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Elements & Beyond

An Idle Chemistry Game
โš›๏ธ

Build the Periodic Web

Start with Hydrogen and unlock new elements by producing enough resources. Each element feeds into the next through a production chain.

โšก

Power the Atomizer

Split elements in the Atomizer to release their bond energy. Manage your feed rate โ€” stockpile for production, or consume for expansion. Every choice has consequences.

โ„๏ธ

Condense Coolant

Convert any unlocked gas into coolant via the Cryogenic Condenser. Coolant powers advanced systems. Balance your flow rate to keep operations running smoothly.

This game will not hold your hand. There are no tutorials, no waypoints, no safety nets. Every mechanic, every number, every ratio can be understood โ€” and everything you understand becomes a strategic advantage.

Bad decisions have real consequences. Drain the Atomizer's feedstock and your energy dries up. Neglect coolant production and advanced systems lock down. Overspend without a money reserve, and upgrades grind to a halt. But master the resource loop, and you'll bend the periodic table to your will.

Resources

Money: $0

Energy: 0 J

Capacity: 0 J

Power: 0 W

Coolant: 0

Capacity: 0

Flow: 0 /s

Normal State

ATOMIZER Guide โธ๏ธ IDLE 10% Efficient
โš› SLOT 1
0%
โš›
โš›๏ธ Feed: 0
โšก Power: 0 W
(bond strength ร— 10% eff.)
CRYO CONDENSER Guide โธ๏ธ IDLE Stability: 0%
0%
0% Flow Rate 100%
0%
0% Re-loop 100%
โ„
๐ŸงŠ Gas Flow: 0
๐Ÿ’ง Gross: 0.00 /s
โ„๏ธ Net: 0.00 /s
โšก Cost: 0 W
ฮท Ratio: 1.000

Periodic Web

Guide Bonuses
100%
๐Ÿ”’

Unknown System

A dormant protocol awaits activation...

โ—‹ Primary Element Stabilized
โ—‹ Funding Secured
โ—‹ Sufficient Resources Accumulated

Atomizer Guide

โš›๏ธ Purpose

The Atomizer splits any unlocked element, releasing its molar bond strength as energy. Energy is used to power element production, run the Reaction Chamber, and operate the Cryo Condenser. A separate Generator also provides a small, fuel-less baseline energy output at all times.

๐ŸŽ›๏ธ Element Selector + Feed Rate Slider
  • Choose any unlocked element to feed into the Atomizer.
  • 0% โ€” No feeding. Element stock accumulates freely.
  • 25% โ€” Feeds at 1ร— that element's production rate (neutral).
  • 50โ€“100% โ€” Draws from your stock progressively faster.

If the selected element's stock runs dry, the Atomizer starves and energy output stops.

๐Ÿ”— Bond Strength & Efficiency

Each element has a molar bond strength (J/mol) based on its real chemical bond-dissociation or atomization energy. Base Atomizer efficiency is 10%, upgradeable with money.

Formula: Energy = moles fed ร— bond strength ร— efficiency

๐Ÿ’ก Tips
  • Early game: feed Hydrogen while stockpiling for your first unlocks.
  • Invest in Atomizer efficiency upgrades early โ€” they multiply all future energy output.
  • Energy is consumed by element production, Reaction Chamber attempts, and the condenser. Monitor your balance.

Cryo Condenser Guide

โ„๏ธ Purpose

The Cryo Condenser liquefies any unlocked gas to produce coolant. Coolant is required to operate the Reaction Chamber. Storage is capped by the Coolant Tank (upgradeable with money) โ€” excess production beyond the cap is wasted.

๐ŸŽ›๏ธ Gas Selector & Flow Rate Slider

Choose any unlocked gas to feed the condenser. Different gases yield different amounts of coolant per gram based on their real cryogenic properties โ€” Helium remains the best refrigerant, but any gas can be condensed.

  • 0% โ€” Idle. Gas stock grows freely.
  • 25% โ€” Condenses at 1ร— the selected gas's production (neutral).
  • 50โ€“100% โ€” Draws from the gas's stock progressively faster.
๐Ÿ”„ Re-loop Slider

Re-loops a fraction of the gross coolant back through the condenser instead of accumulating it. This reduces your coolant gain but dramatically lowers the energy cost of running the condenser.

  • Steps: 0 / 25 / 50 / 75 / 100%
  • At 100% re-loop, no net coolant is produced โ€” but it builds stability fastest and minimises energy cost.
๐Ÿ“Š Stability

Stability builds over time while the condenser is running (takes ~2 hours to reach 100%; 1.5 hours at 100% re-loop). It decays slowly when the condenser stops. Higher stability amplifies the re-loop energy savings.

