Upgrades
Nine upgrades: what they do in physics, what they do in the game, and the numbers per level.
A factor such as ×1.12 per level means multiplication: level 1 gives ×1.12, level 2 gives ×1.12 × 1.12 = ×1.25, and so on. Gains therefore grow faster and faster, but so do the prices.
Beam energy
Beam ×1.28 – heavier particles become possible, more data per hit
Physics
Protons gain energy in radio-frequency cavities on every turn, while dipole magnets hold them on their circular path. The higher the beam energy, the more energy each collision releases – and E = mc² decides which heavy particles can be created at all. The LHC runs at 6.8 TeV per beam, so 13.6 TeV in the collision.
In the game
Raises the energy of your beam. More energy means more data per collision, makes heavier particles possible once their threshold energy is reached, and lets the bunches cross the detector faster – so you can record more often. The ring sets an upper limit; the next ring raises it.
THE NUMBERS
×1.28 per level: every level multiplies the beam energy – and with it the data of every collision – by 1.28. After ten levels that adds up to ×11.8.
HELPS
Everything: every collision yields more data, and every particle whose threshold energy you now exceed can appear.
no maximum level
| Level | Beam energy | Crossing every | Price of the next level |
|---|---|---|---|
| 0 | 1 MeV | 0.9 s | 329 kB |
| 1 | 1.28 MeV | 0.89 s | 586 kB |
| 5 | 3.436 MeV | 0.86 s | 5.88 MB |
| 10 | 11.81 MeV | 0.81 s | 105 MB |
| 20 | 139.4 MeV | 0.74 s | 33.5 GB |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Luminosity
+0.2 automatic collisions per second
Physics
Luminosity measures how many particles collide per area and second: the more bunches, and the denser and tighter they are, the more collisions. The LHC holds up to 2808 bunches of about 10¹¹ protons per beam and reaches a peak luminosity of about 2 · 10³⁴ per cm² and second.
In the game
Unlocks the automation: the detector records collisions by itself, even while you do not tap. Your own taps in the timing window stay worth more – rare particles (Uncommon and above) turn up ×3 as often when you hit.
THE NUMBERS
+0.2 automatic collisions per second for every level – a plain, linear gain.
HELPS
Automatic data and the particles it finds. The price: the more collisions pile up in one crossing, the higher the pile-up in your event stats – beam focus and subdetectors damp it.
Maximum level: 60
| Level | Collisions per second | Price of the next level |
|---|---|---|
| 0 | 0 | 348 kB36 |
| 1 | 0.2 | 522 kB50 |
| 5 | 1 | 2.64 MB186 |
| 10 | 2 | 20.1 MB964 |
| 20 | 4 | 1.16 GB25,953 |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Magnetic field
×1.3 data per collision
Physics
Strong magnets bend the beam around the ring (p ≈ 0.3 · B · r) and curve the tracks in the detector so that their momentum can be measured. The LHC dipoles are superconducting niobium-titanium coils that reach 8.3 T at 1.9 K.
In the game
A stronger field multiplies the data of every collision. The dipoles in the ring and the solenoid coil in the detector grow visibly with each level.
THE NUMBERS
×1.3 per level: every level multiplies the data of each collision by 1.3. After ten levels that adds up to ×13.8.
HELPS
Every collision, manual or automatic – and so everything you buy with data.
no maximum level
| Level | Data per collision | Price of the next level |
|---|---|---|
| 0 | ×1 | 23 |
| 1 | ×1.3 | 33 |
| 5 | ×3.71 | 118 |
| 10 | ×13.79 | 5228 |
| 20 | ×190.05 | 1,350386 |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Vertex detector
×1.12 for τ, J/ψ, B and top – spots displaced decay vertices
Physics
The innermost layer of silicon pixels sits only a few centimetres from the collision point and measures tracks to a few micrometres. Particles such as B hadrons or the tau fly a fraction of a millimetre before they decay – a displaced decay vertex gives them away.
In the game
Every level makes the particles of this detector family ×1.12 as likely to appear in each collision. The matching detector layer grows visibly, pile-up in your event stats drops, and events of this family are measured more sharply.
THE NUMBERS
×1.12 per level: every level multiplies the chance of finding the particles below by 1.12 (the chance per collision, not the data). After ten levels that adds up to ×3.1.
HELPS
Particles of this family: J/ψ meson, Tau, B meson, Top quark, Leptoquark, Heavy neutrino.
no maximum level
| Level | Chance per collision | Price of the next level |
|---|---|---|
| 0 | ×1 | 31 |
| 1 | ×1.12 | 60 |
| 5 | ×1.76 | 8,57221 |
| 10 | ×3.11 | 241,669220 |
| 20 | ×9.65 | 192,117,00724,179 |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Tracker
×1.12 for π, K, p and W – measures tracks of charged particles
Physics
Silicon strips and pixels record the flight path of charged particles at many points. The magnetic field bends the paths: the radius gives the momentum, the direction of the bend gives the charge. Neutral particles leave no track.
