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** The upgrades for the C minigame are all named after foods that start with the letter "C" (such as chicken, cabbage, cheese, coconut, cod, and cupcake).
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* HardModePerks: You can only access the Science layer as well as some exclusive upgrades and milestones while playing extreme mode.

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* HardModePerks: You can only access the Science layer as well as some exclusive upgrades and milestones while playing extreme mode. Several existing resources also provide new boosts and there are other minor alterations.
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Expanded the example.


* BottomlessFuelTanks: Averted. Your car's fuel in the D minigame goes down by 1% every second, decreasing its speed.

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* BottomlessFuelTanks: Averted. Your car's fuel in the D minigame goes down by 1% every second, decreasing its speed. You have to push a button to recover a percentage of fuel.
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More accurate.


* AddedAlliterativeAppeal: The version name starting from 1.0, Advil's Auspicious Acension [sic].

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* AddedAlliterativeAppeal: AlliterativeName: The version name starting from 1.0, Advil's Auspicious Acension [sic].

Changed: 6

Removed: 147

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That example is way too poor and does not cover anything. Maybe I'll reword/expand it later.


* AchievementSystem: There's more than 1000 achievements to earn for getting resources or completing challenges, with their names just being their respective number ("One", "Two", "Three", etc.)

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* AchievementSystem: There's There are more than 1000 achievements to earn for getting resources or completing challenges, with their names just being their respective number ("One", "Two", "Three", etc.)



* {{Minigame}}: The Letter Points layer introduces a minigame in which you type in words. It doesn't do anything, it's just there to pass the time.
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Updated.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 4900 as of v.1.318.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 4900 9500 as of v.1.318.321.1.



* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75). You can match all three difficult options however you please.

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* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75). You can match all the three difficult options however you please.
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* PostEndGameContent: If you're past the endgame, the game will note it with a blue text and state that anything past this point may not be balanced. Whether or not there's any actual content to push for depends on the version.

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* PostEndGameContent: If you're past the endgame, the game will note it with a blue text and state that anything past this point may not be balanced. Whether or not there's any actual content to push for depends on the version. Going as far as possible generally gives enough for one or two upgrades/milestones in the following patch.
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Added an example.

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* MissingSecret: The Micro tab has seven upgrades, with the last one called Micronutrient bulk buying its ...waves and ...phone buyables and costing 1e500,000 Micro. Nearly al other buyables have upgrades/milestones that bulk buy them and you can easily reach over e500,000,000 Micro, but no matter how long you wait for the resource to accumulate, there is no eighth upgrade that bulk buys ...soft.
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* GreenMeansNatural: The Plants layer which also has buyables named after plant parts is bright green (initially was gold like Ecosystems until it was changed in an update to be more accurate and distinct).

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* GreenMeansNatural: The Plants layer which also has buyables named after plant parts is bright green (initially it was gold like Ecosystems until it the color was changed in an update to be more accurate and distinct).
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* GreenMeansNatural: The Plants layer which also has buyables named after plant parts is bright green.

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* GreenMeansNatural: The Plants layer which also has buyables named after plant parts is bright green.green (initially was gold like Ecosystems until it was changed in an update to be more accurate and distinct).
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Added an example.

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* GreenMeansNatural: The Plants layer which also has buyables named after plant parts is bright green.
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More accurate.


*** Science: Salmon

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*** Science: SalmonCarmine
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Added an example.

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*** Science: Salmon


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* HardModePerks: You can only access the Science layer as well as some exclusive upgrades and milestones while playing extreme mode.
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Just to make that clear.


* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75)

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* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (most currency gain as well as mRNA and tRNA base is ^.75)75). You can match all three difficult options however you please.

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More accurate.


* AreYouSureYouWantToDoThat: The game will warn you that entering hard mode while already being in extreme mode is not advised and ask if you want to proceed.



* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (hard mode and most currency gain as well as mRNA and tRNA base is ^.75)

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* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain, gain up to Genes, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (hard mode and most (most currency gain as well as mRNA and tRNA base is ^.75)
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Accurate now.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 3800 as of v.1.316.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 3800 4900 as of v.1.316.318.

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Added an example.


* LOL69: The clickable button in the Achievements tab shows "69 nice" when you've clicked it that many times.

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* LOL69: LOL69:
**
The clickable button in the Achievements tab shows "69 nice" when you've clicked it that many times.times.
** Plants XII costs 69 Plants and increases make exponent to .69.
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Updated.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 3400 as of v.1.315.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 3400 3800 as of v.1.315.316.
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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 3200 as of v.1.314.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 3200 3400 as of v.1.314.315.

