Bdh2022's TMT Review2

Prior TMT review/Non-TMT review
137.The Burning Tree*(thefinaluptake)
*Very old but abandoned. Based on v0.2.0

Review

Topic: You burn flame, converting it into ember. Length:7-9mins. Endgame:10 coal/True Endgame:20 coal
Layers: 3 layers. Layer 1(ash) resets flame, which has 8 ups. Layers 2(coal), 3(electricity) are choice ones, but can get both. Layer 2 has milestones, 4 ups. Layer 3 has 3 bars to fill, with max fills/bar. But your filling is limited, leading to strategy.

Balancing: Too easy. Layer 1 reset timings counts for game, and yet it goes super fast&easy. Layer 3 is also easy since you’ll see right fills easily.
Misc: In row 2, get layers 3>2
Conclusion: Despite fun topic, it surely lacks stuffs and is too easy to enjoy. It should’ve been longer, harder.
Ranks: Content 0/5, Balancing 2/5, Uniqueness 0/5, Overall 1/5

138.1 point=1 layer*(Loader3229)Galaxy.click link
*Dev said it’s done. Based on v30

Review

Topic: Mod of TPTC/TPTR(#20-21), but adds 1 layer/point. You add P at 1 point, B at 2, G at 3, T at 4..However, point gain reduces by itself so getting ‘+1’ may not be ez.
Length: 15-20 hrs. Endgame: 30 points/True Endgame: ee8 Gear

Layers: 29 layers. Most are same as original ones, except some**. Layer 29(Singularity) is row 8, which doesn’t exist in original, and has many milestones. There are no choice layers since layers with same reqs can’t occur, due to topic.
Balancing: Normal speed, grinds. There are no long timewalls unlike the others of his TMT. Also all strategies are not hard. If you’re stuck you’re missing some. Chals are automated super late, and yet they’re not bad.

Misc: It inflates in the end, but is intended.
**1.No respec for buildings, AI ups, GE buyables. No Time energy, buildings, AI ups’ caps.
2.No SG power. SG buffs G directly. Hyperspace auto-allocates. SS only buffs effective S. Q improvement is buyable(always kept).
3.No goals for chal. Its buff is based on points. Spell/robot are based on invested. BA has buyables. SP/MA need points.
4.Gear RPM won’t decay. MC directly gains mech energy. Layers are mastered per MA. All are master-able. Core in MC is gone.

Conclusion: Topic is unique, but it’s similar to original. So it lacks uniqueness. But there are unique ones, making it “different”. Thus it’s NOT just copy with a tiny twist. What’s more, the balancing is very good. It has the best balancing of loader’s TMT.
Ranks: Content 3/5, Balancing 5/5, Uniqueness 3/5, Overall 4/5

139.Prestige Chain Reincarnated*(pg132)Galaxy.click link[Unfinished]
*Caution:Mega grindy! Play at your own risk!. Based on v.052.7

Review

Topic: Prestige Chain(#10) mod. Length: days. Endgame:Grade e2
Layers: 9 layers, 1 side layer. All layers have milestones, ups, buyables. Layers 1(Alligator), 2(Beaver), 3(Capybara), 4(Duck), 5(Eagle), 8(Finch) are main ones(non-static), added in alphabetical order. Layers 6(Emerald)-7(Tier), 9(Grade) are side ones(last 2 static). Layer 1 resets points. Layers 2-5, 8 resets all prior layers. Layer 6 is gained by layers 1-5(buffed by buyables) but capped at e2^(Tier+2). Tiers push layer 6 cap(req: max layer 6) BUT nerf gain. There are things reducing tier nerf(won’t nerf layer 6 cap). Layers 3, 8 have repeatable chals. Some autos have conditions, meaning it won’t always autobuy. Unfinished

Balancing: Mega grindy, boring, no timewalls. Layers 1-2 are fine. But at layers 3-4 you should tap buyables over x5k/layer. However, eagle is much grindier than prior ones combined. Layers 3 has slow autos while 4 has it with condition, at least right? Eagle has no autos at all, until layer 6, leading to >35h spent for Eagle buyables ONLY, until layer 6, with no twists/QoL at all. Layers 6-7 automates eagle buyables(no conditions) so you won’t see it anymore. But layer 6 buyables are “another” eagle buyables, since you should grind layer 6 buyables, with no QoL**. Unfinished

