Non-TMT reviews/TMT review2
Dates are month/day/year
NOTE: You can’t play in reviews 0, 3, 26, 26A, 33, 34, 39, 41-43, 53, 59, 63, 70, 73, 74, 101, due to glitch hosts removal.
Changelog
1
Released with reviews 0-74
3/28/2024[Split]Finished review 74. Added Non-TMT reviews
3/29/2024[Upd]Added reviews 75A-C. Finished reviews 75A-B
3/30/2024[Upd0]Finished review 75C. Added review 76
3/31/2024[Upd1]Finished review 76
1.Added/finished review 77. 2.Updated review 17 to v1.4
4/1/2024[fool]Added 3 joke game(78~80) reviews
1.Added reviews 81~83. Finished reviews 78~82A. 2.Updated review 12 to v1.5.2.1
3.Updated review 71 to v2.13
4/2/2024[Upd2]Updated review 17 to v1.4.1
1.Added reviews 84~85A. 2.Finished reviews 83~85A
4/3/2024[Upd3]Added review 86
4/4/2024[Upd4]Updated review 2 to v0.7.1
1.Added reviews 75D-F, 87-88. 2.Finished reviews 75D-E
4/5/2024[Upd5]Finished reviews 87-88
4/7/2024[Upd6]Added/finished review 89
4/10/2024[Upd7]Finished review 90. Added reviews 90-91
4/11/2024[Upd8]Updated reviews 2, 71. Added reviews 92-94. Finished reviews 91, 93
4/18/2024[Upd9]Added reviews 95-97. Finished reviews 94-97
4/19/2024[100]Added reviews 98-100. Finished reviews 98, 100
4/21/2024[Upd10]Updated review 71 to v2.3
1.Plant Tree is inactive. 2.Added/finished review 101
2
4/25/2024[Rank]Changed overall rank
4/27/2024[Upd11]Finished review 92. Added review 102
4/28/2024[Upd12]Finished reviews 75F, 102
5/2/2024[Upd13]Added/Finished review 103. Updated review 12 to v1.5.3
5/6/2024[Upd14]Added reviews 104-106. Finished reviews 104, 106
5/14/2024[Upd15]Finished review 105
5/16/2024[Upd16]Updated review 12 to v1.6. Added review 11A. Finished review 99
5/19/2024[Replace]Updated review 12 to v1.6.1.2. Changed review 57
5/21/2024[Upd17]Added reviews 107~109. Finished reviews 107~108B
5/30/2024[Split0]Review 12 is active/updated to v1.205
1.Finished review 109. 2.Split changelog
6/3/2024[TE]Added True Endgame. Added/finished review 2A
6/4/2024[Upd19]Updated review 71 to v2.5.1
6/11/2024[Upd20]Updated review 12 to v1.263. Updated review 13 to v1.6.2
6/16/2024[Replace0]Changed review 88
6/22/2024[Replace1]Changed review 85. Removed review 85A. Added/Finished reviews 1A, 110
6/25/2024[Upd21]Added reviews 111-112. Finished review 111
7/9/2024[Upd22]Updated review 71 to v3.0.3. Finished review 112 part4
8/8/2024[Upd23]Updated review 71 to v3.1.3. Finished review 112 part2
8/15/2024[TE+]Added Truer Endgame. Updated review 13 to v1.6.2.1
3
8/25/2024[Split1]Split changelog. Added reviews 113-114. Finished review 113
9/1/2024[Split2]Split review 71/Updated to v3.2.MBF+
9/15/2024[Upd24]Added/finished reviews 115-116
11/1/2024[Upd25]Updated review 71(Main) to v3.4.3
11/3/2024[Upd26]Updated review 2 to v0.7.4
11/10/2024[Tip]Added tips
12/9/2024[Upd27]Added/finished review 117
12/16/2024[Upd28]Added/finished review 118
1/1/2025[2025]Added/finished reviews 119-120. Updated review 71 to v3.4.5.1
1/26/2025[Upd29]Added/Finished reviews 121-121A. Updated review 12 to v1.7.2.1
2/14/2025[Valentine]Review 65 is Non-TMT
2/16/2025[Upd30]Added reviews 121B-125. Finished reviews 122-125
