What Is Prestige?
Prestige is the mechanic that gives idle games infinite replay value. It is the single most important system that separates a throwaway 2-hour distraction from a 200-hour obsession that players keep coming back to for weeks. The concept is deceptively simple: when you reach a certain point in the game, you voluntarily reset most of your progress in exchange for a permanent currency that makes you stronger forever. The next time you play through, you start from scratch — but everything is faster, everything produces more, and you reach even further before resetting again.
Every great idle game has some version of this mechanic. Cookie Clicker calls them Heavenly Chips — when you ascend, you lose all your cookies and buildings but earn permanent multipliers based on how many cookies you baked in total. Adventure Capitalist calls them Angel Investors — resetting wipes your businesses but grants angels that boost everything by 2% each. Realm Grinder has Abdications. Idle Miner Tycoon has Super Managers. Melvor Idle has multiple prestige-like reset layers. The names change but the loop is the same: accumulate, reset, grow permanently, repeat.
Without prestige, an idle game has a ceiling. The player buys all the generators, purchases all the upgrades, and hits the number cap. There is nothing left to do. With prestige, there is always a reason to keep playing. Each prestige run is a cycle:
Accumulate
Play the game normally. Buy generators, purchase upgrades, watch your numbers grow. Build up as much of the source resource (usually your primary currency like Gold) as you can.
Evaluate
At some point, the player checks: "How many prestige points would I earn if I reset right now?" The answer grows as they accumulate more. They weigh the cost of losing their progress against the permanent benefit of those points.
Reset
The player commits. Generators go back to zero. Upgrades are wiped. Resources are gone. But they receive prestige currency — Heavenly Chips, Prestige Points, Ascension Tokens, whatever you call them — based on a formula that converts their accumulated source resource into permanent points.
Grow Permanently
Those prestige points translate into permanent bonuses. Maybe each point gives +1% to all production. Maybe they can be spent in a special prestige shop. Either way, the next run starts with a permanent advantage that did not exist before.
Repeat — Faster
The second run is faster than the first because of those permanent bonuses. The player reaches further, earns more prestige points, and resets again. Each cycle pushes the boundary further. An experienced Cookie Clicker player can blow through the first billion cookies in minutes, content that took hours on the first run.
This is the engine of long-term engagement in idle games. It solves the biggest design problem in the genre: how do you keep a game interesting when the core mechanic is "watch numbers go up"? The answer is prestige. You give the player a reason to restart, a reward for restarting, and the promise that each restart brings them closer to something bigger.
Here are examples from the four demo games included with Simple Idle Forge:
| Demo | Prestige Layers | Notes |
|---|---|---|
| Simple Kingdom | 1 layer (Rebirth) | Classic single prestige. Reset everything, earn Crown Points that give +1% production each. |
| Factory Tycoon | 2 layers (Reorganize, IPO) | Reorganize resets factories but keeps patents. IPO resets everything including Reorganize currency. |
| Survival Idle | 3 layers (Season Change, Migration, Ascension) | Each layer resets deeper. Migration resets Season currency. Ascension resets everything. |
| RPG Idle | 4 layers (New Game+, Reincarnation, Apotheosis, Cosmic Reset) | Deep prestige tree. Each layer takes exponentially longer but grants exponentially bigger bonuses. |
The Prestige Forge is the fourth forge in the chain, after Resources, Generators, and Upgrades. It knows about all three because it controls what gets reset and what survives. By the time you open the Prestige Forge, you should have your resources, generators, and upgrades defined so the wizard can reference them when configuring reset rules and bonus targets.
Opening the Prestige Forge
Open the Prestige Forge wizard from the Unity menu bar:
Window → Living Failure → Simple Idle Forge → Prestige Forge
The wizard window opens with a tab bar across the top showing all five steps: Setup, Definitions, Builder, Settings, and Generate. You can click any tab to jump directly to that step, and the wizard validates your work in real time — if something is missing or misconfigured, you see it immediately. The Prestige Forge is the fourth forge in the menu (after Resource, Generator, and Upgrade), reflecting the natural order of building an idle game: define your currencies, build your producers, add the boosts that accelerate them, and then design the reset-and-earn loop that gives the whole system infinite depth.
Linking Databases
The Prestige Forge links to three types of databases: resource databases, generator databases, and upgrade databases. This is because prestige sits at the very top of your game's hierarchy — it needs to know about everything, because it controls what gets destroyed and what survives when the player resets.
Why Resource Databases?
Every prestige layer involves two resources: the source resource (what the formula reads from, usually your primary currency like Gold) and the prestige currency (what gets awarded on reset, like Prestige Points or Heavenly Chips). Both of these are resource codes. The Prestige Forge needs access to your resource databases so that when you configure a prestige layer, you get dropdowns of valid resource codes instead of typing them by hand. Resource databases also feed into reset rules — when you want a prestige to "reset all resources to zero" or "reset GOLD to zero but keep GEMS", those codes come from your linked resource databases.
Why Generator Databases?