Misc: Side layer 1(ach) aren’t needed. You can hide ach, milestone popups. There’s savebank.
**I Tier autobuys those if “your tier”<“best tier.”(useless)
Conclusion: It’s long but MEGA boring due to buyables. You may stop it far before the end, since you’ll lose the motive.
Ranks: Content 5/5, Balancing 0/5, Uniqueness 2/5, Overall 1.6/5

140.MetaTree*(unicodes)Galaxy.click link
*Changelog in galaxy.click. Based on v0.6

Review

Topic: Start with nothing. Add stuffs via addition(Side layer 2).
Length:1hr. Endgame: e4 mult,True/Truer Endgame: 5/13k Omega

Layers: 6 layers, 2 side layers. Layer 1(Prestige) has 1 up at start, 8 more with addition. Layer 2(Rebirth) resets layer 1, which has 1 up at start, 8 more with addition. Layer 3(Mega) resets layers 1-2, which is similar to prior ones. Layer 4(Ultra) resets layers 1-3, which has 3 ups, 1 milestone, 1 buyable. Layer 5(Inf) resets layers 1-4, 6(multiplier), which has 11 ups and omega tab. Omega and layer 6 are gained passively. Omega buffs points but is nerfed at 5k. Side layer 1(ach) has 25 achs, but can’t get last 2.

Balancing: Grindy at start but super ez at layers 3+. You’ll grind layers 1-2, but slowly, since fast reset is worse than slow one. But at layer 3 with some QoL, it’s very fast, since layer 3 is OP.
Misc: After adding ultra, you can still get 1 more addition without ultra. Same goes for inf, but is very wierd, since you can get like 200 inf at 1st reset. You can’t get 26 additions; you can try to reset for it, but its req go up wildly after that. If you reload right after that, addition req goes back to prior one(bug), but it’s still blocked. You can change notations.

Conclusion: It seems normal at early game, but is too ez in late game, meaning broken balancing. Also it lacks unique stuffs.
Ranks: Content 2/5, Balancing 2/5, Uniqueness 2/5, Overall 2/5

144.Tension Tree(qwqe308*)Galaxy.click link
*Chinese dev making painful games mostly. Based on v0.0

Review

Topic: TMT with many tense things, but only for qwqe308
Length: 6-8 hrs. Endgame: a milestone 36

Layers: 4 Layers. Layer 1(prestige) adds to base points, before exps. It has many ups, 2 buyables, 2 chals. Layer 1 chals reset layer 1 amount. Layer 2(impact) resets all other layers and nerfs gains with new stuffs. Layer 2 has 36 milestones, 3 buyables, 2 chals. Layer 2 chals are based on best gains in them. Layer 2 gains impact fragments, used for buyables. Layer 3(copy) is similar to replicanti in AD, so it has exponential growth, used for many ups, 2 buyables. Layer 4(copy supernova) resets layers 1, 3, and is static. Layer 4 gains neutron star used for ups. Layer 4 has 1 repeatable chal.

Balancing: Slow and painful. Layer 3 is timewall so you may wait for 1k+ secs for just 1 up. Layer 2 chals are pain since it resets ALL others but you should decide when to enter.
Misc: Texts are hard to read so often.

Conclusion: Despite the name, it’s NOT TENSE at all. Indeed, it’s TEDIOUS, due to too many timewalls, painful things. Qwqe308 doesn’t know what’s tense, at all. His games are mostly too bad, I personally hate his games.
Ranks: Content 2/5, Balancing 2/5, Uniqueness 2/5, Overall 2/5

145.The Multiplyverse Tree(Temtyy)Galaxy.click link/Alt link

Review

Topic: Similar to multiplier tree(96), but slower growth.
Length: 1-2 hrs. Endgame: 6 universe
Layers: 6 Layers, 2 side layers. Layer 1(Mult) buffs points, with 5 ups. Layer 2(universe) resets all others, nerfing things with new things. Layer 2 has 5 milestones, 1 chal. Layer 3(Prestige) resets mult, boosting mult, points. It has 10 ups, 3 buyables. Layer 4(Math) resets layers 1, 3, a static layer used for 1 buyable, 5 ups. Layer 5(Automation) resets layers 1, 3-4, with some QoL ups, 1 buyable(auto mult). Layer 5 is kept on resets. Layer 6(reduction) starts at e6(-0.1/s). Layer 6 ups needs amount to be “less than price”. Layer 6 has 1 buyable, making layer 6 to 10^(6+amt)

