# What is CIFI?
Community Knowledge CIFI is an idle game: you progress by waiting for resources and cut the waiting by buying upgrades with them. The developer is Octocube Games[2]. The community's pre-Ouroboros guides run in this order: the Beginner guide (before Demeter), then Demeter and Koios, then Zeus[11].
# Your first hours: pace your resets
Community Knowledge The beginner guide's core pacing advice is to avoid rushing Loop Resets and to make each one meaningful. It suggests spending 1 to 6 hours per LR, adding that shorter or longer runs may suit you better depending on your mods and real-life schedule, so it is worth experimenting[1].
Community Knowledge Players describe the general rhythm as alternating short runs and long runs, with long runs usually lasting 24 to 72 hours, because shards and research take a while to ramp up[4]. Short loops are for MP and long loops for shards and research[9]. Before about e500 RP, shards and research both benefit from longer runs, so players do them in the same run rather than splitting them[4].
Version-sensitive Slow stretches are normal. Progress is reported, in a single reply, as slow until around e80 MP, faster after that, and faster again after e350. In the same thread, another player at a similar level found that this is a common place to slow down and does not mean you have broken anything[4].
# How Loop Resets and the requirement work
Community Knowledge In the community glossary, LR counts how many times you have used Zag to prestige, resetting your progress in exchange for MP, and the glossary says it is important to balance it[2].
Community Knowledge The Loop Reset Requirement (LRR) is the total number of loops Zagreus has to complete before you can do an LR. The beginner guide's example: going from LR 5 to LR 6 takes at least 7 filled loops, and going from LR 6 to LR 7 takes 8. The more LRs you have done, the faster the requirement grows[1][2].
Community Knowledge Bricking is the glossary's word for the state where your requirement is higher than your instant loops, so you have to wait, sometimes a long time, before you can loop again. The glossary calls it almost always undesirable, and the beginner guide warns that in the early game you have no way out of it except waiting[1][2]. In replies under the Zeus guide, the player who posted it describes instant loops as however many loops fill in about 10 minutes[5].
Version-sensitive How fast the requirement grows is not spelled out in the guides. A community breakdown, posted in a later-game thread, says the growth is not linear: a base of +3, then the minimum rises by +0.95 loops filled per reset up to 100 resets, +1.35 from 101 to 150, +1.95 from 151 to 200, +2.55 from 201 to 250, +3.25 from 251 to 300, and +4.05 from 301 resets onward[3]. These are numbers reported in a single reply, not an official formula. In another thread, a player stuck at 597 LRs mentions the step at 301 resets, and a couple of replies say they had not known about it[7]. In replies under the Demeter and Koios guide, the player who posted it adds that, because of how the requirement scales, one filled loop does not buy one reset[8].
Community Knowledge An LR does not reset ship evolutions[1].
# How to avoid bricking: what most players do
Community Knowledge The guides agree on one basic rule: keep the requirement below your instant loops, so you can reset when you need to[2]. Pacing is the first defence. The beginner guide gives the growing requirement as its reason not to reset too quickly, and its suggested pace is 1 to 6 hours per LR[1].
Community Knowledge The margin named most often is 20 to 50 loops. The highest-voted reply to a player worried about bricking put the right gap between max loops filled and the requirement at 20 to 50 for the foreseeable future[4]. The player who posted the Zeus guide gives the same range in replies measured against instant loops, with the exact figure depending on your appetite for risk. Their view is that the requirement keeps rising, but staying 20 to 50 behind keeps you safe[5]. The reason not to keep a much bigger gap is that the closer the requirement sits to your instant loops, the more you get from the mods and installs that scale with loop resets done[5].
Community Knowledge The bulk-reset slider. A mod lets you do several LRs in one reset, set with a slider. When that would push your next requirement above what you can currently fill, the game shows a bricking warning and asks you to reduce the slider. Players report that it will not let you reset if the requirement would be too high, and that this warning came in with a change to bulk resets[6]. Doing fewer resets at once means fewer loops are needed next time. Other ways out that players list are spacing resets further apart, buying upgrades that push the reset limit further, or doing a Traversal[6].
Recommendation Taken together, a simple routine follows: check the requirement shown for your next LR against the loops you fill in about ten minutes before each reset, and once the gap is down to the margin you have chosen (20 to 50 loops is the common figure), do a longer run instead of another quick reset[2][5].
# How big a buffer? Views differ
Community Knowledge The threads do not settle on one number. Each figure below is a separate player's rule of thumb, and they do not all measure the same thing:
- 20 to 50 loops between the requirement and your max loops filled, or your instant loops. This is the most common answer, and it trades a thin margin for more LR-scaling benefit[4][5].
