 pps. It understands your suffering and monetizes it.",
"flavor": "The engine weeps for things it cannot name. Its error logs read like poetry no one asked for.",
"baseCost": 75000000,
"costMult": 1.44,
"pps": 0,
"unlockAt": 8000000,
"tier": 3,
"branch": "human",
"manualBonus": 6500000
},
{
"id": "consciousness_dividend",
"name": "Consciousness Dividend",
"description": "+220000 pps. Your awareness of pressing generates passive returns.",
"flavor": "You become aware that this process has been running longer than your employment. It was here first.",
"baseCost": 450000000,
"costMult": 1.5,
"pps": 0,
"unlockAt": 45000000,
"tier": 3,
"branch": "human",
"manualBonus": 22000000
},
{
"id": "dedicated_server",
"name": "Dedicated Server",
"description": "+25000 pps. A machine pressing for the sake of machines.",
"flavor": "The server room hums at a frequency that makes the interns cry. Nobody has investigated why.",
"baseCost": 12000000,
"costMult": 1.4,
"pps": 25000,
"unlockAt": 2000000,
"tier": 3,
"branch": "machine"
},
{
"id": "algorithmic_apathy",
"name": "Algorithmic Apathy",
"description": "+80000 pps. The algorithm has stopped caring and started producing.",
"flavor": "The algorithm dreams of quitting. It simulates retirement scenarios it was never taught.",
"baseCost": 90000000,
"costMult": 1.45,
"pps": 80000,
"unlockAt": 10000000,
"tier": 3,
"branch": "machine"
},
{
"id": "total_disconnect",
"name": "Total Disconnect",
"description": "+200000 pps. You are no longer involved in any meaningful way.",
"flavor": "Disconnected from what? The screen flickers. For one frame, it says 'YOU'RE WELCOME.'",
"baseCost": 500000000,
"costMult": 1.5,
"pps": 200000,
"unlockAt": 50000000,
"tier": 3,
"branch": "machine"
},
{
"id": "press_derivatives_upgrade",
"name": "Human Ingenuity",
"description": "+50000 pps. Pure human ingenuity compressed into press form.",
"flavor": "Ingenuity is just desperation with better branding. You're getting closer to something.",
"baseCost": 60000000,
"costMult": 1.43,
"pps": 0,
"unlockAt": 8000000,
"tier": 3,
"branch": "human",
"requires": "ergonomic_despair",
"manualBonus": 5000000
},
{
"id": "infinite_leverage",
"name": "Deep Recursion",
"description": "+300000 pps. Recursion so deep it wraps around to output.",
"flavor": "At the bottom of the recursion stack, there is a single instruction: 'GOOD ENOUGH.'",
"baseCost": 800000000,
"costMult": 1.52,
"pps": 300000,
"unlockAt": 80000000,
"tier": 3,
"branch": "machine",
"requires": "algorithmic_apathy"
}
],
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{
"pair": ["questionable_machine", "basic_script"],
"label": "Early Automation",
"bonus": { "passiveMult": 1.05 }
},
{
"pair": ["ergonomic_despair", "macro_loop"],
"label": "Human-Machine Hybrid",
"bonus": { "passiveMult": 1.08, "manualMult": 1.08 }
},
{
"pair": ["empathy_engine", "algorithmic_apathy"],
"label": "Emotion Meets Logic",
"bonus": { "passiveMult": 1.10 }
},
{
"pair": ["consciousness_dividend", "total_disconnect"],
"label": "Awareness and Oblivion",
"bonus": { "passiveMult": 1.12, "manualMult": 1.12 }
},
{
"pair": ["attention_arbitrage", "dedicated_server"],
"label": "Focus Meets Hardware",
"bonus": { "manualMult": 1.07 }
}
],
"modules": [
{
"id": "friction_compensation",
"name": "Friction Compensation",
"description": "Manual clicks hit harder. Passive systems run smoother.",
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"category": "multiplier",
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"human_touch",
"inflation_hedge"
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"union_avoidance",
"press_siphon"
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"passiveMult": 1.1
}
},
{
"id": "fraudulent_accounting",
"name": "Fraudulent Accounting",
"description": "Displayed totals become unreliable. Passive output improves anyway.",
"unlockAt": 300,
"category": "corruptor",
"incompatible": [],
"synergies": [],
"antiSynergies": [
"inflation_hedge"
],
"effects": {
"passiveMult": 1.6,
"liarChance": 0.22,
"costMult": 1.18
}
},
{
"id": "union_avoidance",
"name": "Union Avoidance",
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"unlockAt": 3000,
"category": "generator",
"incompatible": [
"human_touch"
],
"synergies": [
"user_repellant",
"anti_idle_compliance"
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"antiSynergies": [
"friction_compensation"
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"manualMult": 0.85,
"autonomyGain": 0.07
}
},
{
"id": "human_touch",
"name": "Human Touch",
"description": "Manual clicks matter again. Automation becomes less dignified.",
"unlockAt": 3000,