Most prestige layers reset generators. "Lose all your buildings and start over" is the core of the prestige loop. The Prestige Forge needs your generator databases so it can populate reset rule dropdowns with valid generator codes. You might want to reset ALL generators, or you might want a softer reset that only wipes specific ones. Either way, the forge needs to know what generators exist in your game. Generator codes also appear in permanent bonus targets — "Each Prestige Point gives +1% to all IRON_MINE production" needs to know that IRON_MINE is a real generator.
Why Upgrade Databases?
Upgrades are often the most interesting part of prestige design, because deciding which upgrades survive a reset and which get wiped defines the feel of each prestige cycle. A "soft prestige" might keep all upgrades intact — the player only loses generator levels and resources. A "hard prestige" wipes everything, including all the upgrades the player bought. The Prestige Forge needs your upgrade databases so it can offer specific upgrade codes in reset rules: "Reset ALL upgrades" or "Reset only MINE_BOOST but keep AUTO_IRON".
Linking in the Wizard
Step 1 of the wizard has three separate sections for linking databases: one for resource databases, one for generator databases, and one for upgrade databases. Each section shows a reorderable list where you can drag and drop databases from your project, or click the add button to browse. The wizard validates each database you add — it must implement the correct data source interface. Duplicate databases are automatically detected and flagged with a warning.
You can link multiple databases of each type. If your game separates resources into different databases (one for normal currencies, one for prestige currencies, one for premium currencies) or generators into different tiers, link all of them. The wizard merges all codes from all linked databases into a single unified set of dropdowns, so you always see every valid code regardless of which database it came from.
Step 1: Setup
The Setup step follows the same pattern as every forge: name your database, optionally set a namespace and class prefix, and pick a genre template. But the Prestige Forge adds the triple database linking sections described above, making this the most connection-heavy Setup step in the toolkit.
Naming
| Field | Purpose | Example |
|---|---|---|
| Database Name | The display name for your prestige database. This determines the generated file names. | My Game Prestige |
| Namespace | Optional namespace for generated code. Leave blank to use the default. | MyGame |
| Class Prefix | Optional prefix prepended to generated class and enum names. | MyGame |
Below the naming fields, the wizard shows a generated names preview so you can
see exactly what files will be created before you go any further. You will see the enum type name
(e.g., MyGamePrestigeType), the database class name (e.g.,
MyGamePrestigeDatabase), and the editor class name (e.g.,
MyGamePrestigeDatabaseEditor).
Genre Templates
Six genre templates are available, each pre-filling your property definitions with genre-appropriate categories, flags, numerics, and text fields. Picking a template is a starting point — you can modify, add, or remove any definition after applying it. Or start from scratch with no template at all.
| Template | What It Sets Up |
|---|---|
| Classic Incremental | Single prestige layer focus. Properties for tracking prestige milestones and display hints for a Cookie Clicker-style prestige shop. |
| RPG Idle | Deep multi-layer prestige with properties for prestige tier, visual themes per layer, and lore-driven reset descriptions. |
| Factory Tycoon | Industrial-themed properties. Corporate restructuring and IPO flavored prestige with efficiency and shareholder value metadata. |
| Prestige-Heavy | Maximalist template for games where prestige is the game. Extra properties for prestige-tree branching, layer unlock conditions, and meta-progression tracking. |
| Survival Idle | Season and migration themed prestige. Properties for environmental reset flavoring, survival difficulty modifiers, and seasonal bonus indicators. |
| Gacha Collection | Collection-reset mechanics with properties for rarity tiers, collection completion percentages, and pull currency exchange rates. |
Step 2: Definitions
Define the custom properties that describe your prestige layers. These are single-level properties — unlike the Generator Forge which has two levels (generator-level and milestone-level), the Prestige Forge uses one flat set of properties per prestige entry. You get four property types:
| Property Type | What It Is | Example |
|---|---|---|
| Categories | Dropdown selections with named entries. Define a category name and a list of possible values. | "Prestige Tier" with entries [Basic, Advanced, Ultimate] |
| Flags | Boolean toggles. True or false, on or off. | "Shows Confirmation Dialog" — whether your UI should pop up a "Are you sure?" prompt |
| Numerics | Number values with optional minimum and maximum constraints. Can be marked as integer-only. | "Sort Order" for controlling display position in your prestige panel, or "Unlock Requirement" for gating layer visibility |
| Texts | Freeform string fields with configurable line count for the editor. | "Reset Warning Message" — the text shown to the player before they confirm a prestige, like "You will lose all generators and upgrades. Prestige Points will be earned." |
Each property type is managed through a reorderable list with foldouts. Categories have a nested list for their entries. Flags show name and default value on separate rows. Numerics have five rows: name, is-integer toggle, minimum constraint, maximum constraint, and default value. Texts have name and line count. All fields use a plain foldout style — vertically stacked, no dark headers.
Properties defined here appear on every prestige entry you create in Step 3. Use them for anything your game needs that the built-in prestige fields do not cover: visual themes per prestige layer, sound effect keys for the reset animation, UI color overrides, lore descriptions, sort priorities, or any other metadata your prestige panel needs to display properly.