2/24/2025[BE]Added Best Endgame. Added/Finished reviews 126-129
3/2/2025[Fix]Fixed link. Added/finished review 14A
3/16/2025[Move]Moved reviews 15-17. Added/finished review 130
3/23/2025[Upd31]Added/finished reviews 131-132
4/6/2025[Rename]Added/finished reviews 133, 26A. Renamed reviews 98, 132
4/10/2025[Upd32]Added/finished review 134
5/2/2025[Upd33]Added/finished review 53A. Updated review 12 to v1.7.3
6/1/2025[Upd34]Updated review 71 to v3.5.2
6/22/2025[Upd35]Added review 135. Finished reviews 112, 135
7/9/2025[UnGlitch]Glitch removed its hosts, thus no TMT via Glitch
1.Won’t remove reviews(excl.Reviews 1A, 2A)
2.Added/finished review 136
3.Changed links in reviews 2, 8
9/6/2025[Split3]Made TMT review2
1.Added reviews 137-139. Finished reviews 137-138
2.Updated reviews 11/12 to v1.275/1.7.4
9/21/2025[Move0]Moved reviews ~17. Added/finished reviews 140-142
Note
Rank(max 5)
Content(C): Based on content amount. Long but contentless ones won’t have good rank
Balancing(B): QoL(adds to it), Timewall/grind(reduce it), etc
Uniqueness(U): Uniqueness of topic and mechanic
Overall: C/5+B/2+U×0.3
Dev link is homepage or galaxy.click profile. up=upgrade, chal=challenge, ach=achievement
Finished games’ numbers are bold, active are italic, otherwise inactive
Endgame: No further things
True Endgame: Grind after Endgame
Truer/Best Endgame: Grind after True/Truer Endgame
Mod finder/Galaxy.click/TV Tropes/yhvr’s list(OLD)/Wiki
0.The Tree of Nerfs(downvoid*)
*Also “unsoftcapped”, “upvoid”. Based on v1.0
Review
Topic: You get a nerf reducing point gain. Layers and their ups reduce it.
Length: 1-2 hrs. Endgame: F1e308 points
Layers: Each layer resets all prev progress basically and has 8 ups and last up in the first 5 layers unlocks new layer. And this tree has 6 layers but has only 1 layer in the same row. Also ups in first 5 layers spell out “Remove”, “the”, “softcaps”, “and”, “unlock”, “a”, “new”, “layer”. Row 1 ups in layer 6 are same as previous, the rest in layer 6 spell out “finish”, “tree”, “of”, “nerfs”.
Balancing: Each layer is so similar that it’ll be boring. Other than this, the overall balancing is good.
Misc: As it uses old TMT, “single-tab mode” and “Shift+click to toggle tooltips” are unavailable. And last up in first 5 layers costs 69.
Conclusion: Though the topic was very unique, the game lacks the content. And game goes the same at each layer, so you’ll feel bored while playing. It has potential but that’s all.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
1.The Tree Of* Nerfs 2(downvoid)
*Also “Ton2”. Based on v1.5.8
Review
Topic: The sequel to “The Tree of Nerfs(#0)”. Some are taken from “Distance Incremental(#75)”, “Antimatter Dimensions”, “Prestige Tree(#20-21)”
Length: 7-8 hrs. Endgame: 88 Buff
Layers: 18 layers. But unlike the original, not all layers resets all prior progress and can have several layers in the same row. Also this tree will be more satisfying than the original, as it has more variations.
Balancing: Average speed. But you’d wait more than 1 hr to unlock AD. “Timewall” in AT has ups with timewalls.