Balancing: Fast. Some are grindy like layer 3, but mostly fast. Layer 6 is waiting but also fast.
Misc: You can play easier in Side Layer 2(difficulty), with 4 modes. Side Layer 1 has achs(Useless). Choosing NG+3 gives secret ach
Conclusion: It’s generic since early game is similar to buttom sim, while later is NG-themed games. And it’s short and easy.
Ranks: Content 1/5, Balancing 3/5, Uniqueness 1/5, Overall 2/5

looks like The Second Review is Here!
(137 Is From Which Dev?)

oh wait

146.The Function Tree*(User_Incremental)Galaxy.click link
*Based on v1.0

Review

Topic: Start with slog(inverse of tetration) and buff this function. Upgrade function to change itself, and in the end it’s linear. Stage 0 is slog, 1 is log(base changeable), 2 is log10, 3 is polynomial(exp<1), 4 is linear.
Length: 1 day. Endgame: Beat RC5

Layers: 10 layers, 2 side layers. There’s only layer 1(function) at stages 0-3. Layer 1 has many ups, and sacrifice(sublayer 1) that resets layer 1 ups. Layer 1 has chals too, forcing sacrifice and beat last(per stage) to upgrade function. There’s skill tree at stage 2, use cubes for tree ups. Cubes are limited so you should buy wisely. Dilation is added at stage 3, nerfing points in it, but you get protons to use for buyables. There’s neutron Dilation too, which is similar. At stage 4, there are 9 new layers.

Layer 2(prestige) has many ups, 6 buyables, milestones. Layers 3(Super prestige), 4(prestige upgrader) resets layer 2. Layers 5(Hyper prestige), 6(super upgrader), 7(chals) reset layers 2-4. Layer 7 has chal selectors, choose nerfs and beat it for shards(max 23). Layers 8(Ultra Prestige), 9(Prestium) resets layers 2-7. Layer 9 has workers based on prestium, use it for building xp. 5 Buildings give good buffs but there’s max lv.

Layer 10(reincarnate) resets all layers, gaining RP to use for core, giving milestones. There’s upg generator, tap to get RNG buffs based on seed. You can use rein points for dimensions, giving RE and prior dims. There are RC also, forcing layer 10. Beat them fast, or you’ll fail. There are 5 RC, and you can see fastest time per RC.

Balancing: Very Slow at stages 0-3, normal after that. Most things are big timewalls for 5+mins. Sacrifice is pain, because it resets ups and you should do wisely. Dilation is big timewall too, because you should wait for proton/neutron for buyables. At stage 4 things are normal, but buildings are HUGE timewalls for 1k+ secs. At layer 10 you should reroll seeds until good one, which is luck based.

Misc: Colored achs are secret giving buffs. Points/s max at e2e7, rein points at e308. There’s minigame in side layer 2(optional).

Conclusion: There are unique stuffs like RNG one, but big timewalls make it boring. And seeds are luck based so you should reroll often, which is bad.
Ranks: Content 4/5, Balancing 2/5, Uniqueness 4/5, Overall 3/5

Tips

SA==: Let Sac effect .69, RQ==(stage 0): Grind sacs in slog final
VA==(stage 1): Run slog final in stage 1, Ug==: Go to skill tree and tap next to “11”
RA==: Overgrind in stage 3
Stuck in RC4: Reroll seeds. If you beat it, turn on autoseed and wait for e2e7 points
Stuck at e2e7 points: Spam R resets
To beat MG: Buy last up and grind a buyable discounting “EXPONENT”

147.The Universe Tree*(User_Incremental)Galaxy.click link
*Based on v0.A

Review

Topic: Start with big bang and tiny force, make it stronger with particles(Quark, Proton, etc.)
Length: 5-6 hrs. Endgame: Ar(18)

