
September 11, 2026
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The Purple
The Purple is a brand-new mechanic found in the Singularity Tab! To unlock The Purple you must have completed tier 1 of the 9th EXALT, Taxman's Last Stand.
What is The Purple?
I'm glad you asked! Think of it as a fusion between your Ambrosia and your Red Ambrosia. Literally. The first portion of this mechanic is the Chroma-Encabulator, now with effectively prevented side fumbling.
The Grand, Fantabulous Chroma-Encabulator
To use the Encabulator, you need to input some Ambrosia Bar Points (a lot of them), as well as some Red Ambrosia Bar Points (a modest amount of them), to generate a new resource: Purple Bar Points... how original!
Fill up the Purple Bar in the core of the Encabulator to extract some almighty Purple Honey, which can be spent on upgrades and Purple Ambrosia.
The following are properties of the Chroma-Encabulator, which affect its production, and efficiency:
Capacity
Base Value: 1,000,000,000 Ambrosia Bar Points, and 1,000,000 Red Bar Points
This is the amount of each type of Bar Point you can fit inside your Encabulator. You can increase this through Purple Honey Upgrades and a PseudoCoin Upgrade.
Purple Bar Point Requirement
Base Value: 100,000 Purple Bar Points
The amount of Purple Bar Points needed to fill the bar in the center of the Encabulator. This is modified multiplicatively, by both lifetime and currently held Purple Honey (due to Saturation, of course). There's several sources to reduce the requirement.
Purple Honey Luck
Base Value: 100
Per fill of the Purple Bar, gain Purple Honey! Each 100 Purple Honey Luck guarantees 1 Purple Honey, and leftover luck grants a chance to gain +1 additional Purple Honey. This works identical to how Ambrosia Luck and Red Luck work.
You can increase your Purple Luck from a variety of sources, including a PseudoCoin Upgrade!
Purple Honey per Extraction
Base Value: 1.00
Each time you fill the Purple Bar, you gain Purple Honey which is subject to Purple Honey Luck. Instead of each 100 Purple Honey Luck guaranteeing +1 Purple Honey, what if it guaranteed more? For example, if you have 1.50 Purple Honey / Extraction and 120 Purple Honey Luck, then you will always gain at least 1.50 Purple Honey, and you have a 20% chance to extract 1.50 more!
You can increase your Purple Honey per Extraction from multiple sources, including a PseudoCoin Upgrade!
Encabulator Speed
Base Value: 12
Your Encabulator cannot instantaneously convert things into Purple Bar Points. Indeed, it has a speed proportional to your total Capacity.
Each 1 Encabulator Speed enables your Encabulator to use 1% of the Capacity per hour! This stat can go above 100, in which case your Encabulator empties in less than 1 hour.
Right now, you can only gain Encabulator Speed through Purple Honey Upgrades.
Purple Honey
Purple Honey is the base resource for this entire update! You can spend it on the following:
- Purple Honey Upgrades
- Synthesis: Purple Ambrosia
Purple Honey Upgrades
A set of Upgrades purchasable with exclusively Purple Honey. Has the following mechanics:
- AP is rewarded per level and on completion! This differs from other upgrades in the Singularity tab.
- Quark Shop - like UI.
The following are categories of upgrade!
- The tutorial (Purple Guy's Greeting): Up to +20% Ambrosia and Red Bar Points for pretty cheap.
- The AP Paperweight, Mate: a bunch of AP for not pretty cheap!
- Encabulator Improvements, for all of the aforementioned stats! Four tiers per stat, of exponentially increasing cost.
- Lifetime Honey Powers: Increase Quarks, Global Speed, Ascension Speed, Ambrosia Bar Points, Red Bar Points, Ant ELO, and Reborn Ant ELO Speed! All based on your Lifetime Honey.
- Lab-Grown Quarks: Gain Quarks whenever the Purple Bar fills! Only works if you've been in your Singularity for a while.
Currently has 920 AP (9 Levels + 20 AP) to earn!
Synthesis
Purple Ambrosia requires a bit more refinement to make... the Encabulator can't just produce them! (That would be too easy)
For a low, low cost of 2,500 Red Ambrosia and 500 Purple Honey (okay, not that low...), you can get yourself a Purple Ambrosia!
