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Version 4.4.0 - The Corrupted Update
Last Updated October 23, 2026 7:06pm EDT
⌂ Construction
⌂ Construction is the newest Stat added to Synergism.
Do you remember those upgrades that increased "Building Cost Delay"? Did you ever know what that meant? I didn't either!
Basically, every Building type in the Buildings subtab can be purchased at most 1,000 times before triggering "Quadratic Exponent scaling." A quadratic exponent is of the form P(x) = ax^2 + bx + c. This is in the exponent of the price. Importantly, it eventually scales faster than anything in-game that lets you get more coins; you will eventually not be able to afford a given building.
Construction delays all of that. The base value is 1, and each 1 Construction adds +100% of each Building type you can purchase before this rather strong penalty.
Since it's so powerful, all sources of Construction, except a few, are additive. For now, expect to be able to cap it at <1,000.
With this stat, we've greatly simplified the cost scaling for buildings. With this comes some optimizations regarding automatic Building purchases, and a bug fix for Particle buildings. Your automation now buys all of the Particle buildings at once. :)
Cost+ (C4) and Cost++ (C8) now simply divide your Construction among other things, instead of being very unclear about its effects.
The new Corruptions (I don't miss the old Corruptions)
Oh and Ascension changes, too.
Once upon a time, there were eight Corruptions that ruled the world. Eight scaling values that dictated how many cubes you got. Over four billion different combinations, some fifty-odd campaigns were designed to make sense of it all. In this update, we've scrapped all of it, in favor for a universal level system.
What is it?
Your Corruption Level determines all of the difficulty of your Ascension. It defaults to zero, and can be increased when you beat the previous level. Its cap can be increased through Challenge Completions, Platonic ALPHA/BETA, and Golden Quark / Octeract Upgrades. Eventually, there isn't a cap other than your own ability to beat the Corruptions*.
We've also introduced a new cast of characters to the Corruption lineup, and unfortunately had to retire a few more.
Existing Corruptions:
Rocky Foundations: Divides your Construction stat.
Viscosity: Divides the amount of Accelerators and Multipliers used for all sorts of calculations.
Bad Offerings: Subtracts Salvage from your raw stats.
Less Fruitful Harvests: Divides the amount of Offerings you earn.
Hyperchallenged: Multiplies your Challenge 10 requirement.
Illiteracy: Multiplies the cost of Researches that reset on Ascensions.
Rare Earth Metals: Divides the amount of Obtainium you earn.
Great Depression II: Divides the exponent of your Coins.
Blunders: Reduces your Ant ELO by an additive percentage.
Retired Corruptions/Effects:
Viscosity is no longer an exponent on your free Multipliers and Offerings.
Illiteracy is no longer an exponent on your Obtainium.
Hyperchallenged no longer multiplies all Challenge requirements.
Removed Time Dilation from the Corruption mix.
Removed Crystal Mine Collapse from the Corruption mix.
Removed The Second Meteor from the Corruption mix.
Removed Spirit bonuses from Corruptions.
Rationale: Corruptions that set an exponent on things that weren't exponentiated became very awkward. It also led to some really weird consequences where you had to add hidden effects to keep Corruptions remotely challenging. I've also removed Time Dilation because it used to be more powerful due to the quadratic scaling before 10s. That part is now removed, so it is essentially just a flat divisor to Obtainium and Offerings (among a couple other things). I'd rather just write out the stuff directly.
The Ant Corruption changes are because Ant ELO lets you more readily fight it with sources of additive Ant ELO, and allows me to sustainably add more of that in the future. The Ant Upgrade scaling made a lot of stuff awkward especially as it relates to Ascension Rewards. Hopefully this change is more uniform.
Finally, the Spirit multiplier was removed because it had awkward interactions, especially with certain Ascension Challenges. It shouldn't be the case that increasing your Corruption actually made certain parts of the Ascension easier, at least not intentionally. To compensate this, we've made Spirit 1,300% more effective than before, and tripled your Spirit power in Challenge 15. Speaking of which-
What about Challenge 15?
Challenge 15 gets a neat little renovation.
Challenge 15 is now about the effects of the old Synergism players (yes, you are an old Synergism player now)... the level 11 Corruption effects from previous updates are now hardcoded into the Challenge modifiers.
Platonic Upgrades 2x1-2x4 and 3x1-3x4 still reduce the Challenge 15 modifier effects as before. When you max those out, you also get a slowdown on your Corruption difficulty scaling, outside of Challenge 15!
Removed the custom Particle Buildings scaling in Challenge 15.
Challenge 15 now gets more Construction for each Platonic Upgrade you've maxed.
Challenge 15 now grants Construction past 1e13 Score.
Platonic Upgrade 3x3 now grants 3x Construction inside Challenge 15!
Campaigns
GONE. Campaign Tokens are replaced with Corruption Tokens and act the same as old Campaign tokens. Unlike Campaign Tokens, Corruption Tokens do not have a limit per Corruption level. If you get, say, 120 Challenge 10 completions at Corruption level 2, then all of those count for Corruption Tokens!
