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The 15% rule: how idle games pace your next purchase

Why nearly every incremental game makes each copy a little pricier than the last, and what that one number decides. Includes a lab you can drag.

Open almost any idle game and buy the same thing twice. The second one costs more. In Cookie Clicker every building costs 15% more than the copy before it, so the price of the next one is base × 1.15^owned. That single exponent does more pacing work than any other number in the game.

Income grows in a line. Prices grow in a curve.

Each copy you own adds the same amount of income, so income rises linearly. The price rises exponentially. Early on the line wins: you can afford something every few seconds and the game feels generous. Somewhere past a few dozen copies the curve overtakes it and waits stretch from seconds to minutes to hours. Drag the growth slider and watch where the bend moves.

Cost curve lab: how long until the next copy?
1 s1 min1 h1 daycopies owned →1255075100
Copies ownedWait for the next
2540 s
5010.8 min
1004.1 days

With 100 copies owned, the next one costs 1.17M× the first. Income only grew 100×, which is why a single generator always stalls, and why games hand you a new one, a multiplier or a reset right around the bend.

What designers do at the bend

The stall is the point. Every escape from it is a decision the game hands back to you:

  • A new generator. It starts cheap on its own curve, so buying it resets the feeling of speed.
  • Milestone multipliers. Owning 25, 50 or 100 of something doubles its output, which turns “one more copy” into a target worth saving for.
  • Upgrades that cross-link generators. They make the order you buy things in matter.
  • A reset. When everything stalls at once, a prestige reset trades your progress for a permanent multiplier. See why resetting feels like progress.

Buying ten at once

Because prices form a geometric series, the cost of the next k copies has a closed form:price × (r^k − 1) / (r − 1), where r is the growth rate. That is how “buy ×10” and “buy max” buttons work without looping, and it is worth knowing: at r = 1.15, ten copies cost about 20 times the price of one.

Try it on a live reef

Tidekeeper uses this exact model. Open it from Play, buy plankton until the wait gets uncomfortable, then compare that moment with the lab above.

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