This step also includes JSON schema export and import buttons. You can export your current property definitions to a structured JSON file for backup, sharing across projects, or JSON-assisted content generation. Importing from a JSON file populates the wizard with definitions from the file, giving you options to replace existing definitions or merge them.
Step 3: Builder
Step 3 is the heart of the Prestige Forge — this is where you design every prestige layer in your game. The split-panel layout gives you a master list on the left (280 pixels wide) and a full detail editor on the right. The left panel supports search, category filtering, sorting, bulk selection and deletion, duplication, and pagination. Each entry shows its code, a checkbox for bulk operations, and a category indicator if you defined any categories in Step 2.
When you select an entry in the left panel, the right panel shows every configurable field for that prestige layer. Here is everything, in the order it appears.
Identity
Every prestige layer starts with four identity fields:
- Code — A unique string identifier used in code and cross-references.
Must be a valid identifier (letters, numbers, underscores). Examples:
REBIRTH,ASCENSION,NEW_GAME_PLUS,COSMIC_RESET. This becomes an entry in the generated enum. - Display Name — The human-readable name shown to players: "Rebirth", "Ascension", "New Game+", "Cosmic Reset".
- Description — A text description of what this prestige layer does. This is what players read in your prestige panel: "Sacrifice all progress to earn Crown Points. Each Crown Point permanently increases all production by 1%."
- Icon — An optional sprite reference for your UI. A prestige icon often conveys the weight of the action — a phoenix for rebirth, a star for ascension, a cosmic spiral for the deepest reset.
Prestige Currency
This is the resource that gets awarded when the player triggers this prestige
layer. It is a dropdown populated from your linked resource databases. You pick the resource code
that represents your prestige currency — for example, PRESTIGE_POINTS,
HEAVENLY_CHIPS, CROWN_POINTS, or ASCENSION_TOKENS.
This resource must already exist in one of your linked resource databases. If you have not created the prestige currency resource yet, go back to the Resource Forge and add it. A common pattern is to define all your prestige currencies alongside your normal currencies in the Resource Forge, marking them with a "Prestige Currency" category or flag so your UI knows to display them separately from normal resources like Gold and Iron.
Source Resource
This is the resource that the prestige formula reads from to calculate how many
prestige points to award. It is also a dropdown from your linked resource databases. Typically this
is your primary currency — GOLD, COOKIES, COINS —
the one that represents overall game progress. The more of this resource the player has accumulated,
the more prestige points they earn.
For multi-layer prestige systems, each deeper layer often reads from the previous layer's currency. Layer 1 reads from GOLD. Layer 2 reads from REBIRTH_POINTS (which are earned from Layer 1). Layer 3 reads from ASCENSION_TOKENS (earned from Layer 2). This creates a cascading hierarchy where each layer depends on the one below it.
Formula Type
The formula determines how the source resource amount is converted into prestige points. Simple Idle Forge provides four formulas, each with different growth curves suited to different game designs. This is one of the most important decisions you will make for your prestige system, because the formula controls the pace at which players earn permanent power:
| Formula | Equation | Behavior |
|---|---|---|
| Sqrt | points = floor(scale × sqrt(source / base)) |
Diminishing returns. The most popular choice. Cookie Clicker uses this pattern. Doubling your source amount does not double your points — you need 4x as much source to double your reward. This naturally slows down prestige point accumulation over time, preventing runaway power growth. |
| Linear | points = floor(scale × source / base) |
Proportional returns. Double the source, double the points. Simple and predictable. Good for games where you want prestige to feel rewarding at every scale. Less common in pure idle games because it can lead to explosive growth when combined with compounding permanent bonuses. |
| Log | points = floor(scale × log10(source / base + 1)) |
Very slow growth. Going from 1M to 10M source earns the same number of additional points as going from 10M to 100M. Ideal for deep prestige layers where you want each additional point to require an order of magnitude more effort. Often used for second or third prestige layers in multi-layer systems. |
| Polynomial | points = floor(scale × (source / base)exponent) |
Fully tunable. The exponent parameter lets you dial in any growth curve you want. An exponent of 0.5 gives the same curve as Sqrt. An exponent of 1.0 gives Linear. An exponent of 0.33 gives even slower growth than Sqrt. An exponent greater than 1.0 gives accelerating returns (rare but occasionally useful for first-layer prestige that is meant to feel generous). |
Formula Parameters
Three parameters control the formula's behavior:
- Base — The divisor in the formula. This sets the "cost" of the first prestige point. A base of 1,000,000 (1M) means you need roughly 1M of the source resource to earn your first point (with Sqrt, you would need exactly 1M for 1 point). A higher base makes prestige harder to reach. A lower base makes the first prestige come sooner. This is the primary knob for controlling when in the game the player first encounters prestige.