- Around 100 loops as a buffer between the next requirement and your max loops filled. This is a more cautious view from one reply[4].
- One to two hundred loops away from bricking. This is the point at which a single reply stops using the bulk-reset slider. It is a point to stop bulk resets, not a gap to hold all the time[6].
- A different yardstick. One reply measures LRs done against highest loops filled and suggests keeping them within about 20, so you don't fall far behind and later need endless quick resets to catch up. A lower-voted reply keeps loops no more than 25 above the LR count and admits this isn't the usual metric, but says it gives a bigger safety net[4].
Recommendation Before you copy a figure, check which two numbers it compares. A smaller buffer gets you more from loop resets, while a bigger one leaves more room for mistakes[4][5].
# Why your LR count matters
Community Knowledge The Zeus guide asks you to keep your LR count healthy throughout Zeus, because a low count costs you large boosts to cells, shards and RP, and some to MP. Its minimum signal: if the game shows "Loops required to reset – 1", do more LRs. Reset, press the orange button as soon as possible, and repeat until that number is no longer 1. Then do one or two normal runs to rebuild Ahead of the Curve[5]. The guide also lists LR-count milestones by MP level, which the player who posted it calls, in replies, only a rough guide that they tried to stay slightly above. The stored text of the guide does not include those figures[5].
Version-sensitive The Demeter and Koios guide says to do as many LRs as you reasonably can, since each one means more cells and a faster, easier push to Zeus. It says going as far as 300 is possible and that 310 is close to bricking but will still work out[8]. In replies, the player who posted it clarified that this means loop resets done, not the requirement, and that resets are not required to progress but will speed you up[8].
Community Knowledge The benefit comes from installs and mods that give a boost per loop reset done. The loop reset menu shows these bonuses, including ones for shards and RP. Players also name Deja Vu Theory on Zagreus, an MP boost that grows with loop resets, and Print Efficiency Accumulator, a loop mod that boosts cells[4][8].
# Other approaches: who resets differently
Community Knowledge "LR count barely matters." A smaller group plays down the count. One reply called the loops-reset-done number pretty much meaningless while granting that more is better, and said it has no link to the requirement. Other replies in the same thread disagreed strongly and pointed to the LR bonuses in the reset menu[4]. The beginner guide, for its part, ties faster requirement growth to having more LRs[1].
Community Knowledge Bulk resets at the start of a run. Players with the bulk-reset mod describe maxing the slider early in a Traversal to get near their cap, then dropping to 1 to 5 resets at a time so the run doesn't brick. Another player uses the slider only at the start of a Traversal or to grab the last few mod points for a big upgrade. A third argues that when one reset gives a large number of LRs at once, taking the maximum gets you there much faster[6]. These are later-game habits rather than first-hours advice.
Community Knowledge Catching up a low count. Players who let their requirement drift far below their loops describe fixing it by resetting over and over. A player whose requirement showed 1 at 721 highest loops reports fixing it after about 150 resets, after the player who posted the guide advised resetting until the requirement was 50 below their instant loops[5].
# Cloud saves and getting un-bricked
Recommendation The Ouroboros introduction guide's firmest advice is to cloud save before a Traversal and turn auto cloud save off until you are sure nothing went wrong. More generally, it says to make a cloud save before doing anything big[9].
Community Knowledge If you do brick before Ouroboros, the top reply's answer is that longer runs are the only way around it[7]. Another reply agrees that bricking forces you into long runs that un-brick you over time, and that from later ships onward, Zeus especially, growth speeds up so much that it gets harder to stay bricked[4]. In replies under the Zeus guide, the player who posted it says bricking is hard but not impossible in Zeus and pushes you into a 3- to 4-day run to make real progress[5]. The player stuck at 597 LRs took this lesson from it: don't do too many short runs[7].
Community Knowledge The community threads cited here don't describe any way to restore or undo a bricked save, and they don't say whether loading an earlier cloud save is a fix.
# How ships and installs work
Community Knowledge Each ship unlocks new mechanics with their own rank-up requirements and installs. Every install multiplies resources such as cells, MP gain and resources you unlock later, and installs scale with crew count and other factors such as manual generators and loops filled[1].
Community Knowledge The Zeus installs guide's first rule is to put one point into every install as soon as you can, unless you have deliberately chosen to skip it. The guide also notes that the numbering it uses is shared across all ships[10].