Added: 50

Changed: 5

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Added an example.


* AchievementSystem: There's more than 1000 achievements to earn for getting resourcing or completing challenges, with their names just being their respective number ("One", "Two", "Three", etc.)

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* AchievementSystem: There's more than 1000 achievements to earn for getting resourcing resources or completing challenges, with their names just being their respective number ("One", "Two", "Three", etc.)


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** The Plant buyables are named after plant parts.
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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 2400 as of v.1.301.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 2400 3200 as of v.1.301.314.
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Fixed display.


*** Mu: Purple (µ)

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*** Mu: Purple (µ)Mu (µ): Purple

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Changed: 11

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Nope, it looks like that wouldn't stick.


*** Ecosystems and Plants: Gold

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*** Ecosystems and Ecosystems: Gold
***
Plants: GoldBright green
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If this keeps going I'll just change that to Ecosystems and later.


*** Ecosystems: Gold

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*** Ecosystems: Ecosystems and Plants: Gold
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Fixed formatting.


*** M[[sub:C]] (Stem cells): Dark purple

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*** M[[sub:C]] M[[subscript:C]] (Stem cells): Dark purple



*** M[[sub:H]] (Heart): Mustard
*** M[[sub:K]] (Kidney): Autumn orange
*** M[[sub:L]] (Lung): Lavender
*** M[[sub:I]] (Intestine): Cerulean

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*** M[[sub:H]] M[[subscript:H]] (Heart): Mustard
*** M[[sub:K]] M[[subscript:K]] (Kidney): Autumn orange
*** M[[sub:L]] M[[subscript:L]] (Lung): Lavender
*** M[[sub:I]] M[[subscript:I]] (Intestine): Cerulean



*** M[[sub:T]] (Taxonomy): Dark blue

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*** M[[sub:T]] M[[subscript:T]] (Taxonomy): Dark blue



** Token[[sup:2]] VI removes Cell minigames other than Micro from the layer.

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** Token[[sup:2]] Token[[superscript:2]] VI removes Cell minigames other than Micro from the layer.
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* ExportSave: You can export the 20KB+ save file and paste it into an in-game window. There's also a save bank that lets you import short phrases related to states of progression, working as a PasswordSave of sorts with the

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* ExportSave: You can export the 20KB+ save file and paste it into an in-game window. There's also a save bank that lets you import short phrases related to states of progression, working as a PasswordSave of sorts with the different parts of the game it lets you come/return to.
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Added an example.

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** Even later it's possible to reset Mastery Token upgrades, either because picking one locks out another that could be more important, to regain M. Tokens if the price of a purchased upgrade has been permanently reduced, or to just pick a different upgrade if needed and you can't afford it otherwise.
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Tried summing that up. Ngl, it's quite complex.


** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses.
* ChallengeRun: A bunch of layers have challenges where you have to reach a certain resource with a restriction and get a reward for doing so. The Life layer even has challnges where you need to select a number that applies multiple challenges at once (so C72 would apply C7 twice and C2 once), providing respective Gems based on performance.

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** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses.
1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, which will ultimately go up to about 2400 as of v.1.301.
* ChallengeRun: A bunch of layers have challenges where you have to reach a certain resource with a restriction and get a reward for doing so. The Life layer even has challnges where you need to select a number that applies multiple challenges at once (so C72 would apply C7 twice and C2 once), providing respective Gems based on performance.if you do well enough.
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Minor correction.


* AchievementSystem: There's more than 900 achievements to earn for getting resourcing or completing challenges, with their names just being their respective number ("One", "Two", "Three", etc.)

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* AchievementSystem: There's more than 900 1000 achievements to earn for getting resourcing or completing challenges, with their names just being their respective number ("One", "Two", "Three", etc.)
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Started this page.

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[[quoteright:348:https://static.tvtropes.org/pmwiki/pub/images/treeoflife14jan.png]]
[[caption-width-right:348:Shown: Hydrogen, Carbon, Oxygen, Nitrogen, Phosphorus, Mu (µ).]]

''The Tree of Life'' is an IdleGame by Creator/{{pg132}} made in UsefulNotes/TheModdingTree and released in 2021. You initially produce Life Points and can reset for Hydrogen. As you collect more of it, you get upgrades and new chemicals to grow stronger. Eventually, you move on beyond the initial few layers and start focusing on ones that are based on the body, then you move on to layers based on entire animals, species, and ecosystems. This is potentially the biggest and most ambitious out of all games made in the engine so far, expect to spend more than a week on it.