Layers: 6 layers, 1 side layer. Layer 1(genesis) resets force, with 15 ups, 5 buyables, and sublayer 1(gravitational field) that resets first 9 layer 1 ups. Layer 2(quark) resets layer 1, with 20 ups, and 6 quark types. Quark types buff many things. Layers 3(Proton), 4(electron) resets layers 1-2. Layer 3 has 20 ups. Layer 4 has charges with 7 buffs(based on electron), but choice is limited and choosing/canceling them forces layer 4. Layer 5(neutron) is gained passively, with 20 ups, 5 chals. Layer 5 chals force layer 3. Layer 5 also has ME, based on layers 3-5, with 3 buyables for more ME. Layer 6(Atom) resets layers 1-5, with 6 buyables, 18 elements. Elements use atoms, giving buffs but making others more costly.

Balancing: Normal speed. There’s are no long timewalls. Layer 1 is a bit grindy due to sub-layer. Layer 2 is also grindy because layer 1 QoL is added late. Layer 4 is strategic but you’ll find out easily. Layer 5 is a bit slow, but not much.

Misc: Layer 5 chal 2 is hard. You can beat after chal 3, which is out of order. There’s lore added with progress.

Conclusion: Despite previous one being painful, this one is very well balanced. Though some are a bit slow and while others are strategic, I’ll recommend it.
Ranks: Content 3/5, Balancing 5/5, Uniqueness 3/5, Overall 4/5

Tips

Electrons: Always use 2nd buff. If you can use 2, use buffs 2, 3 for more force, buffs 2, 4 for more Proton, buffs 2, 5 for next electron, buffs 2, 6 for more NE. If you can use 3, use buffs 2, 4, 5(more electron), 2, 4, 6(more NE), 1-3(in chals). If you have 7th buff, use buffs 2, 4, 7(3 picks), or 2, 4, 6, 7(4 picks)

148.The TMT Game About Points*(Sanas)Galaxy.click link
*Based on v0.5.0

Review

Topic: Gaining many points and get IP for more boosts, and break infinity for even more.
Length: 14-16 hrs. Endgame: e360 points

Layers: 4 Layers, 3 side layers. Layer 1(Prestige) has 20 ups, 3 milestones, and 1 clickable for passive gen(no cap). Layer 2(Upgraded Prestige) resets layer 1, which has 15 ups, 1 chal, and 1 clickable for layer 1(no cap, reduces per tap). Layer 3(Super Prestige) resets layers 1-2, which has 15 ups, 1 buyable, and a sub currency(Super Point) generating passively. Note that Layer 3 is useless after buying row 1 ups in it. Layer 4(IP) resets layers 1-3 but adds AP(Side layer 1), gained by points, Layers 1, 3. AP is used for QoLs like passive gen. IP auto-resets until break infinity. IP has 30 ups, 1 chal(Infinity Dilation) without goal. Infinity Dilation nerfs pre-IP but buffs pre-IP based on most points in it. Buying 30th IP up breaks infinity, making you go beyond e308 points, disabling auto-IP and making IP based on points.

Balancing: Few timewalls, but very grindy. The only timewall is from 15th layer 3 up, to e308 points(dozens of mins). The game is full of grinding, because most QoLs come too late. You keep layer 1 ups at early layer 3, without keeping them, so you should buy 15 ups per layer 2. What’s more, there’s an annoyance that Sanas loves so much: Milestone popups. Layer 1 milestones popups are just annoying, because you see them per ANY reset(you never keep them). Those popups are not only ruining the visuals, but also preventing you from you buy things.
Misc: You can hold down layer 1 clickable, but not layer 2 one.

Conclusion: The gameplay is active, but it’s too grindy, due to many clicking. What gamedevs usually miss when making active games is, that they barely make QoLs in appropriate time, often leading to more like “Clicker Game”, not “Active Game”. Those games forces you to click the same ups, buyables, etc, over and over even if you can afford all of them instantly. Thus, if you want to make active games, then always beware of QoLs.