Version-sensitive For spreading points after that first one, the player who posted the beginner guide gives, in replies, a simplified order. Max MP first, then shards, RP and all-generator installs at about 4:2:1, then all-generator against cells or single-generator installs at about 8:1. Early on you will put extra points into the middle installs to unlock later ones, so the ratios don't apply there yet. Keeping equivalent installs at the same level is good advice, and installs that scale off tick count do poorly in short loops[1]. On the Aux ship, Aux 1 and 2 get as many points per point in Aux 3 to 7 as you have generators unlocked. With 4 generators that is 4 to 1[1][8].
# Zeus: where the guide starts
Community Knowledge For a new arrival at Zeus, the guide says the in-game tutorial walks you through it. Play the campaigns until the first two materials are unlocked; the guide believes that is planet 1, mission 3 or 4, written c1-3 or c1-4. Then farm both materials from the f1-1 and f1-2 missions, where f stands for farm and c for campaign[5].
# Hand-off to Ouroboros
Community Knowledge You start the game in Traversal 0. Once you unlock the Ouroboros ship and press Traversal, you begin TR1[5]. The Zeus guide says that from e850 onward you keep going until e888, which unlocks Sekhur. The glossary describes Sekhur-5 as the planet unlocked by an e888 MP mod, and completing its campaign unlocks Traversal with Ouroboros[2][5].
Community Knowledge The first new Ouroboros mechanic is Meltdown, an exponent on mk1 generator output. Cell multipliers are not affected, so you can shift ship installs to value cells more than generators, and MP and shards get a flat multiplier from Meltdown. Apart from that, install priorities stay as they were before Ouroboros: MP for short loops, shards and RP for long ones[9]. Make your cloud save before that first Traversal[9]. Traversal threads are on the CIFI main guide.
# Why am I stuck?
If you can't reset at all, compare your requirement with your instant loops (see how the requirement works). Player threads on other sticking points are summarized in the related guides: the Ouroboros rank bar, the green milestone button and pre-Ouro ship loadouts.
# What this guide does not cover
This is intentionally a pre-Ouroboros beginner page. It covers Loop Reset pacing, the Loop Reset Requirement and how players avoid bricking. It does not cover detailed post-Ouroboros progression or TR3 Hellroad. The Zeus guide's LR-count-by-MP table and the beginner guide's diamond spending advice are not in the stored guide text, so they are not summarized here.
← Back to CIFI main guide · Related guides: Ouroboros Rank Bar · Zeus ship loadouts · Milestones Green Button
u/ExpertOdin: “to perform LR, you need to complete enough Loops. This is Loop Requirement. For example, to perform LR 5 -> 6 you should fill at least 7 loops. For LR 6 -> 7 it is 8 loops.” — original post
1qech8gu/ExpertOdin: “The more LRs you have, the bigger Loop Req growth will be. This is why you shouldn’t perform LRs too quick: you can softlock or "brick" yourself, which means you'll need to wait quite a long time to perform another LR. In the early game you especially don’t have means to get yourself out of this besides waiting.” — original post
1qech8gu/ExpertOdin: “You shouldn’t rush your Loop Resets (LRs). Make them all meaningful and ensure that each one counts.” — original post
1qech8gu/ExpertOdin: “My suggestion is to spend 1-6 hours per LR. You may find that shorter or longer LRs work better for you given your particular mods (and IRL timing). Experiment and see what works best for you.” — original post
1qech8gu/ExpertOdin: “Note: Loop reset doesnt reset ship evolutions” — original post
1qech8gu/ExpertOdin: “Full credit to KingArthur or as otherwise credited.” — original post
1qech8gu/ExpertOdin: “Each ship unlocks new mechanics, which have their own rank-up requirements and installs. Every install gives multipliers to various resources such as cells, mp gain, and other resources unlocked in the future. Your installs scale from crew members count and other factors like manual generators, loops filled” — original post
1qech8gu/ExpertOdin: “Realistically after 1 point in each install it's easier to just Max MP first > shards:RP:AllGens at a 4:2:1 ratio. Then do AllGens:cells/single gens at a 8:1 ratio.” — comment
od0tl20u/ExpertOdin: “Obviously it's unavoidable putting more into the middle ones early because you need to put points in to unlock later installs, so you effectively ignore the ratios there.” — comment
od0tl20u/ExpertOdin: “the math of keeping equal installs at the same level is good advice because they basically scale the same with subsequent points. You'll also notice that installs that scale off tick count (Hephaestus middle left) scale very poorly in short loops.” — comment
oehm1xku/ExpertOdin: “If you have 4 generators unlocked Aux1/2 should have 4 points for every 1 point in Aux3-7.” — comment
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