- Scale — A multiplier on the formula's result. A scale of 1 gives the raw formula output. A scale of 2 doubles all prestige point rewards. A scale of 0.5 halves them. Use this to fine-tune the quantity of prestige points without changing the growth curve. If the first prestige grants 5 points and you want it to grant 10, double the scale instead of halving the base (which would change when prestige first becomes available).
- Exponent — Only used by the Polynomial formula. Controls the power curve. Values less than 1.0 give diminishing returns (0.5 = square root, 0.33 = cube root). A value of exactly 1.0 gives linear growth. Values greater than 1.0 give accelerating returns (use with extreme caution). This parameter is hidden for Sqrt, Linear, and Log formulas since they have fixed curves.
Minimum to Prestige
This is the threshold of the source resource that must be reached before the prestige button becomes available. Even if the formula would theoretically award points at lower amounts, the prestige option stays locked until the player crosses this line. Set this to a meaningful milestone in your game — the point where you want the player to think "I have accomplished something significant, and now I have a new option."
For example, if your base is 1M, you might set the minimum to prestige at 1M as well — meaning the player needs exactly enough for 1 prestige point before the button appears. Or you might set it to 500K to let players see the prestige option slightly before they can earn a full point, building anticipation. The design choice is yours.
Preview Slider
Below the formula configuration, the wizard provides an interactive preview slider that lets you see exactly how many prestige points the formula would award at various source amounts. Drag the slider to explore different scenarios: "At 5M Gold, I would earn 2 points. At 50M, I would earn 7. At 1B, I would earn 31." The preview also shows inverse lookups — it tells you how much source resource is needed to earn specific point targets. This lets you verify your formula's pacing before generating anything.
Reset Rules
Reset rules define what gets wiped when this prestige layer is triggered. This is where prestige design gets interesting, because the choice of what to reset and what to keep defines the entire feel of each prestige cycle. Each reset rule has three fields:
- Target Type — What kind of thing to reset. Three options: Resource (reset a resource amount to a value), Generator (reset generator levels), or Upgrade (reset upgrade purchase counts).
- Target Code — Which specific thing to reset. This is a dropdown populated
from your linked databases based on the target type. For resources, you see all resource codes
(GOLD, IRON, GEMS, etc.). For generators, all generator codes. For upgrades, all upgrade codes.
There is also a special value:
ALL. Setting the target code to ALL resets every resource, generator, or upgrade of that type. - Reset To Value — What value to reset to. Usually 0 (meaning "wipe it completely"). But you can set it to any value. Resetting a resource to 100 means the player starts each prestige run with 100 of that resource instead of zero — a small head start that makes early runs feel less punishing.
A prestige layer can have multiple reset rules. A typical setup might look like:
| Rule | Target Type | Target Code | Reset To |
|---|---|---|---|
| 1 | Resource | ALL | 0 |
| 2 | Generator | ALL | 0 |
| 3 | Upgrade | ALL | 0 |
This is the "nuclear option" — reset everything. But you have full control. Maybe you want to keep certain resources untouched (like premium currencies or prestige currencies from other layers). Maybe you want generators reset but upgrades kept. The reorderable list lets you mix and match any combination of rules, and the wizard provides quick presets for common configurations:
- Reset Everything — Adds three ALL rules: resources, generators, and upgrades all reset to 0.
- Keep Upgrades — Resets resources and generators to 0 but leaves upgrades untouched.
- Resources Only — Only resets resources to 0. Generators keep their levels, upgrades stay purchased.
- Clear — Removes all reset rules. Nothing gets reset (useful as a starting point for building custom rules).
Each reset rule entry shows a human-readable summary below it: "Reset ALL resources to 0" or "Reset IRON_MINE generator to 0". This makes it easy to verify your reset configuration at a glance.
Permanent Bonuses
Permanent bonuses are the reward — the reason the player gives up their progress. Each bonus defines a lasting benefit that scales with the amount of prestige currency earned. The fields are:
- Target Type — What the bonus affects. Three options: Generator (boost a specific generator), Resource (boost all production of a specific resource), or Global (boost everything in the game).
- Target Code — The specific generator or resource code, populated from your linked databases. For Global bonuses, this is left blank since the bonus applies to everything.
- Bonus Type — How the bonus is applied. Three options matching the standard
bonus stacking pipeline:
- Multiply — Multiplies the target's output. Each prestige point contributes to a multiplicative bonus.
- AddFlat — Adds a flat amount to the target's base production. Each prestige point adds this much raw output.
- AddPercent — Adds a percentage bonus. Each prestige point contributes a percentage increase that stacks additively with other percentage bonuses.
- Per Unit Amount — The bonus granted per unit of prestige currency earned. If you set this to 0.01 with AddPercent, each prestige point gives +1% production. If you earn 50 prestige points, that is +50% total. This is the primary balance knob for prestige rewards.
- Description — A human-readable description for your UI: "Each Prestige Point gives +1% to all production" or "+5 base Iron per Crown Point".