Ranks: Content 4/5, Balancing 2/5, Uniqueness 2/5, Overall 2.4/5

149.The Doors Tree*(ThePrestigeTreeGuy)Galaxy.click link
*Based on v0.7

Review

Topic: Inspired by Roblox game “Doors” by LAPLASH. Get doors and related ones.
Length: 6-8 hrs. Endgame: e4e6 studs

Layers: 8 layers, 1 side layer. Layers 1(Door), 2(Closet) are static and only have ups before layer 8(Ambush). Layer 3(Knob) is non-static, which has 15 ups. Layers 4(Rush), 5(Dupe), 6(Floor) reset layers 1-3, which have QoL milestones and some ups. Layer 7(Gold) resets layers 1-6, which has 15 ups, 5 milestones. Layer 8(Ambush) resets layers 1-7, which adds achs(Side layer 1) and has 5 ups, 4 milestones, 1 chal. At ambush, buyables and milestones appear in layers 1-2, 4.

Balancing: Very grindy. You’ll do dozens of resets at least per row 2+ resets. Also there’s 1k sec timewalls in layer 4 buyables, but doing row 2 reset then NOT buying Knob 12 instantly ends the game. If it gets upds, this issue can be very dangerous, because some can exploit and inflate.

Misc: Door cost scale more at 5M. Knob 12 gives huge knob buff but ^.5 knob, which is big buff at first but becomes big nerf in late game.

Conclusion: It’s grindy due to many resets. Knob 12 related bug may break the game if the game updates.
Ranks: Content 3/5, Balancing 1/5, Uniqueness 3/5, Overall 2/5

Tips

0.When should I get G?->Only do if stuck, or can get stuffs. Some can take a few resets
1.When should I get A?->Get 1/reset until 6 total, after that don’t do it. e2270 rush adds a chal in it, which must be done.

150.Anti-softcap anti-scaling tree*(Loader3229)
*Based on v1.043. Mod of rg3072’s Anti-softcap tree

Review

Topic: No softcaps or scaling. Hardcaps exist though. Layers are in alphabetical order.
Length: 34-36 hrs. Endgame: 7F6 pts

Layers: 8 layers, 2 side layers. Layers 1(A), 2(B) reset pts, with 30/40 ups. A has 8 chals, and Ac7-8 are repeatable. B has 5 buyable(Bab)s, 8 milestones. Side Layer 2(Z) resets all but adds new stuffs and effects. Layers 3~5(C~E) reset A-B but keep stuffs, with 25/25/50 ups, 4/5/21 milestones, 2/0/8 chals. E also has 2 sub-currencies: Em/Ek, with 3/2 Babs. Layer 6(F) resets A-E, with 40 ups, 19 milestones, 2 chals, and 2 sub-currencies: F1/F2. F1 buffs F and is used for dims(like AD). F2 is same as F1 and buffs F1 effect.

Layer 7(G) resets F, with 113 ups, 35 milestones, 31 Babs, 4 chals(can buy some F ups), 12 sub-currencies: Gc1p~Gc4p/Gs/Gsi/Gse/Gsq/Gsg/Gsh/GsR/GG. Gcps are gotten in Gc1~4. Gs/Gsi/Gse/Gsq/Gsg/Gsh buffs pts/Gs/Gsi/Gse/Gsq/Gsg, are passively gained and used for 3/3/6/3/3 Babs each. GG can be gotten from Gse/pts/Gsq, and is used for tree ups but must be picked wisely. Layer 8(H) resets G Babs and GG, which is static and has 20 ups, 4 milestones, and 9 sub-currencies: Harsh/Hyper/dH1~6/dHp. Harsh/Hyper/dHp are passively gained and are used for 9/6/4 Babs. dHp is based on dH1~6, gotten from many things. GsR is used for 4 Babs, 9 ups, dH1.

Balancing: Fast. There are 0 timewalls. You may grind buyables but are automated in proper time. Gc can be annoying due to Gcps, because you must retry Gc1-4 often. If you’re stuck something must be missing. Gs is Bab simulator, because there are 21 of them, but automated not too late.

Misc: Z can give nerfs for balancing, and doesn’t exist in original. Some achs are out of order and can’t get all, since you get less pts than original. April fools event existed on 4/1/2026(v1.031?), which made nums far bigger but game works normal, except visuals(See Images). You may scroll down in Gs so much due to its vertical length.

