data/claims/prestige.yamlPrestige 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 for this Infinity's peak antimatter . 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 Eternity Points for 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 resultThe 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
]
}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 setThe 24 stores are listed in storesMap (prestige.js L11-L36). The previous score is saved beside them.
Cited by: Prestige