Mechanics
Upgrade Costs Normal upgrade costs use base cost, cost growth, current level, and any room cost-reduction multiplier. New Game+ makes growth steeper.
For normal upgrades, each next level starts from the upgrade’s base cost and multiplies by its growth rate once per current level.
Room coupons reduce normal shop costs, but the five bodyguard bribes and five main coupon upgrades ignore that reduction.
In New Game+, the game increases each upgrade’s growth pressure by taking the extra growth above 1.0 and multiplying it by 1 + 0.25 x NG+. Bodyguard bribes instead cost one million times ten for each New Game+ layer.
Room Unlocks and Bodyguards Each room ends with a one-million bribe paid to a bodyguard. Paying it unlocks the next room, and in New Game+ those bribes scale by powers of ten.
Darts pays Verminous to unlock Lotto. Lotto pays Gorgon to unlock Pachi. Pachi pays Rimmington to unlock Sushi. Sushi pays Hivemind to unlock Gacha. Gacha pays Executor to unlock the sixth room.
The bribe upgrades are marked as one-level unlocks and are checked separately from ordinary cost reduction.
Scratch Tickets Lotto has five ticket types with different risks: number multipliers, monster damage, gem detection, instant wins, and celestial symbols.
Ticket unlock upgrades open Green, Purple, Blue, and Grey tickets after the starting Orange ticket. Each ticket has separate size, prize, luck, and protection upgrades.
Abacus Frog adds ticket EXP and ticket levels. Accountant Toad turns best wins from all ticket types into passive money, so high single-ticket wins remain useful after the ticket is complete.
Score and Currency Formulas The main room payout formulas in player terms: Darts gold, Lotto money, Pachi tickets, Gacha stuffing, secret currencies, and universal multipliers.
These formulas are written as the order of multipliers the game applies, so you can tell which systems stack together.
| System | Formula |
|---|---|
| Darts gold | Base gold x gold multiplier x board hit/type multiplier x Flights of Fancy x Ye Olde Shoppe if owned x Shadow Realm skeleton multiplier x Trial multiplier x Gacha-items-to-gold bonus x universal multiplier. |
| Shadow Realm damage | Darts damage plus dart bonus, multiplied by magic-rank damage bonus, Ghost Janitor damage if unlocked, poison effect, and Well Rested marks. |
| Trial Platinum | Trial base value x Darts secret-currency multiplier. |
| Lotto money | Ticket base win x Lotto base multiplier x Abacus multiplier for that ticket x total-ticket-level bonus x Gacha-items-to-dollars bonus x universal multiplier. |
| Pachi tickets | Pachi base value x 10^ball type x 1% per total peg level x 1.7^bucket type x Pachi base multiplier x best Poker Pirate hand x three dice minigame multipliers x Gacha-items-to-tickets bonus x universal multiplier. |
| Gacha stuffing | Set stuffing value x rarity multiplier x Gacha base value x Gacha base multiplier x Ghost Janitor gacha multiplier if unlocked x Gacha-items-to-stuffing bonus x universal multiplier. |
Universal multipliers come from two Poppy wheel wins and, outside Darts, a Shadow Realm skeleton multiplier share controlled by the Universal Slayer attribute. That means Shadow Realm progress can improve later rooms once you have the right universal-scaling upgrade.
Lotto Ticket Internals The exact player-facing rules behind Orange, Green, Purple, Blue, and Grey Lotto tickets.
Orange ticket number prizes start at 1, 2, 4, 10, 20, 50, 100, 200, 500, then keep climbing through 1,000, 2,000, 5,000, 10,000, 25,000, 100,000, 200,000, and 500,000 before million-scale bands repeat.
Orange multipliers unlock in this order: 1.4x, 2x, 4x, then 8x. The multiplier roll starts from a 10-out-of-30 style asymptote and improves with Orange multiplier luck.
Green ticket monsters deal 1, 1, 2, 2, or 3 lives of damage. Each monster block upgrade follows level / (level + 25), so level 25 blocks 50% and level 50 blocks about 66.67%.