A prestige layer can have multiple permanent bonuses. A single layer might give both a global percentage bonus and a targeted flat bonus for a specific generator. The wizard shows a preview slider below the bonus list, letting you see how the bonuses stack at different prestige point amounts. For example: "At 10 points: +10% global production. At 50 points: +50%. At 200 points: +200%." This preview helps you verify that your bonus-per-unit value produces the growth curve you intend.
All permanent bonuses from all prestige layers feed into the same bonus stacking pipeline used by upgrades, milestones, achievements, and temporary buffs. The formula is always:
finalValue = (base + sumOfAllFlatBonuses) × (1 + sumOfAllPercentBonuses) × multiplier1 × multiplier2 × ...
Prestige bonuses do not get any special treatment — they are processed through the same pipeline as every other bonus in the game. This means you always know exactly how a prestige bonus interacts with upgrades and other bonuses: it is transparent and predictable.
Dynamic Properties
Below the permanent bonuses section, foldouts for your custom dynamic properties appear — categories, flags, numerics, and text fields, exactly as you defined them in Step 2. These are single-level properties that appear on every prestige entry. Use them for anything your game needs that the built-in fields do not cover: visual themes, animation triggers, sound effects, prestige shop metadata, layer gating conditions, UI color overrides, or lore text displayed during the reset sequence.
Stacking Prestige Layers
A single prestige layer is powerful. Multiple prestige layers are what turn a good idle game into one that players sink hundreds of hours into. Each deeper layer resets more aggressively, takes longer to reach, and grants bigger permanent rewards. This creates a fractal structure where the game has loops within loops, each one operating on a different timescale.
How Multi-Layer Prestige Works
Consider a game with two prestige layers:
Layer 1: Rebirth
Resets generators and upgrades. Earns Prestige Points. Each Prestige Point gives +1% to all production. The player does many Rebirths, accumulating more and more Prestige Points. Each run gets faster thanks to the permanent bonus. After dozens of Rebirths, the player has hundreds of Prestige Points and blasts through the early game in seconds.
Layer 2: Ascension
Resets everything — including generators, upgrades, resources, and the Layer 1 prestige currency (Prestige Points reset to zero). Earns Ascension Tokens. Each Ascension Token gives +5% to all production. This is a much bigger bonus per unit, but it costs the player all of their accumulated Prestige Points.
After an Ascension, the player starts completely fresh — no Gold, no generators, no upgrades, no Prestige Points. But they have Ascension Tokens that make everything dramatically faster. They rebuild, do many Rebirths again (faster than ever thanks to Ascension bonuses), and eventually Ascend again for even more Tokens.
This is the pattern. Each deeper layer:
- Resets everything below it, including the currencies earned by shallower layers
- Takes much longer to earn, because the source resource requirement is higher or the formula grows slower
- Grants much bigger rewards per unit, making it worth the deeper reset
- Operates on a longer timescale — if Layer 1 is earned every 30 minutes, Layer 2 might be earned every few hours
Configuring Layers in the Wizard
Each prestige layer is simply an entry in the Prestige Forge builder. To create a two-layer system, you create two entries. To create four layers, you create four entries. Each entry has its own source resource, formula, reset rules, and permanent bonuses. The key is in the reset rules — Layer 2's reset rules should include resetting the Layer 1 prestige currency to zero.
For example, in a two-layer system:
| Layer | Code | Source Resource | Awards | Resets |
|---|---|---|---|---|
| 1 | REBIRTH | GOLD | PRESTIGE_POINTS | ALL generators, ALL upgrades, GOLD to 0 |
| 2 | ASCENSION | PRESTIGE_POINTS | ASCENSION_TOKENS | ALL generators, ALL upgrades, ALL resources (including PRESTIGE_POINTS) to 0 |
Notice how Layer 2's source resource is PRESTIGE_POINTS — the currency earned by Layer 1. And Layer 2's reset rules include ALL resources, which wipes PRESTIGE_POINTS. This creates the cascading hierarchy: to do Layer 2, you need lots of Layer 1 currency, and doing Layer 2 wipes the Layer 1 currency. You are spending your accumulated Layer 1 progress to earn Layer 2 progress.
Demo Examples
| Demo | Layers | Design Notes |
|---|---|---|
| Simple Kingdom | 1 (Rebirth) | Simplest possible setup. Great for learning the prestige pattern. One layer, one currency, straightforward reset-everything rules. |
| Factory Tycoon | 2 (Reorganize, IPO) | Reorganize is a soft reset — keeps patents (a special resource). IPO is a hard reset that wipes even the Reorganize currency. Good example of asymmetric reset rules. |
| Survival Idle | 3 (Season Change, Migration, Ascension) | Each layer is progressively more devastating. Season Change is gentle (keeps some resources). Migration wipes Season currency. Ascension wipes everything. Three layers create a rich progression arc. |
| RPG Idle | 4 (New Game+, Reincarnation, Apotheosis, Cosmic Reset) | Deep prestige tree with four layers. Each layer uses a slower formula than the last (Sqrt → Sqrt with higher base → Log → Polynomial with low exponent). Cosmic Reset takes days of real time to reach but grants enormous permanent power. |
The Four Prestige Formulas
Choosing the right formula is one of the most impactful decisions in your prestige system design. Each formula produces a fundamentally different growth curve, which determines how quickly players accumulate permanent power and how long each prestige cycle feels. Let's look at each one with concrete numbers.
