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Collider

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

Values per level
LevelBeam energyCrossing everyPrice of the next level
01 MeV0.9 s329 kB
11.28 MeV0.89 s586 kB
53.436 MeV0.86 s5.88 MB
1011.81 MeV0.81 s105 MB
20139.4 MeV0.74 s33.5 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

Values per level
LevelCollisions per secondPrice of the next level
00348 kB36
10.2522 kB50
512.64 MB186
10220.1 MB964
2041.16 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

Values per level
LevelData per collisionPrice of the next level
0×123
1×1.333
5×3.71118
10×13.795228
20×190.051,350386

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

Values per level
LevelChance per collisionPrice of the next level
0×131
1×1.1260
5×1.768,57221
10×3.11241,669220
20×9.65192,117,00724,179

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

Values per level
LevelChance per collisionPrice of the next level
0×14
1×1.128
5×1.7631871
10×3.1114,5841,008
20×9.6530,778,486203,212

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

Values per level
LevelChance per collisionPrice of the next level
0×1131
1×1.122,3852
5×1.7626,16011
10×3.11522,379110
20×9.65208,304,69412,090

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

Values per level
LevelChance per collisionPrice of the next level
0×18
1×1.1212
5×1.7616129
10×3.111,793404
20×9.65223,18481,285

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

Values per level
LevelHit windowCombo timeoutCombo maximumPrice of the next level
0±120 ms2 s815
1±140 ms2.3 s930
5±220 ms3.5 s13480
10±320 ms5 s1815,360

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

Values per level
LevelOffline capPrice of the next level
02 h203
14 h446
512 h1,03157
1022 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.