Purple ticket gem rows start safer at the top and get riskier deeper down. The base success chances are 50%, 30%, 20%, 15%, 10%, and 5%, then each row’s Planning upgrade adds diminishing luck. Master gems double the ticket multiplier; jail hits cost a life unless your first-free protection applies.
Blue ticket columns win when no losing symbol appears, or when an instant-win symbol appears. Winning columns pay the selected prize value times 250. Grey ticket symbols store the highest symbol value you found on that board, using floor(1000 x 2.3^symbol tier).
Lotto Tickets, Lotto Scratch Tickets, Auto Scratch and Ergonomics
Shadow Realm Shadow Realm is the Darts combat mode for permanent gold multipliers, Magician Mousey synergy, poison stacks, arcane damage, and Well Rested marks.
The Shadow Realm unlock is a Darts upgrade. Entering starts a timed visit; defeating the skeleton grants a permanent gold multiplier and unlocks the Shadow Mode achievement.
Fire Darts feed Magician Mousey ranks. Golden, Arcane, and Poison darts add gold, boss damage, and poison stack scaling. Well Rested gives one mark every five minutes you stay out of Shadow Realm, then spends those marks as a damage boost when you enter.
Trial Mode Trial Mode lets you throw nine darts for a permanent gold multiplier and produces Platinum for Ratatooie's secret shop.
Trial Mode unlocks from the Darts shop. Your best score matters because Platinum value and the permanent Trial multiplier are based on Trial performance.
Trial Mode is also the early source of Platinum, which funds the Darts secret shop.
Pachi Dice Minigames Pachi adds Red, Blue, and Green dice bonus games. Upgrades and gacha items increase starting balls, portal behavior, and survival chances.
Red Dice, Blue Dice, and Green Dice each have unlock and entry upgrades. The save file tracks three minigame multipliers, so these are persistent sub-systems rather than throwaway events.
Bubba can throw extra balls into the main board, while Poker Pirate cares about poker hands and unlocks the trips-or-better achievement.
Poker Hands and Pachi Multipliers Poker Pirate hand rankings, Pachi ticket multipliers, and dice minigame score scaling.
Poker Pirate stores your best hand. Pachi ticket payouts multiply by the best hand’s multiplier, so a single strong hand keeps helping future Pachi scoring.
| Hand | Pachi multiplier | Ball-generation time reward |
|---|---|---|
| High Card | 1.01x | 20 seconds |
| One Pair | 1.05x | 30 seconds |
| Two Pair | 1.25x | 60 seconds |
| Three of a Kind | 1.5x | 120 seconds |
| Straight | 1.75x | 150 seconds |
| Flush | 2x | 200 seconds |
| Full House | 2.5x | 300 seconds |
| Four of a Kind | 4x | 600 seconds |
| Straight Flush | 5x | 3,600 seconds |
| Royal Flush | 10x | 86,400 seconds |
Dice minigame scores turn into persistent multipliers with this curve: 1 + ceil(100 x points^0.85) / 10,000 + 5 x ln(points) / 100, rounded upward to two decimals. The save stores three separate dice minigame multipliers.
Sushi Bonuses Sushi tracks 70 bonuses, levels, EXP, Perfecto status, shakers, fuel, and wheel wins.
Every sushi bonus has its own level and XP state. Perfecto upgrades and shakers raise bonus quality, while fuel generation supports repeated Sushi actions.
Ghost Janitor and Poppy both matter because Janitor adds cross-room scaling and Poppy unlocks wheel rewards.
Gacha Items and Sets Gacha contains 81 item effects, 84 saved item slots, active and passive item types, pedestal bonuses, and eight item sets, each with a collection bonus.
Active gacha items need inventory/pedestal handling, while passive items give ongoing bonuses. Several items convert gacha collection into Darts gold, Lotto money, Pachi tickets, Sushi ribbons, or Gacha stuffing.
Set bonuses and pedestal rank boosts are why a lower-looking item can still matter if it completes a set or improves another room’s bottleneck. A set bonus only switches on after Bin Goosey is hired; the set bonus table lists all eight.
Gacha Roll Economy Gacha roll costs, stuffing values, rarity multipliers, active/passive item behavior, and set-planning math.