Sqrt (Square Root)
points = floor(scale × sqrt(source / base))
This is the safe default and the most widely used formula in the idle game genre. Cookie Clicker's Heavenly Chips work on a square root curve. The key property is diminishing returns: to earn your second prestige point, you need 4x as much source as your first. To earn your third, you need 9x. The tenth point requires 100x the source of the first point. This naturally slows prestige point accumulation and prevents runaway power growth.
Example: base = 1,000,000 (1M), scale = 1
| Source Amount | Prestige Points Earned | Points Gained Since Previous Row |
|---|---|---|
| 500,000 | 0 | — |
| 1,000,000 (1M) | 1 | +1 |
| 4,000,000 (4M) | 2 | +1 |
| 9,000,000 (9M) | 3 | +1 |
| 25,000,000 (25M) | 5 | +2 |
| 100,000,000 (100M) | 10 | +5 |
| 1,000,000,000 (1B) | 31 | +21 |
| 1,000,000,000,000 (1T) | 1,000 | +969 |
Notice the pattern: going from 1M to 100M (100x increase) only gives 10 points. Going from 1M to 1B (1000x increase) gives 31 points. The diminishing returns are severe, which is exactly what you want — it means each additional prestige point requires meaningfully more progress, keeping the game interesting for a long time.
Linear
points = floor(scale × source / base)
The simplest formula: double the source, double the points. There are no diminishing returns and no accelerating returns — growth is perfectly proportional. This makes prestige rewards very predictable and easy for players to understand, but it can lead to exponential power growth when combined with permanent bonuses that compound over time.
Example: base = 1,000,000 (1M), scale = 1
| Source Amount | Prestige Points Earned | Points Gained Since Previous Row |
|---|---|---|
| 500,000 | 0 | — |
| 1,000,000 (1M) | 1 | +1 |
| 5,000,000 (5M) | 5 | +4 |
| 10,000,000 (10M) | 10 | +5 |
| 100,000,000 (100M) | 100 | +90 |
| 1,000,000,000 (1B) | 1,000 | +900 |
Compare this to Sqrt: at 100M source, Linear gives 100 points while Sqrt gives 10. At 1B, Linear gives 1,000 while Sqrt gives 31. Linear is far more generous, which means you need to be careful with permanent bonus values to avoid your economy spiraling out of control.
Log (Logarithmic)
points = floor(scale × log10(source / base + 1))
The slowest growth formula. Logarithmic growth means that each additional order of magnitude in the source resource gives the same fixed number of additional points. Going from 1M to 10M gives the same gain as going from 10M to 100M, which gives the same gain as going from 100M to 1B. This makes each prestige point extraordinarily expensive at higher levels, creating very long and meaningful prestige cycles.
Example: base = 1,000,000 (1M), scale = 10
| Source Amount | Prestige Points Earned | Points Gained Since Previous Row |
|---|---|---|
| 1,000,000 (1M) | 3 | — |
| 10,000,000 (10M) | 10 | +7 |
| 100,000,000 (100M) | 16 | +6 |
| 1,000,000,000 (1B) | 20 | +4 |
| 1,000,000,000,000 (1T) | 26 | +6 |
With a scale of 10, the player earns only about 6 additional points per order-of-magnitude increase in source resource. Going from 1M to 1T (a million-fold increase) earns just 23 additional points. This extreme diminishing returns makes Log ideal for deep prestige layers where you want each point to represent a massive amount of accumulated progress.
Polynomial
points = floor(scale × (source / base)exponent)
The fully tunable option. By adjusting the exponent, you can create any growth curve between ultra-slow and ultra-fast:
- Exponent 0.33 (cube root) — Slower than Sqrt. Very strong diminishing returns. Good for secondary prestige layers.
- Exponent 0.5 — Identical to Sqrt.
- Exponent 0.75 — Between Sqrt and Linear. A moderate middle ground.
- Exponent 1.0 — Identical to Linear.
- Exponent 1.5 — Accelerating returns. Points grow faster than the source. Use with extreme caution — this can quickly produce astronomical point counts.
Example: base = 1,000,000 (1M), scale = 1, exponent = 0.33 (cube root)
| Source Amount | Prestige Points Earned |
|---|---|
| 1,000,000 (1M) | 1 |
| 8,000,000 (8M) | 2 |
| 27,000,000 (27M) | 3 |
| 100,000,000 (100M) | 4 |
| 1,000,000,000 (1B) | 10 |
With a cube root curve, earning 10 points requires 1B source — compare to Sqrt where 1B gives 31 points, or Linear where 1B gives 1000. Cube root is the most restrictive standard curve, making it excellent for very deep prestige layers.
