Late Shop

The Late Shop: the last upgrades, and the two locks in front of them

This is the end of the shops. Sixteen things are sold here across three shelves, and between them they are the largest purchases in the game β€” the cheapest costs two hundred thousand points and the dearest two and a half million.

Two locks stand in front of it. The first two shelves want prestige ten or level one hundred; the third wants prestige twenty, which is the last prestige there is.

The late shop, multipliers shelf: prestige, fusion, research and passive tokens all at zero, three tabs reading Multipliers, Unique and Ultra, and five cards β€” Tap Power, AutoTap Power, Energy Regen, Passive Income and Boss Damage β€” each plus five per cent at level zero of twenty and each costing 200,040 points.
The first shelf. Every multiplier starts at the same price and every one of them goes to twenty levels.

Six multipliers, twenty levels each

Tap power, automatic tapping, energy regeneration, passive income, boss damage and weekly rewards each gain five per cent a level, to a cap of twenty levels. A finished line is therefore the system doubled, and all six finished is every major number in the game doubled at once.

The first level of any of them costs 200,040 points and each level after costs thirty per cent more than the last, so the twentieth level of one line costs more than the first nineteen together. Finishing one is a project; finishing six is the whole late game.

These stack on top of everything else rather than replacing it β€” the research lab’s permanent lines, the fusion bonuses and the prestige tree all multiply alongside. The end-game dashboard is where all of them are shown as one row each.

Six bought once, and what they take off your hands

The second shelf is one-off. Double Passive Storage, Double Boss Rewards and Double Weekly Rewards each double what their system holds or pays. Auto-Collect Passive, Auto-Claim Weekly and Auto-Fight Boss do the pressing for you β€” the last of these is the only way in the game to win a boss you were not there for.

Their prices are the clearest example of how the late shop is priced at all. Each has a floor in points, and each also has a price in minutes of your own income, and you pay whichever is larger. On an account earning 3,410 points a minute, Double Boss Rewards is a hundred and eighty minutes β€” 613,951 points β€” while its floor is 500,040. The richer the account, the more the late shop costs it.

That is what stops these becoming free at the top of the game. A flat price set for a player earning a thousand a minute is pocket change to a player earning thirty thousand, and everything the game pays is measured the same way for the same reason.

The unique shelf: Double Passive Storage at 500,040, Double Boss Rewards at 613,951, Double Weekly Rewards at 500,040, Auto-Collect Passive at 750,000 and Auto-Claim Weekly at 750,000.
Five of the six one-offs. Only the boss one has run past its floor on this account, which is exactly the point being made above.

The third shelf, and why it is locked for so long

Four purchases sit behind prestige twenty: Triple Passive Income, Triple AutoTap, Triple Boss Damage and Triple Event Rewards. Each costs 2,499,960 points, and each one multiplies its whole system by three on top of everything already multiplying it.

Prestige twenty is the last rung of the ladder β€” twenty resets, reaching level five hundred on the last of them. So this shelf is not a purchase you plan for; it is what is left to buy once there is nothing else to reach.

The cards are visible before then, with the lock written on each one. That is deliberate: a shelf you can see is a reason to keep going, and a shelf hidden until you qualify is a surprise nobody was working towards.

The ultra shelf: Triple Passive Income, Triple AutoTap, Triple Boss Damage and Triple Event Rewards, each costing 2,499,960 points and each marked locked until prestige 20.
The last four purchases in the game, seen from an account that cannot yet make them.

What the server does when you are not qualified

The locks are not a state of the screen. The server checks them on every purchase, and a request for a locked item is refused with the reason and the level it is waiting for β€” so a shop opened by other means is a shop that still refuses.

One exception is written into it deliberately: a player who already owns something behind a lock is never refused for the rest of that shelf. Otherwise a rule tightened later would strand somebody halfway through a set they had already paid into.

The shop is the seventh of the eight in Advanced Systems, and it is where the end-game loop sends you when the automation row on the dashboard says none is active yet.