The game is playable [[http://raw.githack.com/pg132/The-Modding-Tree/evolution/index.html here]].
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!!This game provides examples of:
* AbsurdlyShortLevel: There are two Anti- challenges where you only need to get 1 point to win, which happens instantaneously. They're only there for satisfaction and affect some things that rely on Anti- challenge completions.
* AchievementSystem: There's more than 900 achievements to earn for getting resourcing or completing challenges, with their names just being their respective number ("One", "Two", "Three", etc.)
* AddedAlliterativeAppeal: The version name starting from 1.0, Advil's Auspicious Acension [sic].
* BottomlessFuelTanks: Averted. Your car's fuel in the D minigame goes down by 1% every second, decreasing its speed.
* {{Cap}}:
** Color levels and B buyables are capped at 5000.
** Dilation can't be completed more than 110 times.
** Gem effects max out at 10000.
** Life exponential dividers are hardcapped at 1e9.
** Mu II is capped at 1e50 until you reach 5e1435 Cells.
** The Primary challenge can be beaten up to 10 times (later extended to 25), Secondary 95, and Tertiary 3.
** With Tissue LXIII, the goal for the Primary challenge doesn't go above 1e8500 Stem Cells.
** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses.
* ChallengeRun: A bunch of layers have challenges where you have to reach a certain resource with a restriction and get a reward for doing so. The Life layer even has challnges where you need to select a number that applies multiple challenges at once (so C72 would apply C7 twice and C2 once), providing respective Gems based on performance.
* ColorCodedForYourConvenience:
** Each layer has its own color.
*** Hydrogen: Brownish yellow
*** Carbon: Green
*** Oxygen: Light blue
*** Nitrogen: Orangeish brown
*** Phosphorus: Blue
*** Mu: Purple (µ)
*** Life: Dark red
*** Amino: Orange
*** DNA: Dark brown
*** Cells: Neon green
*** M[[sub:C]] (Stem cells): Dark purple
*** Tissues: Magenta
*** Organs: Rose petal
*** M[[sub:H]] (Heart): Mustard
*** M[[sub:K]] (Kidney): Autumn orange
*** M[[sub:L]] (Lung): Lavender
*** M[[sub:I]] (Intestine): Cerulean
*** Animals: Yellow
*** Chromosomes: Fiery orange
*** M[[sub:T]] (Taxonomy): Dark blue
*** Nucleuses: Pink
*** Species: Brown
*** Ecosystems: Gold
** In the Taxonomy tab, the buyable in orange is the one that's selected, the purple one is the default that is not selected, in light-blue is the cheapest, and the light-green one is not the cheapest but you can afford it. Each row also has a subtly different shade for those.
** In the Animal Achievements tab, each achievement is normally yellow, but it becomes light-blue if its effects are always active regardless of state.
* DifficultyLevels: Outside of the default difficulty, there's Easy (all bulk buying is done by default, 2x prestige currencies and 4x passive gain currencies gain, and pre-Phosphorus resource gain ^1.001), Hard (most passive gains are divided by 4 and other small nerfs), and [[HarderThanHard Extreme]] (hard mode and most currency gain as well as mRNA and tRNA base is ^.75)
* DiminishingReturnsForBalance:
** In the mu tab, the effects for each one get softcapped and no longer give +0.01 to the power of Phosphorus based on Phosphorus, then softcapped^2 to make it even weaker until that gets removed.
** Gem effects after 1000 are weakened by x=(7+log10(x))^3.
** While each Chromosome improves the amount of Genes gained per level base slightly, making its production rise far faster with each one owned as a result, several Chromosome milestones halve Gene gain based on Chromosomes or have other negative effects. That said, other milestones can disable them.
** Chromosome effect above starting from 76 is 1.004^x*2, but above 95 x changes to (190*x-9025)^0.5 to not make that rise too quickly. Animal Milestone 32 removes the softcap, but replaces the effect formula with 1.002^x*2.66. Then it gets reduced to 1.002^x*2.605 by Chromosome Milestone 20. Eventually, the effect settles at a multiplicatory growth at 0.03*x+7.78.
* DiscardAndDraw:
** There's a bunch of upgrades which provide new effects but remove some previous effect, mostly to reduce the number of calculations needed per tick.
** Anti- challenges in the Life layer provide powerful boosts upon completion, but they also disable content from previous layers (though a lot of it would have become obsolete by that point anyway).
** Several upgrades and milestones in the Tissues layer also nullify token upgrades until those get removed once you unlock the Token II feature.
* ExactlyWhatItSaysOnTheTin: The tissue layer has upgrade tabs called "Start", "Middle", and "End", each one corresponding to how far you got into the layer.
* ExportSave: You can export the 20KB+ save file and paste it into an in-game window. There's also a save bank that lets you import short phrases related to states of progression, working as a PasswordSave of sorts with the
* GamblingMinigame: C has you press a button to gamble every five seconds and get different suits appear in up to ten slots. You gain C Points based on different results and can spend them on upgrades.
