πŸ“– SLIME CLICKER← WIKI

Feed the slime. It has opinions about what it becomes.

A tap-and-grow idle game whose actual subject is the animal. Generators and multipliers are the genre's furniture β€” the part that makes this one its own game is that the slime is alive. It gets hungry, and feeding it puts it in a MOOD that rewrites the run for a few minutes: farms Γ—3 but it stops reacting to your tapping, or tap power Γ—10 with the farms halved, or nothing at all in exchange for being left alone. Every farm you buy still appears in the field behind it, the sky still moves from a green dawn to deep space as your lifetime total climbs, and ascending still melts everything down into Slime Cores that make every future run permanently faster.

β–Ά PLAY SLIME CLICKERVERSION Gby Compound Tick Co.

STORY & LORE

It Is Not A Cookie

Compound Tick Co. would prefer you thought of the slime as equipment. It is not. It has an appetite, it has moods, and it will sulk β€” visibly, greyly, with the smile turned upside down β€” if you leave it starving. Feeding it costs about forty-five seconds of whatever the farm currently makes, so the price scales with the run and is never the thing standing between you and progress. What it costs you in attention is the point.

The Compound Tick

Compound Tick Co. sells one product and it is patience. The slime does not mind being tapped. The farms do not mind running all night. The only thing anyone at the company has ever optimised is the rate at which a small green number becomes an enormous green number, and they have got very good at it.

The Rift

Past the temples the catalogue stops describing farms and starts describing places. A Slime Rift is not a building β€” it is a hole that goo comes out of. Nobody at Compound Tick will say where the far side is, only that a Goo Moon and a Slime Star are both, technically, purchasable.

Ascension

Every empire hits the ceiling: the last farm is bought, the last upgrade is bought, and the number just goes up. Ascension is the company's answer. You give the whole thing back β€” every pond, every reactor, every coin β€” and what is left when it has all melted is a handful of Slime Cores. You start again from one tap, and everything runs 10% faster per core, forever.

HOW IT PLAYS

Hunger and moods

Appetite fills over about five minutes of play, and a quarter as fast while you are away. Starving is only a 15% production penalty β€” a nudge, never a wall, because an idle game must not punish somebody for closing the tab. Feeding empties it and offers two of six moods at random, never the one it is already in, so the choice is always live. Every mood is a trade rather than a flat buff: GREEDY is farms Γ—3 and tap Γ—0.25, FRANTIC is the exact inverse, LUSH is a smaller farm bonus that also keeps it full far longer, SPLIT is Γ—1.5 on everything with a bigger appetite, DREAMING earns double while you are away, and CALM does nothing at all except stop it getting hungry for ten minutes. The slime is tinted by its mood while it lasts.

The Auto-Feeder

Bought once for five Slime Cores and kept through every ascension. It feeds the slime the moment it gets peckish and locks it into whichever mood you choose. This exists so the pet is opt-in: anybody who wants a pure idle game can buy their way out of babysitting entirely, and still keep the mood bonus.

Tapping

Tap power is your base tap multiplied by upgrades and cores, plus 5% of your current goo/sec. That last term means tapping is never literally worthless at a billion per second, but it also never outruns the farms.

Farms

Ten generators from Goo Pond to Slime Star. Each costs 1.15Γ— more every time you buy it. Buy in Γ—1, Γ—10, Γ—100 or MAX β€” bulk prices are the exact geometric series, so a hundred at once costs the same as a hundred one at a time.

Seeing the farm

Every generator has a motif drawn into the field, and the shop icon is the same motif rendered small β€” the row and the thing in the ground are unmistakably the same object. Sprites cap at fourteen per type and then grow instead, with a Γ—N badge, so a thousand ponds still reads as a lot of ponds. The sky and the field are painted once into offscreen canvases and only repainted when the counts or the tier change; only the slime, its particles and the floating numbers are redrawn each frame.

The sky

Five tiers keyed to lifetime goo: dawn, day, sunset, night and deep space. It is the cheapest possible progress readout β€” you can tell roughly how far someone is from a glance at their screen.

Upgrades

Seventeen, each gated behind a condition rather than just a price: five of one farm, fifty farms total, three hundred, five hundred. They multiply tap power, one farm, or every farm at once.