โšก Energy Cost & Efficiency Ratio

The condenser costs energy equal to: gross coolant ร— ratio, where:

ratio = max(0.05, 1 โˆ’ reloop ร— (0.75 + 3.05 ร— stability))

  • No re-loop: ratio = 1.0 (1 energy per coolant)
  • 25% re-loop + 100% stability: ratio โ‰ˆ 0.05 (optimal floor)
  • The ฮท Ratio display turns green when you reach the 0.05 floor.
๐Ÿ’ก Tips
  • Start at low re-loop to stock up coolant for the fuser. Raise re-loop once you have a comfortable reserve.
  • Leave it running at 100% re-loop overnight to max out stability before a big fusion session.
  • The Thermal Memory prestige upgrade lets you start each run with up to 100% stability.

Periodic Web Guide

โš™๏ธ Demand-Draw Production

Every unlocked element produces automatically, drawing from your Energy battery โ€” there is no fuel chain between elements:

  • Every element produces at the same flat base rate โ€” there's no production penalty for unlocking further along the table
  • Each mole produced costs Energy that scales with the element's atomic number (heavier elements cost more Energy per mole)
  • If total Energy demand exceeds what's available, all elements throttle down proportionally
  • Production also stops for an element once its Storage Chamber is full
๐Ÿงช Element States
  • Locked (grey): Not yet unlocked. Unlock strictly in sequence via the Reaction Chamber
  • Unlocked (green): Active and producing, sellable, and atomizable/condensable as applicable
โฌ†๏ธ Upgrades (โ‹ฎ Menu)

Each unlocked element has three money-based upgrades:

  • Production Yield: +25% production per level
  • Energy Efficiency: โˆ’5% Energy cost per mole produced per level (max 15 levels, โˆ’75%)
  • Storage Chamber: ร—2 storage capacity per level โ€” production halts when full
โšก Energy System

Energy comes from two sources: the fuel-less Generator and the Atomizer, which splits elements for their bond energy:

  • The Generator provides a constant baseline output, upgradeable with money โ€” no fuel required
  • The Atomizer feeds any unlocked element at your chosen rate, releasing its molar bond strength as energy
  • Base Atomizer efficiency: 10% โ€” upgradeable with money
  • Energy is capped by the Battery (upgradeable with money) โ€” excess generation is wasted
โ„๏ธ Coolant System

Coolant is produced by the Cryo Condenser, which can condense any unlocked gas:

  • Choose any unlocked gas and a flow rate โ€” different gases yield different coolant per gram based on real cryogenic properties
  • Coolant is capped by the Coolant Tank (upgradeable with money) โ€” excess is wasted
  • Coolant powers the Reaction Chamber (element unlocks and timed buffs)
๐Ÿ’ฐ Money

Money is earned only by selling elements โ€” manually, or automatically via the Element Merchant once unlocked. It's spent on all upgrades, infrastructure, and element unlocks (charged only on a successful Reaction Chamber attempt).

Reaction Chamber Guide

๐ŸŽฏ Two Modes
  • Unlock Mode: Targets the next sequential locked element only. Money is charged only on success.
  • Buff Mode: Pick a fixed recipe and how many molar-ratio units to react. Reactant elements are consumed only on success, granting a timed bonus.
๐Ÿ“‹ Buff Recipes
  • Water Synthesis (2 H + 1 O) โ€” +20% production yield (all elements)
  • COโ‚‚ Combustion (1 C + 2 O) โ€” +25% Generator output
  • Ammonia (Haber) (1 N + 3 H) โ€” โˆ’15% production energy cost
  • Ionic Salt (1 Na + 1 Cl) โ€” +25% sell price
  • Iron Oxide (2 Fe + 3 O) โ€” +25% Atomizer output

Buff duration is 60s per unit reacted, capped at 30 minutes. Re-reacting a recipe extends the remaining time (capped).

๐ŸŽฎ Mini-Game Mechanics
  • FIRE: Start the particle animation. Click again to stop and attempt the reaction
  • Hit the green zone: Success โ€” unlock the target element or gain the recipe's buff
  • Miss the zone: The reserved coolant is lost (it is returned only on success), plus extra coolant at high pressure zones; energy is always spent regardless of outcome
  • Particle speed: Increases with the target element's atomic number (unlock mode) or the recipe's summed atomic numbers (buff mode)
  • Multi-Target: Harder targets require hitting multiple targets sequentially (1 extra target per 15 atomic number). All targets must be hit โ€” any miss ends the attempt
๐Ÿ”ฅ Pressure System

The half-moon gauge shows pressure rising over time. Manage it carefully:

  • 0โ€“25% (STABLE): No EXTRA coolant loss on miss
  • 25โ€“50% (NOMINAL): No EXTRA coolant loss on miss
  • 50โ€“75% (WARNING): +50% extra coolant loss on miss
  • 75โ€“100% (CRITICAL): +100% extra coolant loss on miss
  • 100% (MELTDOWN): Auto-fires, +100% extra coolant lost
๐Ÿ’จ VENT Button

Drops pressure by 25% instantly. Has a 1.5s cooldown. Use strategically to stay in safer zones.

โ„๏ธ Cryogenic Cooling (Unlockable)

Once unlocked via Dark Matter upgrade, spend energy to super-cool the fuser. Slows particle speed by 40% and halves pressure buildup for 60+ seconds. Cost and duration increase with upgrade level.