Misc: Row 6 spell out “Albania”, which is also ‘recursive acronym’, since AL is “Albania”. AL milestone adding AN layer says “gwa gwa”. Ups’ names in XYZ only used x, y, z
Conclusion: The game was vastly improved compared to the previous, as it has far more content, more components and variations. But big timewall to unlock AD layer makes it boring.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
Tips
5-12 Buffs: Cycle through switches.
12 Buffs-1 AL: Change 12 buff milestone’s toggle often. Don’t forget switches
1 AN~: Buy 3rd-4th AL up. Then click “Remove upgrades after the 2nd except the 4th” and grind AL. After getting 17 AL buy 3rd AL up, and get 4 scaling strengtheners to keep ups. Then remove 3rd AL up
2.Ordinal Gwarkup**(downvoid)
*Also “Ordinal Gwa Tree". Based on v0.7.4. Changed link to ryan’s due to glitch hosts removal.
Review
Topic: Mod of “ordinal pringles”, according to downvoid. But base shifts increase base by 1, which are kept on all resets. There’s “quadrupler"(x4 autoclick speed). And you can only buy 1 factor of each type, whose buffs aren’t constant. In addition most sluggish milestone req isn’t the same as pringles.
So it’s NOT a mod, for being different from pringles. It’s more like “TMT Remake” of “Ordinal Pringles”
Length: 2-3 days. Endgame:e48 Cardinal/True/Truer/Best Endgame:e60/72/84 Cardinal
Layers: 7 layers. Layer 1(gwarkup) has base shifts(unlock stuff but increase the base), auto clicker, factors. Layer 2(factor boost;FB) req is layer 1 but changes to “psi ordinal” later. B layer resets layer 1. 1st tab in layer 3(hierarchy) has FGH/SGH, which are auto clicked. 2nd tab in layer 3 is “overflow”, added at 41 FB. Boosters beyond 40 FB produce “booster power”, whose effect can be seen in this tab. The 3rd tab in layer 3 is “charge”. Charge can be bought with incrementy, used for boosting layer 2 ups.
Collapse(layer 4) resets all prior things. It has “Sluggish Milestone(SM)”, “aleph”, “CUP”, “Light”, and “Singularity(SL)”. SM is QoL(SM0 adds stuff), gotten by collapsing with at most given FB. Alephs buff many things but is random. CUP costs cardinal. Light makes you weaker and forces light theme. But you can buy 4 buyables in it. In addition, “Anti-Charges(light buyable 4)” are used for “Anti-charged CUP(called ACUP, which is buffed CUP)”
SL buffs cardinal but nerfs incrementy, psi ordinal. SL is buffed by using incrementy/cardinals. There’s “Realm(layer 5)” later on, which disables all prior things and base is based on said realm beaten. But there are layers in them. SL/realm can be toggled. At 3 realm 1 there’s veblen boosting stuffs out of realm. In realm 2 there’s layer 7(gwa), whose gain is based on ordinals. Realm 2 base is (realm 2 beaten)+2. You can spend aleph0 in realm 2.
Balancing: Slow, no timewalls. Layer 4 is very grindy, recommend: Get SM70 as soon as possible. Get SM55 when you have CUP1, CUP5. SM41, 25 aren’t important. Get enough alephs for SM25, SM0
Misc: Offline is disabled. You can select light theme and change ordinal length. SM25 is buffed after v0.6. Cardinals above e20 are (softcapped): x->e19×(x^.05), x is cardinal. ACUP4 caused inflation, not now, due to cardinal nerf.
Conclusion: It’s fun, but it’s slow and lacks the explanation, such as H layer. I think you’ll understand it better if you play OM or Ordinal Pringles. Still, it’s balanced and worth playing.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 3/5, Overall 3.9/5
3.8×8 Tree(downvoid)Galaxy.click link
Review
Topic: Tree with 8×8 grid
Length: 5 hrs. Endgame: 1 Hyper prestige
Layers: 17 layers. Layer 1 ups are always kept and adds layers. Others are reset on higher rows.
