Design archive
The CyberIdle database
Every resource and building from the archived game design â preserved. The progression system was built on tiered economy: each tier of resource feeds into the next, and each building either extracts, refines, or transforms.
Catalog
Resources
59
Raw materials, processed components, exotic substrates. Tier 0 (e-waste, scrap) all the way up to Tier 9 (the omega point).
Browse all â CatalogBuildings
64
Smelters, fabs, foundries, megastructures. Each consumes lower-tier inputs and produces something the next age depends on.
Browse all âTier distribution
| Tier | Resources | Buildings |
|---|---|---|
| T0 | 7 | 7 |
| T1 | 5 | 9 |
| T2 | 7 | 6 |
| T3 | 7 | 8 |
| T4 | 6 | 6 |
| T5 | 6 | 7 |
| T6 | 6 | 6 |
| T7 | 6 | 6 |
| T8 | 6 | 6 |
| T9 | 3 | 3 |