Ascension

Cores follow a square-root curve on lifetime goo, so each one costs more than the last. The reset takes coins, farms and upgrades; it never takes cores, achievements or your leaderboard score, which is lifetime goo and only ever climbs.

Offline

The farm keeps running while the tab is closed, capped at eight hours, at whatever rate it was making when you left.

FARMS

Base price and base output per unit, before upgrades, cores and multipliers. Cost grows 1.15Γ— per unit owned; bulk buys are priced as the exact geometric series.

FarmBase costGoo/sec each
Goo Pond150.1
Slime Sprout1201
Blob Pen1,3008
Ooze Lab14,00047
Gel Reactor200,000260
Slime Mine3.30M1,400
Goo Temple51.0M7,800
Slime Rift750M44,000
Goo Moon11.0B260,000
Slime Star170B1.55M

ASCENSION

Cores held = floor(sqrt(lifetime goo / 1e5)). Each core is +10% to all production and to tap power, and keeps a little goo flowing even with the farm sold off.

Lifetime gooCoresProduction bonus
100K1+10%
400K2+20%
2.50M5+50%
10.0M10+100%
62.5M25+250%
1.00B100+1000%

MOODS

Three minutes each, except CALM which runs ten. Two are offered at random on every feed.

MoodFarmsTapAppetiteNotes
GREEDYΓ—3.0Γ—0.25normalIt cannot be bothered to react to you
FRANTICΓ—0.5Γ—10normalGet in there and hit it
LUSHΓ—1.9Γ—1Γ—0.4Stays full far longer
SPLITΓ—1.5Γ—1.5Γ—1.2Comes apart into slimelings
DREAMINGΓ—1.5Γ—1Γ—0.7Earns double while you are away
CALMΓ—1Γ—1noneNo bonus β€” but no appetite for ten minutes