Balancing: Fast but grindy. You’ll spam resets many times. Also if you have row 2, then I recommend you to get at least 5 of them for a milestone.(But it doesn’t matter that much)
Conclusion: The game balanced and has decent amount of content, but it’s a bit grindy.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
4.Game Dev Tree(thepaperpilot)Galaxy.click link
Review
Topic: Developing TMT. "Hours of work” gain is reduced over time. You start with small idea but become a great game dev.
Length: 4-5 hrs. Endgame: ee12 hrs True Endgame: ee13 hrs
Layers: 11 layers. All layers only got reset along branches(only higher resets are counted). For example, E layer(row 2) connected to U(row 1), R, S(both row 3), A, T(both row 4), D(row 4), but U layer is lower reset so E layer only resets on R, S, A, T, D. Note that D layer is connected to all row 3 layers, so it resets all of them.
Balancing: Fast at row 1-3 but slow at row 4. And both A and G layers(row 4) require strategy. For A layer, concentrate on boosting E gain and giving levels on all prior APIs. It’ll even be helpful at the endgame and allows you to push past the end. And for G layer, NEVER use it until spent G counts into its effect, as unspent G is helpful and content unlocked by it will be very costly. And the last chal will be a very long timewall(1 hr maybe) even if you pushed enough outside of it.
Misc: There’s lore in all layers.
Conclusion: Though it’s easy to play compared to other TMTs in the early game, the bad balance at late game(especially last chal) make the game less fun. However, if you’re a new TMT player, I recommend you to play it first.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
Tips
G layer: Don’t use Good Will, unless you’re stuck
A layer: E gain is the best in the end
Last D chal: The “worst” part. You’ll wait 2 hrs in it. So don’t hesitate trying it if you’re stuck.
5.The Leveling Tree*(Denisolension)Githack link
*Based on v0.2.0.1
Review
Topic: Levels. Length: 12-15 hrs. Endgame: 12 Damage. True Endgame:Max chal 9
Layers: 8 layers. You won’t get lv cap(e6) until layer 5. But you’ll get lv e6 shortly after. A skill(layer 6) milestone delays it based on skills, max e4. You’ll add chal 9 shortly, delaying lv cap.
Balancing: Slow. Layers 1-4 aren’t hard. But layer 5 chals are bad, with timewalls. Chal 8 is too hard(2nd hardest to max) as you need to max it, to add layer 6. Layer 6 is very grindy as it resets all stuff. Layer 7 ups after the 11th are timewalls, especially for 17th-21st ups(1000 sec/up). Layer 8 resets all stuff so it’s grindy.
Misc: The game until v0.2 had a typical design for TMT, but the v0.2.0.1 update changed the design so much, and added a xp bar as well. Milestones that bulk ruby buyable 2 are broken (due to 1 line mistake in “ruby.js”), except e6 skills one. Has many typos.
Conclusion: It’s unique for using RPG in TMT. But grind and timewalls make it boring.
Ranks: Content 4/5, Balancing 2/5, Uniqueness 4/5, Overall 3/5
6.Tuba’s Tree*(Randomtuba)Galaxy.click link
*Also TT1. Based on v1.0.4
Review
Topic: TMT inspired by Synergism, his scratch game. Length: 7-9 hrs. Endgame: 50 ach
Layers: 5 layers, 1 side layer. Each layer except last resets all prior things. Last layer only resets layer 1. All layers has ups, buyables, and milestones. Layer 3 has 1-time chals. Layer 4 has 5 repeatable chals(max 10).
Balancing: Normal speed. 1hr wall at “No Shards II”. Layer 4 chals are pain.
Misc: It has 45 ach, but 5 more if you got layer 5.
Conclusion: It was fun, but “No shards II” was bad.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
7.Tuba’s Tree Rewritten*(Randomtuba)
*Also TTR. Based on v0.0.2.2
Review
Topic: Same as TT1. Length: 3-5 hrs. Endgame: e2550 points
Layers: 4 layers, 2 side layers. Unlike original, it has booster(buffs things), point layers, but no T, R, SP. Each layer resets all prior rows, with ups and buyables.