Choosing the Right Formula: A Decision Guide
| Scenario | Recommended Formula | Why |
|---|---|---|
| First prestige layer, any game | Sqrt | Proven, safe, natural diminishing returns. The idle game industry default. |
| Single-layer prestige, casual game | Linear or Sqrt | Linear for generous rewards and fast cycles. Sqrt for slower, more deliberate cycles. |
| Deep layer (Layer 2+) in multi-layer | Log or Polynomial (low exponent) | Slow growth ensures each deeper prestige feels monumental and rare. |
| You want precise control | Polynomial | Dial in exactly the curve you need. Test with the preview slider. |
| Very generous first layer (mobile/casual) | Linear with small per-unit bonus | Players earn lots of points quickly but each point does relatively little. Feels rewarding. |
Reset Rules in Depth
Reset rules are where prestige design gets nuanced. The difference between a prestige system that feels punishing and one that feels exciting often comes down to exactly what you reset and what you preserve. Here are the common patterns and when to use each one.
Pattern 1: Reset Everything (Nuclear Option)
| Target Type | Target Code | Reset To |
|---|---|---|
| Resource | ALL | 0 |
| Generator | ALL | 0 |
| Upgrade | ALL | 0 |
Everything is wiped. Resources, generators, upgrades — all gone. The player starts from absolute zero with nothing but their permanent prestige bonuses. This is the classic Cookie Clicker approach and works well for single-layer prestige systems where the permanent bonus is strong enough to make the restart feel fast rather than tedious.
When to use: Simple, single-layer prestige. Games where each run should feel like a clean restart with a growing permanent advantage. Works best when your permanent bonus is at least +1% per point — enough that the player immediately notices the difference.
Pattern 2: Keep Upgrades (Soft Prestige)
| Target Type | Target Code | Reset To |
|---|---|---|
| Resource | ALL | 0 |
| Generator | ALL | 0 |
Resources and generators are wiped, but upgrades are preserved. The player keeps all their purchased upgrades — multipliers, automation, unlocks — and only has to rebuild generators from scratch. This creates a much gentler prestige cycle because the early game is trivialized by the surviving upgrades. The player does not have to re-buy "Double Mining" every run; they only have to rebuild their generator levels.
When to use: When you want prestige to feel relatively painless. Good for casual games or as the first (softest) layer in a multi-layer system. Players who hate losing progress respond well to this pattern because their upgrade investments persist. The downside is that runs become very samey after a few prestiges — re-buying generators in the same order each time. Consider adding a deeper prestige layer that eventually wipes upgrades too for long-term variety.
Pattern 3: Reset Specific Generators Only
| Target Type | Target Code | Reset To |
|---|---|---|
| Resource | GOLD | 0 |
| Resource | IRON | 0 |
| Generator | PEASANT_HUT | 0 |
| Generator | WHEAT_FARM | 0 |
| Generator | QUARRY | 0 |
Only specific generators and resources are reset. Others are left untouched. This lets you create "tier-based" prestige where early-game content resets but late-game content is preserved. In the example above, the three basic generators reset but later generators (IRON_MINE, GEM_CAVE, etc.) keep their levels. This rewards players who invested in late-game content by not making them re-buy it each cycle.
When to use: Games with clear tiers or zones where early content becomes irrelevant. Factory games where basic resource extractors reset but advanced fabricators persist. RPG idle games where training grounds reset but high-level dungeons keep their clear count.
Pattern 4: Selective Upgrade Reset with Flags
One of the most elegant patterns is to use a custom flag property on your upgrades — something like "Resets On Prestige" (a boolean flag defined in the Upgrade Forge's Step 2). Then in your game's prestige logic, you read that flag to decide which upgrades to wipe. The Prestige Forge reset rules handle the broad strokes (ALL or specific codes), and your runtime code uses the flag for fine-grained control.
For example, you might set "Resets On Prestige" to true on all basic production multipliers but false on automation upgrades and premium purchases. When prestige fires and resets ALL upgrades, your runtime checks the flag and re-applies the ones that should survive. This gives you maximum flexibility without needing to list every individual upgrade code in your reset rules.
Pattern 5: Non-Zero Reset Values
Reset rules default to resetting things to zero, but you can set the "Reset To Value" to any number. This opens up creative possibilities:
- Starting Gold: Reset GOLD to 100 instead of 0. Each prestige run starts with 100 Gold, enough to immediately buy the first generator. This removes the awkward "click for 30 seconds to earn your first generator" phase that makes early prestige runs feel tedious.
- Generator head starts: Reset PEASANT_HUT to 5 instead of 0. Each run starts with 5 Peasant Huts already purchased, immediately producing resources. This accelerates the early game without changing the late-game dynamics.
- Partial upgrade resets: If you have a repeatable upgrade with purchase counts, you could reset it to 5 instead of 0, preserving some of the player's investment while still requiring them to rebuild toward higher levels.
Tips for Prestige Design
Prestige is the make-or-break mechanic for idle game longevity. Get it right and your game has hundreds of hours of engaging content. Get it wrong and the reset feels like punishment instead of progression. Here are design principles drawn from the most successful idle games ever made.