The reason why I've removed Campaigns is that the Corruption system is now streamline enough to not need them. Campaigns were introduced March 2025 as a bandaid patch for what became an unmaintainable feature. Players really liked Campaigns, but over time these Campaigns fell out of date with balancing changes. It was never sustainable as a mechanic. Before making the Campaigns even more irrelevant we wanted to make them unnecessary. Campaign Tokens are a very popular mechanic so we've decided to keep them and repurpose them.
Ascension Score
GONE. We've removed Ascension Score for a number of reasons:
The reliance on score to each Cube type was never that clear. Doubling your Ascension score gave a different result for each type of cube.
The 1e23 Score softcap was due to an oversight in balancing over the years, so doubling your Ascension score became even less clear what it meant beyond that value.
Ascension Score locking certain Cube Types makes it so that stuff beyond Corruption difficulty dictates which Cubes you get.
All sources of Ascension score were either converted to free Corruption Levels, Cube Bank increasers (more on that below), or direct Cube Multipliers.
The secret Achievement requiring Challenge 11 completions with high Extinction level now simply require you to beat Challenge 10, 30 times in Challenge 11.
The Cube Bank
The Cube Bank is also getting an overhaul!
The Cube Bank used to be called the 'Ascension Bank' and it increased the number of Wow! Cubes you earned in an Ascension. While it's cool, it doesn't really matter for those higher tier Cubes. It stands to reason that if you get more Ascension Banked Cubes, it would affect every Cube you can earn in the Ascension... right?
As of this update, the Cube Bank now multiplies every Cube, from Wow! Cubes to Wow! Octeracts. To compensate for what would be a game-breaking buff, all Cube types get a base multiplier:
Cubes: 1
Tesseracts: 1/1,000
Hypercubes: 1/1,000
Platonics: 1/5,000
Hepteracts: 1/10,000
Octeracts: 1/(seconds in 1 Quadrillion years * 50,000)
Cube Bank can be increased by a number of things. Check it out!
Challenge Changes
Transcension Challenges now cap at 400 completions, with faster exponential scaling for requirements past 100 completions.
Transcension, Reincarnation and Ascension Challenge rewards no longer have a softcap based on number of completions. One completion always translates to the same reward!
Transcension Challenge rewards are modernized; stuff like Rune Coefficient scaling is now more common.
Transcension Challenges no longer scale in difficulty, so that auto completions are more accurate.
Instant Challenge 2 now lets you complete all tiers of a challenge at once, if you have the requirements.
Greatly improved the performance of Auto Challenge Sweep!
Auto Ascension Revolution
The Age of Automation
Do you remember the old Auto Ascension? It gave you a couple options and a number to toggle. Very primitive; not very useful for how many moving pieces Synergism has nowadays.
We've scrapped that in favor of a new Auto Ascension and Auto Ascension Rules
All players have a rule palette. It's between 0 and 16 rules (8 are freely obtained, and 8 are from the PseudoCoin upgrade that used to give you more Corruption loadout slots...)
Anatomy of a Rule
A Rule has three main ingredients: the Expression, the Protocol, and the Exception.
Expression - a boolean (true/false) statement that the Auto Ascension checks. You can check a number of things, like
Challenge 10 Completions
Ascension Timer
Cube/s increasing
Number of Happy Hour Bells active
and so much more. An Expression can check up to 16 comparisons (something like "Challenge 10 Completions > 1" is 1 comparison).
Protocol - what you do when the Expression is true. For now, protocols will always do something related to an Ascension
Do an Ascension without changes
Change your Corruption levels
Set Corruption level to a Loadout level slot.
Change a Loadout level slot + Ascend.
Enter an Ascension Challenge.
and so on. You can also toggle things like Ant Sacrifice, Auto Cube Openings, etc.
Exception - a boolean (true/false) statement that the Auto Ascension checks before the Expression. If this statement is true, then the Rule cannot trigger, even if the Expression would have been true! Use this if you want rules to only run some of the time.
In your Rule palette, the ordering of your rules matter. The first rule in the palette will run before the second one, and so on.
Import and Export Rules
We've implemented full support for importing and exporting your Rule, or your Rule Palette. For instance, to get the rules in the screenshot above, just copy this (no extra spaces) and press "Paste Rules":
"No A Challenge" !ach&c10>=1&(rt>=3|m10):c=next
"C11" ac=11&c10>=1:c=next
"C12" ac=12&c10>=1:c=next
"C13" ac=13&c10>=1:c=next
"C14" ac=14&c10>=1:c=next
"Corruption Down" c10<=0&rt>=5:l-1
Look confusing? Don't worry. You can export rules with a single click as well.
Some further Qualities of life
You can disable individual Auto Ascension rules!
You can now access Corruptions even if you haven't beaten Challenge 11 yet, and you can access the Auto Ascension any time after you've unlocked it, even at the start of a Singularity. Auto Ascension doesn't run until you've beaten Challenge 10 for the first time in an Ascension. Corruptions cannot be changed until you've beaten Challenge 11.
You don't need to leave Challenge 10 to do an Ascension anymore.