Synthesis also boasts a few upgrades, each worth up to 50 AP!
- Reduce your Red Ambrosia cost per Synthesis by up to 500 (-1 per level)
- Reduce your Purple Honey cost per Synthesis by up to 100 (-1 per level)
- Grant 30s real-life second of Octeracts every Synthesis (+1s per level)
- Grant 100 Quarks every Synthesis (+1 per level).
You can also unlock Autosynthesis! Costs 200 Purple Ambrosia to unlock, and automatically Synthesizes Purple Ambrosia whenever you have the resources (plus, you still get the Octeracts and Quarks when you do this!)
Purple Ambrosia
Tied to a certain level of mysticism. Purple Ambrosia can be used for Synthesis Upgrades, as well as a couple additions to the Ambrosia Upgrades section...
Purple Ambrosia Upgrades
Twelve upgrades inspired by the astrological Zodiac, in order of their their ecliptic longitudes (λ). Each upgrade you fully level grants +12 AP (2 more than Red Ambrosia!)
Aries: Gain more Ambrosia and Red Bar Points based on the digits on Lifetime Ambrosias (regular, red, purple)!
Taurus: Evade taxes!
Gemini <--> Cancer: Gain Bar points of certain types when you fill another type of Bar.
Leo: Gain more Ambrosia Luck if you leave some Blueberries out.
Virgo: Gain Salvage if you decide to actually use your Blueberries!
Libra: Spend your leftover Bar Points in exchange for Purple Bar Points, at a very large surcharge. Anything for the sake of balance... (This upgrade's effect can be toggled inside the Encabulator)
Scorpio: Spend more Ambrosia Bar Points in the Encabulator fusion, without spending more Red Bar Points! Works especially well with Libra.
Sagittarius: Unlock the Horseshoe rune... yeah. More on that later.
Capricorn: Unlock the Horse Shoe talisman... yeah.
Aquarius: The ONE MIND has a tiny influence on your other Cubes, as well!
Pisces: Start your Singularities with Platonic BETA already bought, and all its implications!
Purple Ambrosia Enchantments
Every Blueberry Module now comes equipped with a Purple Ambrosia Enchantment. These (currently) do one of two things:
- Add free levels to the Blueberry Module. These are only active when the Module is activated, unlike the free levels granted by certain Red Ambrosia Upgrades.
- Reduce the Blueberry Cost to activate a Module. By design, these Enchantments are always active.
The type of Enchantment a Blueberry Module has can be eyed from its orientation (facing left means free level Enchantment, facing right means blueberry reduction Enchantment).
Every maxed Enchantment grants +5 AP.
With all Purple Ambrosia content (Synthesis, Upgrades, Enchantments), you can gain up to 559 AP (5 Levels + 59 AP)!
Tiers 9 and 10 for EXALT 9 are now properly added. It was previously impossible to clear, by design. (For historical reference, the old effect is that Singularity penalties were ^1.5 until you bought Platonic OMEGA... which put you above Singularity 300 in terms of penalties. Needless to say, it couldn't be beaten.)
The new modifier is simple, but deviously difficult to navigate through an entire Singularity: Challenge 13 effects are always active. This means a much higher base tax, and tax that scales with the total number of Challenge completions at once. It's a rough mixture of some earlier EXALTs plus the added difficulty of Taxman modifiers.
Where's the Horseshoe and Horse Shoe?
These are no longer rewarded from Taxman's Last Stand. The rationale is that the rune and talisman weren't that thematically consistent with the Taxman. After all, does the Taxman even own a horse? I'll leave that up to your imagination. Instead, we have the following upgrades:
Purple Bar Rebates
Earned from the 5th tier of this EXALT, this is a Shop Upgrade which essentially mimics the effect of 'Gemini' in the Purple Ambrosia Upgrades: Grants Ambrosia and Red Bar Points whenever the Purple Bar fills in the Encabulator.
The Purple Gem
Earned from the final tier of this EXALT, this is a Talisman that grants you more Purple Honey Luck (up to +40 with Immaculate Rarity), as well as 20% cheaper Synthesis costs (after flat cost reductions via Synthesis upgrades) from its Signature!