Balancing: Slow. You’ll farm xp, which is grindy.
Conclusion: It’s less fun than TT1, due to grind.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
8.Tuba’s Tree 2*(Randomtuba)
*Based on v1.0. Also TT2
Review
Topic: Growing Tubas. TT1 sequal, but more similar to TTR.
Length: 14-17 hrs. Endgame: e9.588e8 tubas
Layers: 9 layers, 5 side layers. Transcend/reincarnate chals are repeatable(max 3/50). Shard is changed to AD stuff. “Energy” was so expanded that it has 5 nerfs/types. Strategy is required at “skill tree” and “Super-Prestige Ups”.
Balancing: Normal speed. You’ll spam Transcend at early reincarnate. You’ll spam Ascend after buying an Ascend up boosting Ascension Points based on resets. You’ll reset tree ups when you’re stuck. When you get SP, choose wisely. Don’t forget beating Reincarnate chals.
Misc: Goals are colored: Green(pre-Transcend), Yellow(Transcend), Red(Reincarnate).
Conclusion: The game has much improved compared to the prior trees by Randomtuba. It was more impressive than TT1. It’s worth playing.
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
9.The Incrementreeverse*(pg132)Galaxy.click link
*Based on v1.0
Review
Topic: Growing Incrementy. Length: 2 days. Endgame: F1.8e308 points
Layers: 16 Layers. Some layers are removed when buying “Seen”(pion up). Most of rows 1-3 reset nothing. All layers after Boson are reset layers. Fragment has 30s cooldown. Incrementy Stamina is strong even in late-game, since it raises base incrementy gain and effect is exponential. But it’s softcapped at lv40.
Balancing: Slow, grindy. Pre-Origin is fine(except 1000s timewall at Boson, Super-prestige). However, Origin resets ALL stuff(almost hard reset) and hardly buffs things. It takes hrs to recover. It’s fine after a few Origin resets, before Capsule. Capsule resets ALL prior stuff and it take hrs to recover. But Capsule is faster than Origin, taking less time.
Misc: When you beat it, you can’t keep going but you can hard reset. Holding on buyables won’t work.
Conclusion: The game has many things but is bad in origin
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
10.The Prestige Chain*(pg132)
*Based on v.8.47
Review
Topic: Linear tree with alphabetical order(A~M). Length: 1 day. Endgame: 378 ach
Layers: 13 layers, 2 side layers. All layers reset all prior ones. Side layer 2(Medal) resets A-F, goals. G resets A-F, medal. All layers have ups, buyables. Some layers have milestones and chals.
Balancing: Normal speed. You’ll suffer in medal, as it’s repetitive, boring. M is the only strategy layer.
Misc: All components in the layer have a name, whose 1st letter is the same as the layer’s 1st letter. For example, the 1st up in the “Eggs” layer: the name of it is “Email”(costs 10 eggs). Holding on buyables won’t work. You’ll see inflation at J-L.
Conclusion: It’s balanced except Medals.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
11.The Milestone Tree*(Loader3229)Galaxy.click link/Chinese ver**
*Based on v1.275 **Has +4 ups
Review
Topic: It has other stuffs, but mainly milestones.
Length: 2-3 days. Endgame: 275 milestones
Layers: 20 layers. All milestones and energies are kept on rows 1-6. Layers 1(Milestones), 4(Meta-milestones), 12(Extra-milestones) are milestone layers, the only ones with milestones. Layer 2(Prestige) resets points, which has 16 ups, 2 buyables. Layers 3(Super Prestige), 6(Hyper Prestige) reset prior layers, which have 16/16 ups, 2/3 buyables. Layer 5(Prestige Boost) resets layer 2 but raises it. Layer 5 has 16 ups. Layer 7(Atomic Prestige;AP) resets layers 2-6, with 15 ups, 6 chals, 2 buyables.