Balance Changes
You no longer gain +1 Base Tesseract per Singularity on each Ascension.
Corruptions are no longer capped in level at a certain point. High level Corruptions scale rewards much more slowly than free Corruption levels used to.
Platonic Upgrades 1x1 to 1x4 now only have 30 levels, but are substantially stronger: +1%/+2%/+3%/+4% per level per Corruption level (additive)
Platonic Upgrade 2x2 now caps at 10 levels, and has (level / 20) exponent reduction.
Cube Upgrades 1x1-5x1 now have 10 levels. 1x1 and 2x1 add +4% Wow! Cubes per level. 3x1 to 5x1 add to your Cube Bank!
Cookie 7 (Cube Upgrade 6x7) adds up to +3 levels to Cube Upgrades 1x1 to 5x1 (instead of +1)
Cube Upgrade 4x8 grants +5% Tesseracts per Corruption level, but is now capped at +20.
Added +1 Free Corruption level to Platonic ALPHA and Platonic BETA
Added +1 Free Corruption level to Master Pack and Divine Pack
Most upgrades that previously gave free Corruption levels is now giving more of them! Usually 1 at a time.
Everything that used Corruption levels in Upgrades is now affected uniformly by Free Corruption Levels. This means Free Levels affect everything except the difficulty of an Ascension.
Divine Pack and Cookie 20 now cap their effect.
Thrift Rune's Building Cost Delay scales much more slowly in the form of Construction.
Challenge 15 now grants Construction as a score reward.
The Challenge 15 Ascension Score reward now directly buffs each Cube Type, roughly corresponding to the old value's effect on each one (it may be slightly higher or lower for some players).
Challenge 10 grants 1.02 to 1.025x Cube Bank per completion instead of multiplying your Ascension Score.
In an Ascension Challenge, your Corruption level is set to 0, to prevent weird interactions with Corruptions and Ascension Challenge modifiers.
Sources of Construction, and many upgrades are now more robust (do not decrease in their effect in the middle of a relevant reset)
Hepteract Forge Overflux Orbs now scale a little differently: +50% Quarks at 1,000, and then +10% per order of magnitude above that, capping at +200%. The cap now increases up to +1,000% with 'Generous Orbs', which now increase it by +100% per level instead of varying. 'Generous Orbs' now requires scaling up to Singularity 200 to max it out, not just Singularity 35.
Quality of Life
You no longer reset anything when you buy Accelerator Boosts!
You can access Corruptions and Auto Ascension on Singularity without having completed Challenge 10.
Auto Ascension now works after Challenge 10 but before Challenge 11 past the first Singularity
Ant Upgrades that don't affect Galactic Crumb progression now preserve on Ant Sacrifice, and only reset on Ascension or Singularity.
Added Stats for Nerds for Coins, Taxes, Free Corruption Levels, Construction, and Free Accelerators and Multipliers.
"Buy Max" in Platonic Upgrades will now show you how many you can buy at once, and how much it will cost you. Platonic Upgrades also now generally have fewer levels.
Bug Fixes
All of these are because players (like you!) posted bug reports to our Discord server. See something? Say something in the bug-reports-new channel in https://discord.gg/synergism
Fixed a bug where the first digit in the Singularity Elevator is always '1'.
Fixed a rare instance of getting stuck in an EXALT, more commonly happening when scripting.
Fixed an inactive Transcension Challenge reward by removing it from the description and replacing it with a Rune reward.
Fixed Particle Building autobuyers being fixed at 100,000 at a time.
Fixed an inconsistency with the Bar Charging EXALT mechanic description vs. implementation.
Bar Charging EXALT now also shows the per-completion AP reward, like every other EXALT.
Multi-buy GQ/Oct/Amb/RedAmb upgrades modal now correctly interprets commas (or periods) in numbers by using locale formatting.
Challenge 13 is no longer more difficult if you have free Challenge completions from 'Not So Challenging'.
The Quark Upgrade that increases all Quarks from Cube Openings by up to 20% now correctly states it affects the Overflux Orb bonus. The Orb bonus breaks down each source of increase as well.
Stuff that uses 'No Ambrosia Upgrades' EXALT rewards no longer say EXALT 5, as it is now EXALT 6.
In 'Stats for Nerds', Quark Upgrades and EXALTs now correctly state the name of the Upgrade or EXALT instead of using a number.
Fixed Platonic Upgrades UI changing width at smaller screens.
Corruption Token Rewards no longer show up, nor are they effective until the secondary requirement is reached (such as having Octeracts unlocked, or EXALT 1x1 completed, e.g.).
Updated the game section in the Misc. Stats for Nerds to include exalt9x1-pen.
The Talisman subtab should not jitter as much if the screen cannot fit the Talisman details.
"Irish Ants III" displays the correct amount of Purple Honey Luck exactly at Singularity 292.
What's next?
Challenge 13 feature (the feature unlocks after Challenge 13)
Free Level Tokens (They're like Free Levels but more customizable)
A progress bar of the Ultimate variety...
A cube with nine sides, perhaps?
I don't know, what's last?