VERSION HISTORY

VERSION G2026-09-13
  • Renamed to Slime Clicker. The slug stays clicker-empire, so existing leaderboard rows, comments and saves all still belong to the same game.
  • The slime is the game now. It is roughly twice the size, sits centre stage, and the farm rows split into two banks that flank it instead of hiding behind it.
  • It bounces properly. The squash is a spring rather than an ease, so a press squashes it, springs past its resting shape into a stretch, and wobbles down; it hops under gravity, breathes while idle, and a second press mid-wobble compounds instead of resetting.
  • It likes being pressed. Blush, squeezed-shut happy eyes, an open grin with a tongue, and hearts β€” all driven by a joy value that decays after each tap.
  • Upgrades are visible in the world for the first time. Each farm upgrade plants a gem on a stake at the head of the row it boosts; tap-power and all-farm upgrades orbit the slime as charms.
  • Feeding stacks. While a mood is running, one of the two cards offered is that same mood again β€” taking it deepens the stack to a maximum of five. Stack potency has diminishing returns (1, 1.62, 2.00, 2.24, 2.39) while each meal costs 1.75x the last, so there is a real point where stacking stops paying.
  • Moods are individually weaker to pay for stacking: GREEDY farms x3 -> x2.2, FRANTIC taps x10 -> x6, LUSH x1.9 -> x1.6, SPLIT and DREAMING x1.5 -> x1.35. Downsides are never amplified by a stack.
  • The slime gets hungrier as it grows: a full belly lasts five minutes when it is a puddle and about a hundred seconds once it is an empire, and a meal is priced off both output and the size of the operation.
  • Every mood now announces itself on the canvas β€” a coloured burst, a thrown glyph, and a standing halo whose thickness is the stack depth. SPLIT in particular used to change what the slime IS with no visual sign at all.
  • A core shop. Cores previously did one thing and bought one item, so there was nothing left to want after the first week. Six permanent lines β€” Golden Goo, Prehensile Tap, Deep Appetite, Denser Moods, Living Residue and Core Compound β€” survive every ascension.
  • Cores are now a purse and a total. The permanent +% is paid by every core ever earned, so spending in the core shop never claws back the multiplier you already had. Before this split the first purchase was exactly break-even.
  • THE LEADERBOARD SCORE CHANGED. It was raw lifetime goo, which crosses the site's 1e12 plausibility ceiling in the first serious week; every submission after that was rejected and the board silently froze forever. The board now ranks GOO POWER β€” 1000 points per factor of ten, so a trillion goo is 12000 and 1e300 goo is 300000. Ordering is identical and it can never saturate.
  • Scores submit once a minute instead of once every five seconds, plus immediately on an ascension and on leaving the page.
  • Saves split by cost: localStorage every three seconds, the cloud every fifteen, and both on leaving. Buying also triggers a debounced save.
  • Slimier sound. Tap, buy, upgrade, feed, ascend and refusal all moved to a new wet voice set built on fast downward pitch bends under a low cutoff.
  • Gains now float off the goo counter as well as the slime; passive income is pooled and shown once a second rather than sixty times.
  • Fixed: on a short phone the shop column could not shrink below its content, so the frame scrolled instead of the list. Tab targets were 34px and are now 44.
VERSION F2026-09-10
  • Made the canvas respect the host's safe-area inset. The host reserves the bottom of the frame for its own chrome and publishes it as --safe-bottom; the DOM overlays already honoured it but the canvas did not, so on a phone the artwork was drawn underneath the very controls that had moved out of its way.
  • Fixed on a real phone: the hunger bar was drawn straight across the slime's belly, the four tab labels wrapped to two lines at 390px, and achievement toasts covered the goo counter.
  • Verified inside the real site for the first time, not just a test harness. All three games mount in the real GameFrame behind its PLAY gate, complete the SDK handshake, render, and the host receives score, save, load, tokens and achievement messages. Signed in, the host persists saves to /api/saves keyed to the account, so progress genuinely follows a player between devices.
VERSION E2026-09-10
  • The slime is alive. It has an appetite, feeding it offers a choice of two moods from six, and every mood is a real trade rather than a flat buff β€” the question 'what do I want for the next three minutes' is now the thing the game is actually about. Starving is only a 15% penalty so nobody is punished for closing the tab, and the Auto-Feeder (five cores, kept through every ascension) automates the whole system for players who want a pure idle game.
  • The slime is tinted by its mood and sulks visibly when starving; two achievements added for feeding.
  • Added severe-only cheat detection (the shared IdleKit.guard). Saves are signed and checked, values beyond anything a curve can reach are caught, and a counter that grows faster than the game can produce trips the watchdog. The thresholds are set deliberately absurdly high: an autoclicker is a legitimate way to play an idle game and nothing here punishes one β€” taps past ~50/sec simply stop being credited rather than counting against you. The only consequence of a trip is that scores stop being submitted; play continues, the save is never touched, and achievements keep working. Unsigned saves from before this existed are grandfathered in, and only rejected if they also carry impossible numbers. It is a speed bump against editing localStorage, not security β€” everything runs on the player's machine, so the server remains the only real authority.
  • Fixed a real bug: every tap was throwing. clickBlob still called ac(), left over from the per-game audio system that the shared sound engine replaced, so the function no longer existed. Earlier device tests missed it because they loaded and screenshotted the game without ever tapping it.