Each gacha set has a token cost and a base stuffing value. Stuffing gained from a roll is then multiplied by item rarity and your Gacha/Ghost Janitor/universal bonuses.
| Set | Current roll cost | Stuffing value |
|---|---|---|
| Set 1 | 1 token | Lowered in the June 10 balance patch |
| Set 2 | 2 tokens | Lowered in the June 10 balance patch |
| Set 3 | 3 tokens | Lowered in the June 10 balance patch |
| Set 4 | 5 tokens | Lowered in the June 10 balance patch |
| Set 5 | 10 tokens | Lowered in the June 10 balance patch |
| Set 6 | 25 tokens | Lowered in the June 10 balance patch |
| Set 7 | 50 tokens | Lowered in the June 10 balance patch |
| Set 8 | 100 tokens | Lowered in the June 10 balance patch |
| Item rarity tier | Stuffing multiplier |
|---|---|
| Rarity 1 | 1x |
| Rarity 2 | 2x |
| Rarity 3 | 3x |
| Rarity 4 | 4x |
| Rarity 5 | 5x |
| Rarity 6 | 10x |
Items on pedestals give their bonus when equipped. Passive items are different: their bonus can matter without taking a normal pedestal slot, which is why players sometimes cannot place a passive-looking item where they expected.
Saving and Settings The game autosaves regularly, saves from settings actions, and keeps a separate Lethal Mode save path.
Autosave triggers every 9,000 frames. The regular game save uses save_game.sav; Lethal Mode uses a separate LM.sav path.
Settings also save when toggled, and the save data records scratch size, current New Game+ count, unlocked worlds, bodyguard flags, and completed-game state.
Save Data and Carryover What Fortune Mill saves, what New Game+ resets, and why Lethal Mode behaves separately.
The save schema shows why New Game+ feels like a fresh loop rather than a simple continuation of every number. The main completion path creates a new regular save with the NG+ counter incremented and tutorial counters already marked.
| Save area | Player-facing meaning |
|---|---|
| Regular save | Written to the regular game save path. Completing the game replaces it with a New Game+ setup. |
| Lethal Mode save | Written separately from regular progress. Starting Lethal creates its own save, and completing or losing Lethal resets that Lethal save. |
| Autosave | Runs every 9,000 frames. Settings changes can also force a save. |
| New Game+ | Starts a fresh save with NG+ incremented, completed-game marked true, and tutorial counters pre-marked. |
| Tracked systems | Currencies, secret currencies, 232 upgrade levels, 20 secret-shop levels, magic rank/XP/stats, Trial multiplier, Shadow Realm skeletons, jackpots, best ticket wins, ticket levels/XP, 136 Pachi peg levels/XP, cost reduction accumulation, Sushi board state, 70 Sushi bonus levels/XP/Perfecto flags, wheel wins, three Pachi minigame multipliers, gumball levels, gacha item slots, Well Rested marks, Pachi lever state, frame timer, and scratch size. |
If you are troubleshooting, keep regular and Lethal progress separate in your head. Regular completion writes the regular save; Lethal completion and Lethal game-over reset the Lethal save.
Languages and Settings Supported languages, saved settings, scratch size, music, and volume behavior.
The game includes ten language options and saves the selected language separately from the player-run state.
| Language | Locale code |
|---|---|
| English | en |
| Deutsch | de |
| Français | fr |
| 日本語 | ja |
| 简体中文 | zh |
| 한국어 | ko |
| Русский | ru |
| Español | es |
| Polski | pl |
| Português | pt |
Settings also track current music, master/music/SFX volume sliders, fullscreen/window mode choices, and scratch size. Scratch size matters for Lotto because it reduces repetitive movement once you are doing many tickets.
IdleOn Pet Redemption After finishing the run, the main menu can open a crossover panel that asks for the first two IdleOn character names and delivers the pet through the Steam ticket flow.
The game opens the IdleOn Steam page from the crossover panel and uses a Steam auth ticket when submitting the two character names.
If you are looking for the reward after completion, check the main-menu crossover prompt rather than the in-run shop pages.
By Max Yaport (Editor, WikiTactics) Edition published