Conclusion: I’d say it’s good one. Its balancing is near perfect because there are no timewalls/mega grinding at all. In addition despite the similarity from rg3072’s one, dev tried some changes from it(like Z). I’d recommend it for good TMT-seekers.
Ranks: Content 5/5, Balancing 5/5, Uniqueness 3/5, Overall 4.4/5

Tips

0.Can Ec4/8 be harder to beat with more pts? ->No. More pts=Easier Ec
1.Will Ec6 be easier if I don’t grind Em?->No. You must grind Em to progress.
2.Game is nerfed after Z: Some Z can nerf things. But you must get them to progress.
3.What are +1/-1 Z, force Z reset for?->If game broke(Like NaN), force Z reset to start over(won’t reduce Z). Don’t use -1 Z because it’s useless;if used, use +1 Z.
4.What do lg/Ac1/Bb1/Bab mean?->lg=log10, Ac1=A chal 1, Bab=Buyable, Bb1=B Bab 1
5.What do Fd1/Gcp/Gc1p mean?->Fd1=F dimension 1, Gc1p=Gc1 point, Gcp=Gc1~4p
6.What do Gs/Gsi/Gse/Gsq/Gsg/GsR/Gsh/GG/Gt1 mean?->I don’t know Gs/GG either. Gsi=Gs infinity, Gse=Gs eternity, GsR=Gs Reality, Gt1=1st tree upg in GG, Gsq=Gs Quantum, Gsg=Gs Ghostify, Gsh=Gs Higgs Boson.
7.Stuck at GG: Try another GG setup or wait a bit.
8.Why so many Gs types?->In OG only Gs/Gsi/Gse/GsR exist, but loader added Gsq/Gsg/Gsh, which are AD NG+3 references.
9.Stuck at 40+ Z: Try Ac8, or get 1 dH2

Images

April fools 2026(image by hello in discord)

151.The Timewall Tree Remake*(xiao7sanlian)Galaxy.click link
*Based on v2.0.1, with max speed. Chinese usable ingame.

Review

Topic: TMT game filled with timewalls. But you can speed up to reduce them.
Length: 7-9 hrs. Normal/True Endgame: 1/2 DeFe308, Truer/Best Endgame: 1/2 of E4-1~2

Layers: 10 layers, 1 side layer(ach). Layers 1(Timewall), 2(QqQe308) reset buyables, with 17/8 ups and some QoL milestones. Layer 1 has 3 chals adding stuffs. Layers 3(Super Timewall), 4(QqQeInfinity) reset layers 1-2, with some milestones. Layer 3 has 20 ups, 4 chals. Layer 4 has 3 toggles producing super-men, giving 3 buffs total. But you can use 1 toggle. Layers 5(Mega Timewall), 6(Cokecole) reset layers 1-4, with some milestones. Layer 5 has 20 ups, 1 buyable(adds layer 5 chals, max 4), 4 repeatable chals(no cap). Points cap at e308, then layer 7(IP) appear, wiping layers 1-6.

IP has 16 ups, 6 chals, 1 buyable(pre-break). After 6 NC(Normal chal)'s, you can get e308+ points, with those: 33 ups, 8 chals, 8 buyables, Layer 8(QaQe308). New chals are IC’s, added with buyable. Layer 8 forces IP, with milestones, 4 buyables, 12 ups. Later on you get timewall power, upg booster in IP, with 12/4 ups, 4/1 buyables. Timewall power is gained from a chal. Upg booster is based on IP, giving buffed layer 2 ups, but pick wisely.

Layer 9(EP) resets layers 1-8, with 16 milestones, 5 buyables, and 9 tree ups(same as TS in AD). EP also has a subcurrency(timeshard) speeding up prior ones. Layer 10(DeFe308) resets layers 1-9(not stuffs), with 1 milestone.

Balancing: Slow and grindy often. Despite the concept, it’s not that slow, due to speed up. Some layers are grindy, with dozens of resets. Other than that, it’s fine.

Misc: Inspired by IMR(Layer 1 buyables), AD(IP, EP layer), etc. Layer 2 is named after a Chinese dev name. Chinese ver is unfinished.

Conclusion: Despite the name, it’s not that slow or boring. But some layers are grindy, which don’t fit the name. Also, most things are from other games, so not recommended for unique-seekers.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 1/5, Overall 3.1/5

For some reason 147 is dead