Claim set · data/claims/prestige.yaml

Prestige resets in incremental games

Concept: Prestige.

In Antimatter Dimensions, a Big Crunch pays 1 Infinity Point before multipliers until Infinity is broken; after, it pays 10log10⁡A/308−0.75 for this Infinity's peak antimatter A. prestige/antimatter-dimensions-infinity-points

About: Antimatter Dimensions Prestige

CodeAntimatter Dimensions source code · src/game.js#L89-L104? Decimal.pow10(player.records.thisInfinity.maxAM.log10() / div - 0.75)Antimatter Dimensions source code · src/game.js#L89-L104: new Decimal(308 / div);Checked by claude, 2026-10-21 — read gainedInfinityPoints; div is the smallest of 308, Achievement 103, and Time Study 111, so 308 until those lower it, and the result is then multiplied by totalIPMult and floored (L105-L120)

At 1.8 × 10³⁰⁸ antimatter the broken formula gives about 1.78, which the final floor makes 1.

Cited by: Prestige

Antimatter Dimensions stacks a second reset on Infinity: Eternity unlocks once this Eternity's peak Infinity Points reach the cost of 1 Eternity Point, never less than 1.8 × 10³⁰⁸, and pays 5log10⁡P/308−0.7 Eternity Points for P Infinity Points. prestige/antimatter-dimensions-eternity

About: Antimatter Dimensions Prestige

CodeAntimatter Dimensions source code · src/core/player.js#L949-L951return player.records.thisEternity.maxIP.gte(Player.eternityGoal);Antimatter Dimensions source code · src/core/player.js#L979-L983: requiredIPForEP(1);Antimatter Dimensions source code · src/game.js#L156-L159.clampMin(Number.MAX_VALUE);Antimatter Dimensions source code · src/game.js#L138-L140let ep = DC.D5.pow(player.records.thisEternity.maxIP.plus(Checked by claude, 2026-10-21 — read canEternity, eternityGoal (outside Eternity Challenges), requiredIPForEP, and gainedEternityPoints; the divisor is 308 minus an effect that exists only in Pelle's Doomed Reality, and totalEPMult multiplies the result

The Eternity formula has the Infinity formula's shape one layer up, with base 5 instead of 10.

Cited by: Prestige

When A Dark Room ends, it saves each store divided by a random whole number (1–9 for goods, 1–4 for weapons, up to 100 for ammunition), and the next game hides them in a landmark, “A Destroyed Village”. prestige/a-dark-room-carry-over

About: A Dark Room Prestige

Value
{
 "goods": [
  1,
  9
 ],
 "weapons": [
  1,
  4
 ],
 "ammunition": [
  1,
  100
 ]
}
CodeA Dark Room source code · script/space.js#L436-L440Prestige.save();A Dark Room source code · script/prestige.js#L38-L48(reduce ? this.randGen(s.type) : 1)));A Dark Room source code · script/prestige.js#L82-L100amount = Math.ceil(Math.random() * 10 * Math.ceil(Math.random() * 10));A Dark Room source code · script/events/setpieces.js#L3535-L3577Prestige.collectStores();A Dark Room source code · script/world.js#L153-L155// Only add the cache if there is prestige data if($SM.get('previous.stores')) { World.LANDMARKS[World.TILE.CACHE] = { num: 1, minRadius: 10, maxRadius: World.RADIUS * 1.5, scene: 'cache', label: _('A Destroyed Village')};Checked by claude, 2026-10-25 — read the ending's complete() in space.js, Prestige.getStores and randGen (goods floor(10r), weapons floor(floor(10r)/2), ammo ceil(10r · ceil(10r)), a 0 becoming 1), and the “cache” setpiece, whose take action calls collectStores; world.js L153-L155 adds the Destroyed Village landmark only when previous.stores is set

The 24 stores are listed in storesMap (prestige.js L11-L36). The previous score is saved beside them.

Cited by: Prestige