Raw Data
Advances the Chapter
Chapter requirements track collected Raw Data. Chapter 1 ends at 5,700 Raw Data.
First Run · Low Spoilers
Move your Finder through the dark, reveal and collect Data, upgrade your systems, unlock new Data types, choose AI Perks, and push through four Chapters toward one of three endings.
The short version: find Data, clear it before time expires, spend the Cash it generates, then repeat with a stronger build.
Six Steps · One Minute
The complete first-run loop, before any deeper systems or ending math.
Reveal and reach Data targets in the dark.
Destroy or collect the targets before the round ends.
This is the number that advances your Chapter.
Raw Data also produces currency for upgrades.
Spend Cash on the connected Skill Tree.
Perks shape Karma and eventually your ending.
Repeat the loop, unlock stronger systems, and progress through Chapters 1–4.
Two Connected Loops
A short active round feeds a longer upgrade loop. Finishing an ending then starts the permanent progression loop.
Every Round
Across Playthroughs
The production data does not verify a universal movement key, so this guide does not guess WASD or Space.
Darkness and limited visibility are part of Finder gameplay. Light Range—and later Vision systems—change how much of the field you can reveal and control.
Early darkness is partly a progression mechanic, not automatically a display problem.
Your main early-game tool for revealing, reaching and attacking Data targets. Damage changes hit strength, Attack Speed changes frequency, and Attack Range changes coverage.
The First Important Distinction
Both numbers rise during play, but they solve different problems.
Raw Data
Chapter requirements track collected Raw Data. Chapter 1 ends at 5,700 Raw Data.
Cash
Cash comes from Raw Data multiplied by Data Price and earnings modifiers.
Raw Data × Data Price × modifiers = Cash
Data Price increases Cash earned from Raw Data. It does not change the Chapter’s Raw Data requirement.
Each session gives you a limited window to reveal and clear Data targets. At the end of a normal session, rewards and systems such as Karma are settled.
Round Time gives you more active time, but it is not automatically stronger than Damage or Attack Speed.
Decision Rule
More Cash does not directly mean more Chapter progress. More time does not help much if the Finder still cannot kill efficiently.
Combat vs Supply
Watch what happens at the timer. That symptom tells you which half of the run needs investment.
Timer ends with targets alive
The Finder cannot process the current field.
You clear everything early
The Finder has unused time and output.
Do not keep buying more targets when you already cannot clear the current field.
This is a general early-game recommendation, not a fixed upgrade order for every run.
Open the full Skill Tree Guide →Connected Upgrade System
The tree converts Cash into stronger combat, supply, economy and automation.
Skills cost Cash
Skills have prerequisites
Some upgrades trigger Bugs
You do not need to max the tree
Chapter progression is based on Raw Data, not Skill Tree completion.
Some upgrades trigger penalties or special follow-up nodes. For example, Finder Damage Lv.3 causes an Attack Range penalty.
Bugs are part of progression. Some can be repaired; later Chapters also contain intentional, unfixable AI Evolution nodes.
Good to Know
A Bug does not mean the save is broken or that you chose the wrong route.
See the Chapter 1 Bug route →Four Progression Gates
Each Chapter opens at a verified Raw Data threshold. Its tree can remain unfinished.
5,700 Raw Data
Core Finder progression
135,000 Raw Data
New corporate systems
3.55M Raw Data
Advanced autonomous systems
43.5M Raw Data
Late-game AI progression
You can move on without maxing the current Skill Tree.
Open the complete Walkthrough →Choices Without an Early Lock-In
AI Perks are periodic three-way choices. They change gameplay effects and move stored Karma.
Moves Karma negative
Pulls Karma toward 0
Moves Karma positive
Your first Perk does not permanently lock your ending. You can change direction later.
Current +50 → Rational pull 15 → +35
It does not mean “no Karma change.”
Negative, middle and positive ranges lead to different endings. Reveal the exact numbers only when you want them.
Tyrant
Negative range
Rational
Middle range
Protector
Positive range
After the First Ending
Finish an ending
Unlock its Prestige
Start another run
Use permanent bonuses
Rational, Protector and Tyrant each unlock a different permanent package.
Open the Prestige Guide →Game Type & Length
The upgrade structure is incremental, but the opening hours ask for active control and decisions.
Incremental
Yes
Idle-only
No
Active gameplay
Yes
Automation
Increases later
It has incremental progression, but the core gameplay is not simply repeated clicking for currency.
Expect a few hours for an initial full run. All endings, Prestige runs, full Skill Tree completion and 20 achievements take longer and vary by build and playstyle.
First-Run Troubleshooting
These are misunderstandings—not secret optimal-play rules. Fixing them makes the first run much smoother.
Raw Data advances Chapters; Cash buys upgrades and repairs.
More targets do not help while the current field survives the timer.
Bugs are part of progression. Several can be repaired.
Chapter unlocks use Raw Data—not Skill Tree completion.
You can change direction as more Perk rows become available.
Rational actively pulls stored Karma toward zero.
First-Run Helper
Choose the symptom you see. The answer follows the same combat-versus-supply rule used throughout the game.
More targets will not help while the current field survives the timer.
Next Chapter goal
5,700 Raw Data
Open Chapter 1 Walkthrough →Eight Quick Answers
Short answers to the questions most likely to block a first session.
FEED THE AI is an active incremental game built around timed rounds, upgrades, automation and repeat playthroughs.
Not purely. Early progression requires active Finder control, round management and upgrade decisions. Automation increases later.
Not in the traditional clicker-only sense. It uses incremental progression, but the core loop is not repeated clicking for currency.
Four Chapters lead to one of three endings.
No. Normal Chapter progression is based on its Raw Data threshold.
Raw Data advances Chapters. Cash is generated from Data and buys Skill Tree upgrades or repairs.
Yes. Early Perks do not permanently lock an ending; stored Karma is checked when the final Chapter completes.
The Tutorial Ends Here
Use the Chapter 1 route for the exact opening order, three early Bugs and the 5,700 Raw Data checkpoint.
Learn AI Perks & Karma →