Layer 8(Transcend;T) resets layers 2-7, with 32 ups, 2 buyables, 8 chals. T has “Special Transcend Point(ST)”, gotten in T chals. Layer 9(Hyper Boost) does layer 7 reset, boosting layers 5-6 and having 13 ups. T resets layer 9. Layers 10(Prestige energy), 11(Super Energy), 12(Hyper Energy) reset nothing(8 ups each. Layer 14(Upgraded Milestones) buffs layers 1, 4. Layer 15(Atom) does T reset, having 8 ups. Layer 15 buffs layers 7, 9. It’s unstable at milestone 184, so that some branches move and gains are unstable. It’s more and more unstable with milestones, making more branches move. At milestone 199 row 7 is added, fixing the tree.
Layer 16(reincarnation) is row 7, wiping ALL, except: Milestones(but disabled), layer 16. It has 2 ups, 4 buyables, 2 chals. Buyable 1 enables milestones, in order. Buyable 2 delays softcap. Buyables 3/4 buffs layer 8/10. Layer 16 buyable 1 can’t exceed layer 1. You’ll keep some stuff on row 7. Later on, you get milestone tree NG+ layers. Seder3214 allowed it. Layer 20(Currupt) has curruptions, which isn’t same as NG+, since there’s only 1 curruption scales with completions.
Balancing: Fast at pre-T, slow after this. If you’re stuck, you’re doing wrong. After milestone 120, you’ll grind AP chals(or wait for T ups). AP chal 1 is automated at milestone 145. AP chals 2-6 are automated shortly after. But you’ll enter them for some ups’ reqs. At milestones 175-190 it’s slow. You’ll enter T chals for ST. T chals 1-4 are automated later on. Row 7 is slow, but get enough row 7 when you’re waiting for 20+ mins.
Misc: TP is capped at e308. Milestone 69: “69th milestone lol”. HP buyable 2 base cost is e6.9e5(Nice)
Conclusion: The game is balanced until 170 milestones, but after that it’s slow. But at row 7 it’s faster. While topic isn’t unique, play it if you’re looking for good TMT.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 3/5, Overall 3.9/5
11A*.The Milestone Tree NG+(Seder3214)Galaxy.click link[Unfinished]
*Based on v2.033
Review
Topic: Milestone Tree mod. NG+ starts at 145 milestones.
Length: hrs. Endgame:
Layers: 19 layers. Layer 12(Prestige Power) resets Prestige, which has 1 buyable(gains Hz) and some ups. Layer 13(Exotic Prestige) resets layers 2, 12, which has some ups and 1 buyable(adds effects). Layer 14(Multiverse Prestige) resets rows 2-4, which is a static layer with 4 chals, 4 ups, 6 buyables. Last 3 Chals in layer 14 reset all layers except layer 14. Layer 14 buyables are strategic, as their costs scale each other. Last layer 14 chal hides all layers except layer 14, with new layers. It’s The Prestige Universe.(PU)
In PU you’ll see new milestones in layers 15(Prestige Milestone), 18(Currupt Milestone). Point is reduced by 1st milestone. Layer 15 resets nothing. Layer 15 milestone 1 gains Prestige Essence(PE), boosting points. There are 2 more layer 14 buyables whose costs only scales by their levels. Those buff PE or Points, but you can select 1(can be swapped). Layer 16(Prestiged Exotic Prestige) resets PE, which has a buyable adding effects up to 3. It has some ups too, added later on.
Layer 17(Currupt) adds a curruption(CR) per reset, doing nothing. But you can fix them by tapping on them, reducing points or PE. It’s fixed when you get enough points/PE. When you fix CR, you get Curruption Essence(CE) boosting points, PE. CE is used for layer 17 ups. All CR becomes harder every fix. Layer 18(Currupt milestones) needs fixed CR, with milestones keeping CR.
Balancing: Fast before PU, slow after that. Due to ach buff pre-PU is cleared in 1hr. After that you’ll wait 1000s often in PU.
