One global constant, Game.priceIncrease = 1.15, multiplies a building's price for each one already owned. | main.js L7972 | T4 |
| A building's next price is , with discounts applied before rounding. | main.js L8090–8095 | T4 |
| Free buildings (Starter kit: 10 Cursors; Starter kitchen: 5 Grandmas) come off the exponent, so the next one costs the base price. | main.js L8266–8275main.js L3828–3829 | T4 |
| Every building after the Cursor gets its base price from one formula on its index : , rounded to two significant figures. | main.js L8024–8031 | T4 |
Only the Cursor keeps its Game.Object constructor price; the formula overwrites the rest (the Farm's 500 becomes 1,100). | main.js L8003–8034main.js L9104 | T4 |
| Base prices (the first one's price) are Cursor 15, Grandma 100, Farm 1,100, Mine 12,000, Factory 130,000, Bank 1.4 million, and so on up to You at 5.4 × 10²⁶. | main.js L8979main.js L8024–8031 | T4 |
| Base production before upgrades is 0.1 cookies/s for the Cursor, set in its own production function, and to two significant figures for building : Grandma 1, Farm 8, Mine 47, Factory 260, and so on up to You at 5.1 × 10¹⁴. | main.js L8018–8022main.js L9104–9109main.js L9001main.js L8912–8916 | T4 |
Each type's production is amount * storedCps, summed into cookies per second, so before upgrades income grows linearly with count. | main.js L5276–5285 | T3 |
| On Grandma income alone, the wait for the next Grandma is 115 s for the 2nd, a low of 38 s for the 8th, and 36 minutes for the 51st. | main.js L8090–8095main.js L5276–5285 | T4 |
The shown bulk price (getSumPrice) is the geometric sum , discounted and rounded up once: 20.30× the next single price for 10, and 7.83 million× for 100. | main.js L8096–8105 | T4 |
| Bulk options are 1, 10, and 100; “All” works only in sell mode and means 100 in buy mode. | main.js L8816–8825 | T3 |
buy() charges each unit's rounded-up price in turn and ignores the shown total: 10 Grandmas from zero cost 2,035, not 2,031, and 2,030 cookies still buy 9. | main.js L8125–8152main.js L8898–8901 | T4 |
| Each sale pays 25% of the next one's price, rounded down, about 15% more than the label: selling 1 of 10 Grandmas shows 88 and pays 101. | main.js L8156–8176main.js L8106–8123main.js L1620–1628 | T4 |
| Discounts from upgrades, auras, buffs, and gods multiply the price by constants such as 0.99 or 0.95, lowering the curve without changing its 1.15 slope. | main.js L8792–8814 | T3 |
| The changelog dates the launch to 8 August 2013; Orteil says he made the original “in a couple hours, for laughs”. | main.js L2020–2021 | T2 |
| The changelog's 24 August 2013 “big update!”, which “revamped the whole game (new graphics, new game mechanics)”, falls between the 1.1 and 1.15 captures. | main.js L2014–2015 | T2 |
| The 25 August 2014 “legacy beta, part I” notes say “price and CpS curves revamped”. | main.js L1790–1792 | T2 |
| The game's About text credits it as “a javascript game by Orteil and Opti”. | main.js L1410 | T2 |
| The changelog's 1 September 2021 entry announces the Steam release and says web and Steam will get the same updates. | main.js L1505–1507 | T2 |
| The changelog's 28 September 2019 entry announces the official Android version, with iOS to follow. | main.js L1553–1559 | T2 |
| A price that grows by a factor of per purchase doubles every purchases. | main.js L7972 | T4 |
| With income linear in the count, waits shrink until owned, then each is about times the last. | main.js L5276–5285main.js L7972 | T4 |
| A long bulk purchase whose price grows by a factor of per item costs about times its last price. | main.js L8096–8105 | T4 |