๐Ÿ“ˆ Costs & Heat Buildup
  • Base cost: 150 Coolant + 1500 Energy
  • Cost multiplies by ร—1.5 per attempt (heat buildup)
  • Higher element combos increase pressure rise rate
  • Cost resets on Transcend or via the "Fuser Cooldown Reset" Dark Matter upgrade
  • Unlock and Buff costs scale independently โ€” running Buff recipes never inflates your Unlock cost, and vice versa
โ„๏ธ Coolant Pump

Tired of watching the coolant cost climb? Divert coolant into the chamber to cool it back down.

Note: The Coolant Pump must be unlocked via the Global Infrastructure upgrades (under the โฌ† upgrades panel) before you can use it. Once unlocked, toggle the Pump switch and set the Rate slider.

  • The pump drains your coolant tank while ON (it can't go below 0).
  • The Rate slider sets how fast it pumps โ€” at 100% it diverts 5% of your stored coolant per second (0% = off).
  • Every 10% of the current cost in diverted coolant = 1% cost reduction.
  • It cools the active mode's cost only (switch modes to cool a different track).
  • The cost can't drop below its base value.

Trade-off: coolant spent pumping is coolant you can't spend on fusing. Plan around your reserves.

๐Ÿ’Ž Catalyst Shards

Shards are earned by fusing successfully while in the Stable pressure zone (0โ€“25%). You hold up to 5 at a time (they reset on Transcend). Spend one per attempt on either ability:

  • Auto-Hit โ€” usable while the fuser is running. Instantly completes the current target hit without clicking. Useful for fast particles or multi-target sequences.
  • Reduce Target โ€” usable before firing. Removes one required particle from the current attempt's sequence (minimum 1 target). Cannot be used once the fuser is running.

Only one ability can be used per attempt. Buttons are disabled when you have no shards or the fuser state doesn't allow their use.

๐Ÿงฌ Stabilizers

Before firing, select a Stabilizer Isotope from the dropdown to modify the attempt. One stabilizer per attempt โ€” it is consumed at fire time and cleared automatically afterward.

Consumption is 10% of the stabilizer element's current stock. Disabled if the element is part of the selected buff recipe, is locked, or you lack sufficient stock.

  • Hydrogen (H) โ€” Buff duration ร—1.5 on success. Particle speed ร—1.5 (harder to hit).
  • Helium (He) โ€” Target zone +75% wider. No downside.
  • Carbon (C) โ€” Pressure rise rate โˆ’40%. No downside.
  • Neon (Ne) โ€” All target zones clamped to the center 40% of the track (30โ€“70%). No downside.
  • Sulfur (S) โ€” Buff duration ร—2 on success. Coolant loss on miss ร—1.5.
๐ŸŒก๏ธ Heat Management

The fuser cost grows exponentially with use. Plan your fusions wisely โ€” or save Dark Matter for a Fuser Cooldown Reset upgrade.

Period & Group Bonuses

Complete periods (rows) and groups (columns) of the periodic table to earn permanent bonuses for this run.

Period Completion (+25% production per period)

Group Completion (themed bonuses)

How Group Bonuses Work

  • Alkali Metals (Group 1): +50% Hydrogen production.
  • Alkaline Earth (Group 2): +10% maximum coolant capacity.
  • Transition Metals (Groups 3โ€“12): +15% energy generation per completed group โ€” stack up to +150%.
  • Boron Group (Group 13): +20% Hydrogen production (stacks with Alkali Metals).
  • Carbon Group (Group 14): +10% energy generation.
  • Pnictogens (Group 15): +20% Helium production.
  • Chalcogens (Group 16): +10% coolant regeneration rate from the condenser.
  • Halogens (Group 17): +25% Reaction Chamber buff duration.
  • Noble Gases (Group 18): -10% production energy cost for elements adjacent to Noble Gases.

Reset Game

Are you sure you want to reset all game progress? This action cannot be undone.

The following will be permanently deleted:
All elements, amounts, and upgrade levels
All energy, coolant, and resources
Dark Matter and prestige upgrades
Advanced system unlocks and progress

Your save file will be wiped completely. You will start from scratch.

Transcend

You have reached the pinnacle of wealth. By transcending, you will restart your journey but gain Dark Matter points based on your total money earned.

You earn Dark Matter based on total money earned. The first point costs $10,000,000 โ€” each subsequent point costs 5% more than the last. Dark Matter can be spent on powerful permanent upgrades that persist across all future runs.

◆ Passive Bonus โ€” just by holding Dark Matter:
+5% all element production per DM held  •  +2% sell price per DM held  •  +1% Generator/Atomizer efficiency per DM held

๐Ÿ’ฐ Money โ†’ Dark Matter 0 / 10M
You will earn: 0 Dark Matter

Warning: This will reset all your progress, elements, upgrades, and resources. Only your Dark Matter and prestige upgrades will remain.