* LOL69: The clickable button in the Achievements tab shows "69 nice" when you've clicked it that many times.
* {{Minigame}}: The Letter Points layer introduces a minigame in which you type in words. It doesn't do anything, it's just there to pass the time.
* MutualDisadvantage: Token II buyables are nerfed by ones which are in the same row, for example levels in Up Quark weaken Down Quark and vice versa. Some of them are mitigated by upgrades that make their effect based on their peak even if you reset quarks and don't have levels in them.
* PointOfNoReturn: Certain upgrades or other things make layers which are no longer useful inaccessible for your save file. While some of these can be double subverted as some high-level resets bring layers back but disable them again once you reach a certain point, most of the very early game is gone for good.
** Anti- challenges in the Life layer make all content up to Nitrogen inaccessible.
** Phosphorus and Mu, which are disabled when you get Tissues LXXI.
** The Life layer is removed once you have Heart XX.
** Kidney XIII splits the tabs in Organs into separate layers but makes Amino Acid inaccessible.
** Token[[sup:2]] VI removes Cell minigames other than Micro from the layer.
* PostEndGameContent: If you're past the endgame, the game will note it with a blue text and state that anything past this point may not be balanced. Whether or not there's any actual content to push for depends on the version.
* RainbowSpeak:
** A, B, C, and other letters are variables marked in red, specifically done so to avoid confusion with the corresponding points.
** Oxygenated Blood (OB) and Deoxygenated Blood (DB) are written in purple and blue, respectively.
** Effects which are added to milestones in previous layers are written in red.
* SerialEscalation: Even more than the other trees. The first few layers are mostly stuff on a molecular level. The midgame focuses on cells, organs, and tissues, basically parts of a single organism. The lategame involves animals and species, though there are also layers based on chromosomes and nucleuses. The endgame has full-on ecosystems. [[https://waitbutwhy.com/wp-content/uploads/2019/10/1.2-emergence-tower-comparison-1.png This]] is what the developer was inspired by when making this game.
* ShoutOut: The last five Amino Acids milestones are taken from Creator/WilliamShakespeare's Sonnet 106.
* ShownTheirWork: Many upgrades and parts are taken from actual biological terminology. The buyables called "Totipotent" and "Pluripotent" sound like random words related to "Omnipotent" at first, but looking them up reveals those are actual descriptions of cell potency.
* SkillPointReset:
** You can reset Tokens at any time for no cost, which is crucial as some of the upgrades are intended for the early game with strong but flat multipliers and some are intended for later parts with progressively more effective exponentiation. Additionally, there is sometimes a need for different allocation in general or making sure all tokens are spent as efficiently as possible once only the highest level with a specific buyable or any of them counts.
** Some upgrades that require Coins in the Token layer lock others out for some time, which is why you need to reset them. However, there's no refund upon doing so.
** Later on it's possible to reset Token II buyables, which is also necessary to assign them differently as some sets are better for Stem Cell gain while others improve regular Token gain, while some quarks can also be rendered mostly obsolete thanks to Tissue upgrades and force a need to change them to different buyables.
* ThemeNaming:
** Most upgrades follow the name of the layer/minigame with a corresponding Roman numeral.
** Stem cell buyables are named after terms for stem potency.
** The Micro tab has words which would often start with the prefix "micro", like "waves", "soft", and "meter" as parts of buyables or upgrade names.
** The Kidney buyables spell out [[AnOfferYouCantRefuse "I'm gonna make him an offer he can't refuse"]].
** The Intestine buyables are "Intestine" with different capitalisation and underlining.
* TimedMission: You can only spend 60 seconds in a Cells minigame. This incentivizes making sure you can get enough of the minigame's currency for the upgrade you need.
* WombLevel: The Organs layer has several organs as part of tabs with mechanics related to them, like a Heart that beats in while making oxygenated blood and beats out while making deoxygenated blood, a Kidneys that filters said blood out depending on which one you have selected at the moment, a Lung that produces Air and can put it in challenges named after parts of the respiratory system to improve its effect, and an Intestine with buyables that produce Energy.
* XMakesAnythingCool: The Chromosome layer is marked as X. Downplayed as it's likely named after the well-known X chromosome, and the letter C was taken by Cells, while two letters are reserved for sub-layers.
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