| The eight Antimatter Dimensions start at 10, 100, 10⁴, 10⁶, 10⁹, 10¹³, 10¹⁸, and 10²⁴ antimatter. | src/core/dimensions/antimatter-dimension.js L337 | T4 |
| After every 10 bought, tiers 1–8 multiply their price by 10³, 10⁴, 10⁵, 10⁶, 10⁸, 10¹⁰, 10¹², and 10¹⁵, about 2.0× to 32× per purchase. | src/core/dimensions/antimatter-dimension.js L339 | T4 |
| Dimensions cost antimatter, except in Normal Challenge 6, where tiers 3 and up cost the dimension two tiers below. | src/core/dimensions/antimatter-dimension.js L456–468 | T3 |
A dimension's price is : flat for each set of 10, then a jump; costBumps moves only in Normal Challenge 9 and Infinity Challenge 5. | src/core/dimensions/antimatter-dimension.js L359–364src/core/dimensions/antimatter-dimension.js L544–566 | T4 |
ExponentialCostScaling.calculateCost(n) returns , times once exceeds purchasesBeforeScaling by , so the ratio between steps grows by each step. | src/core/math.js L377–385 | T4 |
The threshold, Number.MAX_VALUE (≈ 1.8 × 10³⁰⁸), becomes sets: 103 (1,030 bought) for the 1st Dimension, and 19 for the 8th. | src/core/dimensions/antimatter-dimension.js L350–357src/core/math.js L347–349 | T4 |
The post-threshold factor , Player.dimensionMultDecrease, is 10 minus the effects of the Break Infinity upgrade dimCostMult and Eternity Challenge 6's reward. | src/core/cache.js L65–68src/core/dimensions/antimatter-dimension.js L354 | T4 |
The dimCostMult upgrade (“Reduce post-infinity Antimatter Dimension cost multiplier scaling”) lowers by 1 per purchase, at most 7 times, to 3 before Eternity Challenge 6; it costs Infinity Points. | src/core/secret-formula/infinity/break-infinity-upgrades.js L116–128src/core/secret-formula/infinity/break-infinity-upgrades.js L3–9src/core/break-infinity-upgrades.js L21–36 | T4 |
Outside challenges, a Big Crunch (Infinity, the first prestige reset) unlocks when this Infinity's peak antimatter reaches Decimal.NUMBER_MAX_VALUE, the cost threshold's ≈ 1.8 × 10³⁰⁸. | src/core/player.js L942–947 | T3 |
“Buy until 10” charges price × purchases left in the set (costUntil10), exact since the price is flat within a set. | src/core/dimensions/antimatter-dimension.js L388–390src/core/dimensions/antimatter-dimension.js L227–242 | T3 |
Max-buy (getMaxBought) counts the whole sets affordable but charges only the most expensive set × 10, about 0.1% under the sum at ×1,000 per set. | src/core/math.js L387–429src/core/dimensions/antimatter-dimension.js L320–331 | T4 |
Tickspeed upgrades use the same class per purchase, not per 10: with bought, the next costs antimatter up to the Number.MAX_VALUE threshold (306 purchases), and past it their own factor, Player.tickSpeedMultDecrease (10 without upgrades), applies. | src/core/tickspeed.js L154–161src/core/tickspeed.js L150–152src/core/cache.js L60–63 | T4 |
| The About screen says Finnish developer Hevipelle began the game as a solo project in 2016, later expanded by a large team. | src/components/modals/InformationModal.vue L23–24 | T2 |
| The About screen links versions on Google Play, the App Store, and Steam, alongside the web game. | src/components/modals/InformationModal.vue L46–60 | T2 |
| A long bulk purchase whose price grows by a factor of per item costs about times its last price. | src/core/math.js L387–429 | T4 |