Misc: You can change style to revamped, which is different from tree(No nodes in revamped; they’re changed to side tabs). By the way Curruption layer is very cool and unique idea I think. How Seder3214 thought of it? It’s a refreshing concept for me. I really appreciate Seder3214’s idea for this layer.
Conclusion:
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
12.The Multitree*(Loader3229)
*Based on v1.7.4
Review
Topic: Tree with 9 trees. Start with Tree 1(The Prestige Tree Classic;PTC). Add/update trees! Switching trees is important, since progressing in other ones is needed.
Length: 3 days. Endgame: e1.8e14 points
Layers: 22/4/3/3/14/11/17/5/6 layers each tree(in order;85 total). Tree 2 is The Stardust Tree(ST). Tree 3 is The Prestige Forest(PF). Tree 4 is The Burning Tree(BT). Tree 5 is The Incrementreeverse(TI). Tree 6 is The Game Dev Tree(GDT). Tree 7 is The Prestige Tree Rewritten(PTR). Tree 8 is Milestone Tree(MT). Tree 9 is The Dynas Tree(DT). You’ll add stuff in Tree Manager. Selecting layers doesn’t increase the others’ costs.
PTR layers are added by upgrading PTR and getting ups in “Rewrite TPT”. MT milestones cost points unlike original. Other MT layers are based on milestone power(gained by MT-milestone 1) Pion milestone 1 in TI can hide some layers, which won’t remove effect. You can show them again, needed for beating B chals. Pion delays stamina softcap. which is based on pion but with limit. It isn’t same as TI since effect in TI is based on best on reset. There are lecture ups in GDT later on, which is new stuff. At DT “multiplier upgrades” is added, boosting point buff from trees 2-9(from P, Q), but also tree 1 later on(from Q)
Balancing: Normal speed, but slow sometimes. Crystal layer in tree 2 needs strategy, as shards are limited. But their ups get cheaper every crystal(min 0), and you get all later. Note that getting more crystals is important even if all crystal ups are bought, as some of them boost things based on crystals
At 199 refactors in GDT, it’s slow. In this case check: Row 7 in PTC, last layer in trees 2~3, N/G/P/Q in TI. Then just wait for 200 refactors. At 4 Time Capsules in PTR, getting time capsule is timewall. At e6.6e7 points you’ll wait for a prestige up. At e1.3e8 points you’ll stuck for a long time(max 3 hrs), just wait for 1079 boosters in PTR. Get Imperium&Hyper buildings/Mastery Bricks&buildings(automated at 79 MB)/Crystal(automated at 50)/Chemical Synthesizers/Row 4 in GDT when available.
After that it can be slow sometimes, but after e3e9 it’s fine until the end. At some point in late game Cryatals, Mastery Bricks&Buildings, Time Flux & lecture gain are all finally automated. But Hyper&Imperium Buildings, Chemical Synthesizers, Endpoints(API), Time Flux Buyables, Diploma, Good Will are never automated so check them.
Row 2 G ups in GDT are added later, but you can’t buy all right away. In this case, respec and don’t buy 14. Upon buying “Good Will Upgrade 23”, you’ll notice that fans are reduced so much that it’ll take some time to max them. But it’s the strongest Good Will up, because it cheapens fame buyables so much that all costs are x+1, where x is level. So it makes fans much stronger in return. Good Will upgrade 23 forces Good Will reset upon buying(so it resets fans), so buy it right after its reset.
At ee13 points there’s a timewall, for adding space building 10. HS in tree 7 is strategic, prioritize later ones.
Misc: Holding down buyables doesn’t work. 69 coal up0 says ‘nice’. Unlike original, Fans in GDT is capped at points. Good will effect in GDT is based on total. Origin buyable 1 effect formula is linear but in original formula is exponential. MT-milestone 69 says “69th MT-milestone lol”(Originx1.5 in TI).
Conclusion: The concept was very unique(1st one with many trees), as well as having many stuffs and decent balancing. I recommend it for those who are looking for good ones.