First Prestige at 30-60 Minutes of Play
The first time a player encounters the prestige option, it should feel like a discovery — a new dimension of the game opening up. If the first prestige takes 5 hours to reach, most players will quit before they ever see it. If it takes 5 minutes, it feels trivial and unearned. The sweet spot for most idle games is 30 to 60 minutes of active play before the first prestige becomes available.
Use the formula preview slider in the wizard to verify this. Set your minimum-to-prestige threshold at the resource amount you expect the player to reach after about 30 minutes of play. Then check that the formula awards enough points to feel meaningful — at least 1, ideally 2-5 on the first prestige. A first prestige that awards 0 points is a broken prestige. A first prestige that awards 50 points means your base is too low.
The Permanent Bonus Must Feel Impactful
The entire prestige loop depends on the player feeling a tangible difference after resetting. If they prestige, earn 3 points, and cannot tell the difference in their production rates, the reset felt like pure loss. The bonus must be noticeable immediately after resetting.
A +1% global production bonus per prestige point is a solid starting point for Sqrt formulas. After the first prestige with 3 points, the player has +3% production — enough to notice that generators are producing faster than they did on the first run. After 10 prestiges with 50 total points, the player has +50% — everything is 1.5x faster. After many more prestiges with 200 points, the player has +200% — everything is 3x faster. The progression feels satisfying at every stage.
For AddFlat bonuses, the per-unit value should be meaningful relative to early-game production rates. "+5 base Gold per prestige point" means 10 points gives +50 Gold/sec before any multipliers, which should feel significant if the first generator produces 1 Gold/sec.
Sqrt Is the Safe Default
If you are building your first idle game or designing your first prestige layer, use the Sqrt formula. It is the industry standard for a reason: the diminishing returns naturally prevent power from spiraling out of control, while still feeling rewarding enough that players want to prestige again. You can always switch to a different formula later if playtesting reveals that Sqrt is too slow or too fast, but it is the safest starting point.
Each Deeper Layer Should Take Much Longer
In a multi-layer prestige system, the timescale should expand dramatically with each layer. A good rule of thumb:
- Layer 1: 30-60 minutes to first prestige. Player does many of these per play session.
- Layer 2: Several hours to first prestige (after many Layer 1 resets). Might happen once or twice per play session.
- Layer 3: Days of accumulated play to reach. A major milestone when it happens.
- Layer 4: Weeks. An endgame aspiration that dedicated players work toward over a long period.
This expanding timescale keeps the game interesting across its entire lifespan. Layer 1 provides frequent dopamine hits. Layer 2 provides medium-term goals. Layer 3 provides long-term aspirations. Each layer operates on its own rhythm, and the player always has something to work toward at every timescale.
The "Can I Prestige?" Moment Should Be Exciting
One of the most psychologically compelling moments in idle games is the transition from "I cannot prestige yet" to "I can prestige now." Design your game to make this moment visible and exciting. Show the player how many prestige points they would earn if they reset right now, and update that number in real time as their source resource grows. The tension between "I could prestige now for 5 points" and "but if I wait 10 more minutes I could get 7 points" is one of the most engaging decision points in the entire genre.
The minimum-to-prestige threshold should be set at a point where earning even 1 prestige point feels like a meaningful achievement. And once the player crosses that threshold, showing the potential reward growing as they continue playing creates a compelling "should I hold out for more?" decision that makes the game feel active even during what would otherwise be passive number-watching.
Consider the Post-Reset Experience
The first 30 seconds after a prestige reset are critical. If the player sits there watching a blank screen with zero of everything, they might feel regret and close the game. Design your post-reset experience to immediately engage the player:
- Use non-zero reset values to give a small starting resource amount
- If the player has automation upgrades that survive prestige, those generators should start auto-buying immediately
- Show the permanent bonus prominently — "Your Prestige Bonus: +47% all production" — so the player feels the power they earned
- Make early-game progression visibly faster than it was on the first run
The goal is for the player to think "wow, look how fast I am progressing this time" within seconds of resetting. That feeling validates the prestige decision and primes them for the next cycle.
Test Your Economy at Scale
The most common prestige design mistake is not testing what happens after many prestiges. Your prestige system might feel perfect at 10 points, but at 500 points the permanent bonus might be so large that the game breaks. Use the bonus preview slider in the wizard to check high point counts. If 500 prestige points gives +500% global production (6x everything), is your late-game economy designed for that? If 2000 points gives +2000% (21x everything), do your generator costs still scale fast enough to provide meaningful resistance?
The interplay between permanent bonuses and cost scaling is the fundamental tension of idle game design. Bonuses make production grow. Cost scaling makes generators more expensive. If bonuses grow faster than costs, the game breaks. If costs grow faster than bonuses, the player hits a wall. Finding the balance is what separates good idle games from great ones — and the preview tools in the wizard are designed to help you find that balance before you write a single line of code.