Chapter 1
Build the Finder First
- 1Finder Damage
- 2Finder Attack Speed
- 3Round Time / Crit
- 4Start Data
- 5Clusters
Finder Damage Lv3, Vision Chance Lv1, and Overload Chance Lv1 can trigger early Bugs.
Upgrade Decision Guide
Find the next upgrade for your current bottleneck, compare Chapters 1–4, trace dependencies, and search all 131 connected nodes.
Skills
131
Chapter Trees
4
Dependencies
130
Structure
1 connected tree
Skill Tree completion is not required to unlock the next Chapter.
Priorities change as the bottleneck moves from combat to supply and automation.
Upgrade Decision Engine
Choose the symptom—not a generic tier list. The recommendation changes when combat, supply, high-HP targets, Cash, or completion becomes the constraint.
Best Next Priority · COMBAT-LIMITED
Finder Damage
Enemies survive the timer, so combat throughput is the current constraint.
Then consider
Avoid for now
State-Dependent Value
Cash upgrades do not directly increase Raw Data Chapter progress.
Data Price can fund future purchases, but the Chapter counter still uses Raw Data.
Simulator-Backed Overview
Chapter 1
Finder Damage Lv3, Vision Chance Lv1, and Overload Chance Lv1 can trigger early Bugs.
Chapter 2
Corporate Chance Lv1 enables Firewall pressure; Core Link Duration has a two-stage Bug chain.
Chapter 3
High-price Repairs do not all need to be purchased immediately for a first clear.
Chapter 4
Recursive targets have very high HP; GIVE UP CONTROL is not required for a normal ending.
Route Scope
A first-clear route solves the current bottleneck. A completion route follows every purchasable dependency and repairable Bug.
FIRST CLEAR
Prioritize the nodes that remove the current bottleneck. Max-tree cost and most low-ROI repairs can wait.
Searchable Database
The catalog expands in place. It does not create 131 thin indexable pages.
131 matching nodes
Chapter 1 · data · contextual
Chapter 1 · combat · high
Increase Finder Damage
Chapter 1 · combat · high
Increase Finder Attack Speed
Chapter 1 · combat · contextual
Increase Finder Critical Hit Chance
Chapter 1 · combat · contextual
Increase Finder Movement Speed
Chapter 1 · vision · contextual
Increase Finder Light Range
Chapter 1 · combat · medium
Increase Finder Attack Range
Chapter 1 · data · contextual
Data is pulled toward the Finder instead of pushed away on attack
Chapter 1 · combat · medium
Increase Round Time
Chapter 1 · combat · medium
Chance to gain +1 second of Round Time when collecting Data
Chapter 1 · data · medium
Increase the number of Data Units at the start of the round
Chapter 1 · data · medium
Data is worth more cash
Chapter 1 · data · medium
Increase Data density
Chapter 1 · data · medium
Increase the number of Data Clusters (groups of Data Units) at the start of the round
Chapter 1 · data · contextual
Increase the number of Data Clusters (groups of Data Units) spawned when the AI levels up
Chapter 1 · data · contextual
Data Clusters contain more Data Units
Interactive Relationship View
Select any node to highlight its direct prerequisite and dependents. This answers the useful part of the full graph without forcing pan and zoom on mobile.
Requires
Finder Damage
Chapter 1 · Path 705
Unlocks
This compact explorer is the mobile-safe tree view. It shows direct prerequisites and dependents without forcing a 131-node graph into a narrow viewport.
Purchase Troubleshooter
locked
Requires: Core Link Interval
Purchase or activate the prerequisite first.
Three Node Types
A standard upgrade with prices, levels, and prerequisites.
A negative triggered node that can be purchased when completing its route.
A triggered state or positive autonomous evolution, not a missing purchase.
Repairable and purchasable nodes matter for max-tree checks. Unfixable Bug and Evolution nodes are exempt.
Chapter 4 contains 22 unfixable nodes tied to Autonomous Core, SUPERINTELLIGENCE, AI movement, AI attacks, Core Link improvements, and other evolution. They do not mean the completion achievement is broken.
GIVE UP CONTROL
Upgrade ROI
01
Does this help my current bottleneck?
02
Does it cross a meaningful breakpoint?
03
Does it unlock an important next node?
100 → 300 → 450 → 600
Buying Density without crossing the next breakpoint may not unlock a higher maximum Density tier.
Open guide →Raw Data × Data Price → Cash
It improves Cash, not the Raw Data Chapter counter directly.
Open guide →Finder Damage is excellent while enemies survive and low-value after an instant clear. Density is useful when combat has spare capacity and harmful when higher HP reduces realized Data per second. Upgrade value is state-dependent.
100% Cost Scale
| Chapter | Max purchasable cost | Relevant nodes | Auto-exempt |
|---|---|---|---|
| Chapter 1 | 264,824 | 29 | 0 |
| Chapter 2 | 19,034,400 | 29 | 3 |
| Chapter 3 | 1,105,240,000 | 33 | 4 |
| Chapter 4 | 10,239,500,000 | 11 | 22 |
| Total | 11,364,039,224 | First clear ≠ max tree | |
Scenario Optimizer
This uses the same Chapter, goal, budget, and bottleneck selected in the Upgrade Advisor.
SIMULATOR RECOMMENDATION
Recommended Purchase Order
Budget 250,000 Cash
Based on the current selected scenario and verified optimizer ordering. It is not a universal frame-perfect route.
Search Answers
The best purchase depends on the current bottleneck. Early progression usually starts with Finder Damage and Attack Speed, then moves to supply once the field clears early.
No. Chapter progression uses Raw Data thresholds, not full Skill Tree completion.
Check the Chapter, direct prerequisite, and whether the displayed node is an automatic unfixable Evolution rather than a purchasable Skill.
No. Unfixable Bug and AI Evolution nodes are exempt from the corresponding max-tree achievement checks.
Only indirectly. Data Price increases Cash earned from Raw Data; it does not directly multiply the Raw Data progress counter.
Not automatically. Check the 100 / 300 / 450 / 600 breakpoints and whether combat can handle the higher HP.
Chapter 4 includes late-game and max-tree purchases that are not all required for a normal first clear or ending.
The current verified full-game Skill Tree contains 131 connected nodes and 130 dependency edges.
Related Guides