  • Save format v3 (hunger, mood, feeds, auto-feeder), migrating cleanly from v2 and v1.
  • Balance, from simulating three days of play: the first ascension needed 1e9 lifetime goo, which the curve did not reach for roughly four days β€” the entire prestige layer was out of reach. The threshold is now 1e5, so a first core lands around two hours and three days of play is worth about 150.
  • Every core now also produces a small trickle of goo on its own. An ascension sells off every farm, so without it a player who ascended and closed the tab had exactly zero income and the run could never restart itself.
  • Fixed a soft-lock in the first thirty seconds: feeding had a minimum cost of 10 goo, so a new player holding 17 could feed the slime and no longer afford their first farm. Feeding now costs a share of production, which starts at zero.
  • Fixed a crash: clicking a mood card after the picker had closed threw and took the whole frame loop down with it. The cards stay in the DOM, so a stale or double click landed with nothing pending.
  • Hidden upgrade rows no longer keep a stale 'affordable' class.
VERSION D2026-09-08
  • Moved onto the shared idle kit (public/gamedata/_shared/idle-kit.js): a procedural sound engine, newest-wins cloud save, and a fix for time lost while the tab is hidden.
  • Real sound. Ten synthesised effects β€” tap, footfall, UI click, purchase, upgrade, achievement fanfare, prestige, mile chime, denial and snap β€” through a compressor and a short synthesised plate reverb. Nothing is downloaded, so there is no asset to 404. Rapid tapping is voice-throttled so a burst can never clip, effects brighten with progress rather than getting louder, and there is a mute button whose setting persists.
  • Cloud save now genuinely follows you between devices. Both stores are written on every save and the newer of the two wins at boot, on a timestamp β€” the cloud is not automatically right (you may have played this device offline since) and neither is local (you may have just put an hour in on your phone).
  • Fixed the worst bug a browser idle game can have: requestAnimationFrame stops while the tab is hidden or the phone is locked, so the game earned nothing at all for that time. Elapsed time is now measured and credited on return, capped at eight hours.
  • Tuned for touch as well as desktop: every control is at least ~40px tall on a coarse pointer, the HUD and shop respect the device safe-area insets, scroll chaining is contained, and layout is verified with no horizontal overflow at phone portrait, phone landscape, tablet and desktop.
  • New MEDALS tab showing all fourteen achievements as a grid, earned ones lit, with a running count.
  • The buy-mode segmented control is now a proper 40px (46px on touch) rather than a 25px strip.
VERSION C2026-09-08
  • Full presentation rebuild. The farm view is now a layered landscape instead of a single blob on a gradient: parallax hills, a ground plane, and every generator you own drawn into it.
  • Generators appear in the field. Ponds, sprouts, pens, labs, reactors, mines, temples and rifts sit on the ground in depth-ordered rows; Goo Moons and Slime Stars are painted into the sky. Rows are spread and sprite-sized against the band they occupy so eight rows never pile into each other, with a Γ—N badge past fourteen sprites.
  • Sky tiers keyed to lifetime goo β€” dawn, day, sunset, night, deep space β€” as a progress readout.
  • The slime is redrawn as an organic wobbling silhouette rather than an ellipse, with eyes that track the pointer, its own blink timer, a mouth that opens as it squashes, rim light and gloss. Slimelings hop along the field, one per power of ten of production.
  • Sky and field are cached to offscreen canvases and repainted only on change, so the added detail costs nothing per frame.
  • Buy multipliers: Γ—1, Γ—10, Γ—100 and MAX, priced with the exact geometric series rather than a hundred rounded steps. MAX solves for the affordable count and walks back any log drift.
  • Shop rows now show each farm's total output, its share of production (with β€œ<1%” instead of a flat 0%), and a time-to-afford estimate when you cannot buy yet. Tab dots mark where something is affordable.
  • Six new upgrades (Overpressure, Prehensile Goo, Deep Seams, Endless Choir, Tidal Harvest, Singular Slime) and four new achievements (Moonstruck, Star Farmer, Goo Trillionaire, Serial Ascender).
  • The ascend panel gained a progress bar toward the next core, plus taps and total farms owned.
  • Offline earnings now open a proper welcome-back summary instead of a toast β€” and only for an absence over a minute, rather than on every reload.
  • Extended number units out to Td, and per-tap output is shown in the header.
VERSION B2026-09-08
  • Added ascension. Cores follow floor(sqrt(lifetime / 1e9)); each is a permanent +10% to all production and tap power. New ASCEND tab shows cores held, pending cores and the lifetime goo needed for the next one.
  • Added two farms past the old ceiling (Goo Moon, Slime Star) and two upgrades (Rift Stabiliser, Prime Ooze), so the catalogue no longer runs out at Slime Rift.
  • Fixed: the game declared eight achievements in its manifest and never told the platform about any of them. All ten now fire Arcade.unlock().
  • Fixed: the game declared token rules and never called awardTokens, so players earned nothing for playing it. 'play' now fires once after 30 seconds, 'high_score' once on beating the device best.
  • Leaderboard now submits lifetime goo instead of the current run's total, so ascending can never cost a player their score, and skips submissions when the value has not moved.
  • Milestone achievements re-based onto lifetime goo so an ascension cannot make an already-earned one unreachable.
  • Save format v2, migrating v1 saves by seeding lifetime goo from the run total.
  • Replaced the game's README, which was still an unmodified copy of the starter-template README describing a different game.
VERSION A2026-06-27
  • Initial catalogued version: eight farms, nine upgrades, eight achievements, offline earnings capped at eight hours, no prestige layer.