In the game
Every level makes the particles of this detector family ×1.12 as likely to appear in each collision. The matching detector layer grows visibly, pile-up in your event stats drops, and events of this family are measured more sharply.
THE NUMBERS
×1.12 per level: every level multiplies the chance of finding the particles below by 1.12 (the chance per collision, not the data). After ten levels that adds up to ×3.1.
HELPS
Particles of this family: Pion, Kaon, Proton, W boson, Magnetic monopole, R-hadron, String ball.
no maximum level
| Level | Chance per collision | Price of the next level |
|---|---|---|
| 0 | ×1 | 4 |
| 1 | ×1.12 | 8 |
| 5 | ×1.76 | 31871 |
| 10 | ×3.11 | 14,5841,008 |
| 20 | ×9.65 | 30,778,486203,212 |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Calorimeter
×1.12 for e, Higgs and heavy hypotheses – measures energy (H→γγ)
Physics
Calorimeters stop electrons, photons and hadrons in dense material and measure the energy released in the shower. The Higgs boson was found in 2012 largely through the two photons it decays into (H → γγ).
In the game
Every level makes the particles of this detector family ×1.12 as likely to appear in each collision. The matching detector layer grows visibly, pile-up in your event stats drops, and events of this family are measured more sharply.
THE NUMBERS
×1.12 per level: every level multiplies the chance of finding the particles below by 1.12 (the chance per collision, not the data). After ten levels that adds up to ×3.1.
HELPS
Particles of this family: Electron, Higgs boson, Neutralino, Axion, Graviton, Sphaleron, WIMP, Micro black hole.
no maximum level
| Level | Chance per collision | Price of the next level |
|---|---|---|
| 0 | ×1 | 131 |
| 1 | ×1.12 | 2,3852 |
| 5 | ×1.76 | 26,16011 |
| 10 | ×3.11 | 522,379110 |
| 20 | ×9.65 | 208,304,69412,090 |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Muon chambers
×1.12 for μ, Z and dark photon – outermost, only muons get through
Physics
Muons are about 200 times heavier than electrons, radiate little and therefore penetrate everything in front of them. That is why the muon chambers sit on the outside: whatever still gives a signal there is almost always a muon.
In the game
Every level makes the particles of this detector family ×1.12 as likely to appear in each collision. The matching detector layer grows visibly, pile-up in your event stats drops, and events of this family are measured more sharply.
THE NUMBERS
×1.12 per level: every level multiplies the chance of finding the particles below by 1.12 (the chance per collision, not the data). After ten levels that adds up to ×3.1.
HELPS
Particles of this family: Muon, Z boson, Z′ boson, Dark photon.
no maximum level
| Level | Chance per collision | Price of the next level |
|---|---|---|
| 0 | ×1 | 8 |
| 1 | ×1.12 | 12 |
| 5 | ×1.76 | 16129 |
| 10 | ×3.11 | 1,793404 |
| 20 | ×9.65 | 223,18481,285 |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Beam focus
Hit window +20 ms, combo one step higher
Physics
Quadrupole magnets work like lenses for the beam: they squeeze the bunches down to a few micrometres at the collision point (about 17 µm at the LHC). A tighter, steadier beam means more collisions per crossing and fewer strays.
In the game
Makes timing more forgiving: the hit window around every bunch crossing gets wider, the combo stays alive longer and can climb higher. Focus also damps pile-up in your event stats.
THE NUMBERS
Per level: hit window +20 ms on each side, combo timeout +0.3 s, combo maximum +1.
HELPS
Your own hits: easier timing and longer combos – every combo step adds 25 % data. The automation needs no window.
Maximum level: 12
| Level | Hit window | Combo timeout | Combo maximum | Price of the next level |
|---|---|---|---|---|
| 0 | ±120 ms | 2 s | 8 | 15 |
| 1 | ±140 ms | 2.3 s | 9 | 30 |
| 5 | ±220 ms | 3.5 s | 13 | 480 |
| 10 | ±320 ms | 5 s | 18 | 15,360 |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.
Cryostat
+2 hours of offline operation
Physics
Superconducting magnets lose all electrical resistance below a critical temperature, so they have to be cooled. The LHC uses about 100 tonnes of liquid helium to hold them at 1.9 K – colder than outer space (2.7 K).
In the game
Keeps the collider running while you are away: offline progress is credited for longer. Every level also adds a visible helium tank at the ring.
THE NUMBERS
+2 hours of offline operation per level, on top of the basic 2 hours.
HELPS
The time when the game is closed: it changes nothing while you play, but the collider keeps collecting data for longer while you are away.
Maximum level: 10
| Level | Offline cap | Price of the next level |
|---|---|---|
| 0 | 2 h | 203 |
| 1 | 4 h | 446 |
| 5 | 12 h | 1,03157 |
| 10 | 22 h | – |
Computed from the game's configuration for ring 1. The price is for buying the next level; a dash means the maximum level is reached. Particle prices are rounded up.