Getting Started
Your first 10 minutes in CyberIdle. Build your first production chain and start generating resources.
Key Concepts
Production Cycles
Buildings produce resources every 1 second (one cycle). Operating costs like credits and energy are also deducted each cycle. The numbers you see for costs and outputs are "per cycle" - essentially per second.
The Four Constraints
Your empire is limited by four resources shown in the top bar:
- Credits — Money for building and operating
- Computation — Processing power for complex operations
- Energy — Power to run your buildings
- Intelligence — Unlocked later for advanced automation
Building & Inspecting
Click an empty hex to open the building menu and place a new structure. Click an existing building to see its info panel with production rates, costs, and options.
Automation Toggle
Each building has an automation setting in its info panel. When enabled, the building runs automatically. Disable automation to pause a building if you need to conserve energy or credits temporarily.
Step 1: Place Your First Extractors
You start with 50 credits, 20 computation, and 50 energy. Your first buildings should be extractors—they cost nothing to build and require only small operating costs.
Recommended First Buildings (No Build Cost)
- E-Waste Dump — Produces E-Waste. Operating: 5 credits, 5 energy per cycle
- Rubble Site — Produces Rubble. Operating: 5 credits, 5 energy per cycle
- Cell Collector — Produces Power Cells + grants +10 energy. Operating: 5 credits only
- Scrap Yard — Produces Circuit Scrap. Operating: 5 credits, 5 energy per cycle
Step 2: Process Raw Materials
Raw e-waste isn't very useful on its own. Once you have 10 Rubble, build a Scrap Smelter to convert e-waste into scrap alloy—a more valuable processed material.
First Processing Buildings
- Scrap Smelter — Costs: 10 Rubble. Converts E-Waste + Power Cells → Scrap Alloy
- Panel Press — Costs: 10 Rubble. Converts Rubble → Composite Panels
- Film Processor — Costs: 10 Rubble. Converts Circuit Scrap + Power Cells → Conductive Film
Step 3: Sell for Credits
Early on, you need credits to build more infrastructure. Once you have 20 Rubble and 10 Scrap Alloy, build a Street Market—it grants +20 credits/cycle.
Market Building
- Street Market — Costs: 20 Rubble, 10 Scrap Alloy. Generates +20 credits/cycle. Operating: 10 energy
Step 4: Scale Up
Once credits start flowing, add more extractors and processors. Watch your production rates. If your smelter is waiting for e-waste, add another dump. If e-waste is piling up, add another smelter.
The key insight: Balance your chain. The slowest step limits everything else.
Step 5: Expand Your Chains
With stable income, build more complex production chains. Circuit scrap can be processed into conductive film, which combines with other materials to make data cables, which are needed for logic boards...
Each new resource unlocks new buildings and possibilities. The complexity grows naturally as you solve each new puzzle.
First 10 Minutes Checklist
- Place 2-3 extractors: Rubble Site, E-Waste Dump, Cell Collector
- Wait for ~10 Rubble to accumulate
- Build a Scrap Smelter (needs E-Waste + Power Cells)
- Build a Street Market once you have 20 Rubble + 10 Scrap Alloy
- Watch your constraint bars—don't let energy go negative!
- Balance production rates (no bottlenecks)
What If Things Go Wrong?
Energy Keeps Going Negative
You have too many buildings for your energy supply. Build more Cell Collectors (each grants +10 energy) or pause some buildings by clicking them and reducing their priority.
Credits Keep Draining
Your operating costs exceed your income. Build a Street Market for passive credits, or reduce the number of active buildings. Every building has a credits cost per cycle.
Building Won't Produce
Check the building's input requirements—it's waiting for resources. For example, a Scrap Smelter needs both E-Waste AND Power Cells. Build extractors for the missing inputs.
Resources Piling Up
Good problem to have! Build more processing buildings to use those resources, or build additional markets to convert them to credits.
Early Game Milestones
Here's what a healthy progression looks like in your first few hours:
First 10 Minutes
- 3-4 extractors running
- First processing building placed
- Street Market generating income
- Positive credit flow (income > costs)
First Hour
- Multiple production chains active
- 10+ buildings placed
- All four raw materials being extracted
- Producing components (Data Cables, Logic Boards)
- 50+ credits/cycle income
First Few Hours
- Complex multi-step chains completed
- Building upgrades unlocked
- First research projects started
- Approaching Tier 2 resources
- Comfortable stepping away (offline progress!)