Core Reactor / Daily Rhythm

How Core Reactor turns your battery into Power

The full rules behind the Daily Rhythm: what the game reads, what each state pays, and what stops it from being gamed.

Numbers are the current starting balance and may be tuned in updates.

Signals

What the game reads.

Standard Android information, and none of it needs a special permission. This is the complete list.

SignalWhat is readWhat it doesFrom
BatteryLevel and charging stateDecides the state (Accumulation, Draw, Idle) and the amount of Power: 10 per 1%.Era 1
TemperatureBattery temperatureOnly a brake. Below 35 °C: +10%. Above 40 °C: −20% and Overclock unavailable.Era 1
ConnectionWi‑Fi, mobile or noneMobile data pays ×0.90 of the normal rate. From Era 3: Wi‑Fi ×1.10, mobile data ×0.90 to ×1.20 depending on the hour, no connection (airplane mode) Code +50%. No traffic counters.Era 1, bonuses from Era 3
Screen and clockScreen off between 22:00 and 6:00Night calibration: Code +50%. Charging overnight counts too. An active screen at night changes nothing.Era 2
Battery saverWhether it is onEmergency mode: Power +10%.Era 2
Do Not DisturbWhether it is on, not your notificationsSilent focus: Code +25%.Era 2
HeadphonesConnected, with media volume at 50% or lowerAcoustic resonance: Power +5%.Era 2
Base heatNothing from the phone: a value inside the gameThe Heat layer is virtual. When the Cooler removes at least 60% of the heat the nodes make, the base is stable: Power +5%. Otherwise production is normal.Era 2
LightLight sensor, only while the base screen is openOnce a day, at 10,000 lux or more for a few seconds (bright daylight), the Solar Collector adds Power equal to 15% of Capacitor capacity, at least 40. The reading is not saved.Era 2

Code bonuses add up, they do not multiply. If a signal is missing, you get the normal rate.

States

Accumulation, Draw, Idle.

Accumulation

Charging

The Reactor fills the Capacitor. This is the main source of Power and it pays best when the battery is between 20% and 80%.

Draw

Unplugged, screen on

Moderate production. The FAB‑SI fabs turn Power into Silicon for upgrades.

Idle

Unplugged, screen off

Slow, steady production and cooling. You see it in the Return Report rather than live, because the screen is on whenever the game is open.

Health Zone. 20–80% battery: ×1.25. 80–100%: ×0.6. Under 20%: no bonus.

Fair play

What stops it from being gamed.

Daily cap
Gains run at full rate up to about 150% of a battery per day, then at a diminishing rate.
Debounce
State changes shorter than 60 seconds are ignored, and Accumulation needs a minimum plugged-in time to count.
Heat
Above 40 °C production is throttled by 20% and Overclock is unavailable. Heating the phone is never a strategy.
Offline cap
Production while you are away is capped at 8 hours by default, extendable to 12 h and 24 h in the Lab. Nothing is lost beyond uncollected Power over the cap.

Can’t charge right now?

Settings has a 60‑second Simulation Mode that shows all three states compressed. It gives no lasting rewards, and it is there for emulators, demos and anyone who can’t plug in.

FAQ

About the numbers.

How much Power do I get from charging?

At the starting balance, 10 Power for every 1% of battery gained while plugged in, multiplied by the Health Zone factor (×1.25 between 20% and 80%, ×0.6 between 80% and 100%).

Does the game store how I use my phone?

It stores samples of battery level, charging state, temperature and connection type on your device, plus yes/no flags for battery saver, Do Not Disturb and headphones, so it can compute the Return Report. They are not uploaded to our servers.

Do I have to use Do Not Disturb, headphones or battery saver?

No. Each one is a small bonus from Era 2. Without it, production stays at the normal rate.

Does the light sensor run in the background?

No. It listens only while the base screen is open, and the light level is not saved.

What if I never charge in the 20–80% range?

You still progress, just without the ×1.25 multiplier. There is no penalty beyond the lower rate.

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