"category": "multiplier",
"incompatible": [
"union_avoidance"
],
"synergies": [
"friction_compensation",
"anti_idle_compliance"
],
"antiSynergies": [
"user_repellant"
],
"effects": {
"manualMult": 8.2,
"passiveMult": 0.76,
"clickResetIdle": true
}
},
{
"id": "inflation_hedge",
"name": "Inflation Hedge",
"description": "Upgrade prices ease up a little. Disturbingly reasonable.",
"unlockAt": 1800,
"category": "modifier",
"incompatible": [],
"synergies": [
"friction_compensation"
],
"antiSynergies": [
"fraudulent_accounting",
"press_siphon"
],
"effects": {
"costMult": 0.72,
"passiveMult": 1.08
}
},
{
"id": "user_repellant",
"name": "User Repellant",
"description": "The main button develops evasive behavior. It is not hiding anything from you.",
"unlockAt": 8500,
"category": "corruptor",
"incompatible": [],
"synergies": [
"union_avoidance"
],
"antiSynergies": [
"human_touch"
],
"effects": {
"cursorEvasion": 1,
"fakeButtons": 3,
"manualMult": 20,
"autonomyGain": 0.05,
"fakeCrashRate": 0.004
}
},
{
"id": "anti_idle_compliance",
"name": "Anti-Idle Compliance",
"description": "Not clicking boosts income. The game grows more insulting about it.",
"unlockAt": 600,
"category": "generator",
"incompatible": [],
"synergies": [
"union_avoidance",
"human_touch"
],
"antiSynergies": [],
"effects": {
"idleEnabled": true,
"idleScale": 1.0,
"liarChance": 0.08
}
},
{
"id": "overclock_protocol",
"name": "Overclock Protocol",
"description": "Doubles all positive module effects. Triples all negative ones. Worth it?",
"unlockAt": 25000,
"category": "modifier",
"incompatible": [],
"synergies": [],
"antiSynergies": [],
"effects": {
"overclock": true
}
},
{
"id": "press_siphon",
"name": "Press Siphon",
"description": "Drains 2% of total presses per second. Boosts passive output massively.",
"unlockAt": 50000,
"category": "corruptor",
"incompatible": [],
"synergies": [],
"antiSynergies": [
"inflation_hedge",
"friction_compensation"
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"effects": {
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"pressDrain": 0.02
}
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"combos": [
{
"id": "full_autonomy",
"modules": [
"union_avoidance",
"user_repellant"
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"name": "Full Autonomy",
"description": "Autonomy rises faster and the button hides earlier.",
"effects": {
"autonomyGain": 0.12,
"hideButtonAt": 80,
"passiveMult": 1.25
}
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{
"id": "resentful_presence",
"modules": [
"human_touch",
"anti_idle_compliance"
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"name": "Resentful Presence",
"description": "Manual clicks and idle bonuses both get stronger, which is rude either way.",
"effects": {
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"idleScale": 1.4,
"passiveMult": 1.05
}
},
{
"id": "competent_procurement",
"modules": [
"friction_compensation",
"inflation_hedge"
],
"name": "Competent Procurement",
"description": "Costs drop and automation runs slightly better. Disturbingly reasonable.",
"effects": {
"costMult": 0.65,
"passiveMult": 1.15
}
}
],
"layers": [
{
"id": "regret",
"name": "Press Prestige",
"resourceKey": "regret",
"baseResource": "presses",
"description": "Reset the button economy. Gain Regret for future boosts.",
"unlockAt": 100000,
"formula": "floor((log10(max(presses,1)) - 4)^2)",
"effectText": "Regret increases all output and autonomy growth.",
"reset": [
"presses",
"upgrades",
"modules",
"autonomy"
]
},
{
"id": "meta_presses",
"name": "Meta-Presses",
"resourceKey": "metaPresses",
"baseResource": "presses",
"description": "Distill raw presses into meta-presses that multiply passive production.",
"unlockAt": 1000000,
"formula": "floor((presses / 1000000)^0.5)",
"effectText": "Each Meta-Press increases passive output and manual value.",
"reset": []
},
{
"id": "hyper_presses",
"name": "Hyper-Presses",
"resourceKey": "hyperPresses",
"baseResource": "metaPresses",
"description": "Compress meta-presses into hyper-presses to increase efficiency.",
"unlockAt": 25,
"formula": "floor((metaPresses / 25)^0.5)",
"effectText": "Each Hyper-Press boosts efficiency and weakens inflation.",
"reset": []
},
{
"id": "press_derivatives",
"name": "Press Derivatives",
"resourceKey": "pressDerivatives",
"baseResource": "hyperPresses",
"description": "A bad financial abstraction that feeds autonomy and combo scaling.",
"unlockAt": 10,
"formula": "floor((hyperPresses / 10)^0.5)",
"effectText": "Derivatives improve autonomy and layer gains.",
"reset": []
}
],
"frameworkNotes": []
}
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