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
13.The Gaokao Tree(Loader3229)
Review
Topic: Passing Gaokao. Length: 12-14 hrs. Endgame:750 points
Layers: 8 Layers and a side layer. There are 4 ups and textbooks for each subject(row 1). Textbooks are buyables that buff credits and ability gain by 1.5 per level. All of those are reset on GK, which is an exam layer having milestones. But row 2 layers are permanent so they’re kept.
Balancing: Normal speed but very grindy in late game. You’ll click for textbooks a lot. Do GK reset when you’re waiting 2+ mins every buyable before the supermarket. When you unlock the supermarket, the goods in it will be timewall, so wait for those before GK reset. And unspent money does nothing, which means it’s always worth spending them. The Degree layer will be a bit strategic, as you can’t afford all of them. But there’s 9 of them at most and you can’t buy 1-2 of them, so there shouldn’t be many combos.
Misc: There are no autobuyers in game and holding buyables doesn’t work, due to using old TMT. And math score is usually lower than others.
Conclusion: The tree has a good amount of content and no timewalls. But the big grind makes it boring. However, it’s worth trying it, as it shows TMT without autobuyers.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
14.Prestige Tree Dimensions*(Loader3229)
*Also “Prestige Tree: Dimensional Respecced”, “PTD”
Review
Topic: “Prestige Tree Rewritten” but with dimensions in almost every layer. Some layers in “Prestige Tree Classic” included(L, SP) and some layers in Prestige Tree Rewritten are gone(HN, GE, MC, EN, NE, R, ID, AI, C)
Length: 3-5 days. Endgame:10 Infinities
Layers: 21 Layers, 1 side layer(infinity). Infinity(inf) resets all things, nerfs things and increases cost. But you add things and QoL each inf. At 2 inf you get Inf Power based on inf, canceling nerf. Each layer resets lower ones. Most layers have dimensions(dim), working like “Antimatter Dimensions”. H layer have chals. Most chals are repeatable, some have no limit. “Impossible?” is unique in that you can’t start it.
Balancing: Slow at early game, fast at late game. This tree has timewalls at row 5 and 0 inf, which means you should wait for “Quirk Upgrade 21” to grow. But after 2 inf, game is much faster than before. Note that all chals ingame need enough progression inside/outside of them. The game inflates before each infinity. This game doesn’t have “respec space buildings” due to enough space. Although this tree has “respec hyperspace buildings”, you’ll max all of them shortly after.(it matters sometimes) Mastery runs are changed to ups. The tree totally lacks strategy.
Misc: Offline is useful in early game. Holding down buyables doesn’t work
Conclusion: This tree lacks strategy and has many timewalls in the early game. But it’s fun at late game for me. I thought the balance doesn’t fit in his usual balancing. I realized that it’s wrong. Thus, it’s worth playing.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 2/5, Overall 3.6/5
Tips
Pre-H: Get B/T before G/S nodes. For S layer, don’t worry about space, due to enough space. For T layer you’ll tap dims x300+, which is grindy.
Row4: Most H chals are repeatable. At row 4 you don’t have to enter them wisely, due to short waits. After SG unlock wait for its up, but it shouldn’t be long. For O don’t grind its buyables too much.
Row5: M/BA choice won’t matter. Spell is a must, so don’t forget to check it. Don’t do M/BA resets too often. At PS unlock timewall starts. Beat chals after PS, then wait but don’t enter chals until 1 PS. Don’t forget H evolution.
SP: Grind SP until 9 ups. Then make your SP more than e2×pending SP. Then wait until new PS up. At some point, inflation starts, then wait for e9e15.
Inf: Similar to pre-inf. HS isn’t hard so don’t worry.
14A.PTD: tmt-modern-plus*(Lordshinjo)
*See review 14 for layers, etc. Based on v1.0.6
Review
Topic: PTD but newer TMT. Nodes glow blue if you can buy dim.
Misc: Can hold down buyables to buy fast, reducing taps. Row5 red glow is bugged