Teardown
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.
| Copies owned | Wait for the next |
|---|---|
| 25 | 40 s |
| 50 | 10.8 min |
| 100 | 4.1 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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