Scaling Rewards
The Talisman-related Scaling Rewards were preserved, for balancing reasons. The Antiquities and Horseshoe Rune Coefficient improvements were removed also for balancing reasons, but because those were no longer really relevant to the theming of the rewards. Instead, we've added Purple Honey Luck and Purple Bar Point Requirement Reductions! Up to +30 and -10% respectively! (+3 / -1% per tier)
EXALT 10
Bar Charging
Required Singularity: 290
Takes place in Singularity 288, +1 per Completion
In this EXALT, you don't gain Global or Ascension Time normally. Not from the passage of real-life time, or Special Codes, or Offline, or Timeskips. Instead, you gain time through filling your Ambrosia Bars and Purple Bar.
Ambrosia Bar: +0.01 real-life seconds of Global Time per fill, per Ambrosia you would have otherwise earned.
Red Bar: +0.05 real-life seconds of Ascension Time per fill, per Red Ambrosia you would have otherwise earned.
Purple Bar: Immediately fill your Ambrosia and Red Bars.
The size of each bar is divided by your Lifetime total of its associated resource (so Ambrosia/Red Ambrosia/Lifetime Honey), and multiplied by the completed tiers of this EXALT.
Current Rewards: -5% Synthesis cost and +1 Blueberry per tier. Yes, really. The first tier grants +50 Purple Honey Luck. The second completion re-unlocks the Horseshoe improver Shop Upgrade. +50 AP per completion.
More Blueberry Modules!
When you beat the first tier of Taxman's Last Stand, you unlock additional Blueberry Modules! Here's some highlights:
- Tier 4 Cube and Quark Modules, like the existing Eight Leaf Clover.
- Free Quark Upgrade levels, again.
- A Periwinkle-colored Voucher, good for Infinity Co. Upgrades!
- The TWO MIND.
The TWO MIND requires you to eat EIGHT Blueberries (or seven... if you enchant it somehow), and in exchange you get the following effects:
1) Ambrosia Bar is fixed to require 25 million Ambrosia Bar Points.
2) Red Ambrosia Bar is fixed to require 7,500 Red Bar Points.
3) Purple Bar is fixed to require 150,000 Purple Bar Points.
For each of these bars, the following takes effect:
If the requirement without TWO MIND is different from TWO MIND's fixed requirement, the amount of Luck used in calculating the Bar's associated resource is multiplied by the ratio of the fixed requirement to the old requirement. For all other purposes, "Luck" refers to the amount you had without purchasing TWO MIND.
Example: If you have 12,000 Ambrosia Luck, and require 50 million Ambrosia Bar Points, then you can buy TWO MIND to set the Ambrosia Bar Points requirement to 25 million. Upon filling the bar, you gain Ambrosia as if you had 12,000 * (25 million) / (50 million) = 6,000 Ambrosia Luck (so, in other words, you get 60 Ambrosia instead of 120 without the upgrade, but the Bar fills twice as fast!).
Why would you want it? Other than because the MIND tells you to, upgrades in this update generally grant bonuses when you fill the bar:
- Gemini and Cancer give Bar Points when you fill the bar.
- Purple Bar Rebate gives Bar Points when you fill the bar.
- You gain +0-1 Quarks from Lab-Grown Quarks when you fill the bar...
Basically, the amount of Bar Points you need to generate a given resource is the same per resource with or without TWO MIND. However, you can potentially fill the bar much faster with this upgrade, giving you more triggers of these upgrades. It's a buff for essentially all players who have beaten EXALT 9x1.
Also, EXALT 10 is affected by this Module! You might find it useful, especially for higher tiers...
Shop Pass V
Required Singularity: 283
For 4e27 Golden Quarks, buy the 5th installment of the Quark Upgrade expansion set! Currently, the only upgrade is the 4th installment of the Red Luck 'Dice' upgrades, but more will be added either in a future minor update or the next major update.
Progressive Achievements!
Quark Shop Upgrades: +4 AP per maxed Quark Upgrade. (Max: +336)
Purple Honey Upgrades: AP based on Purple Honey Upgrades. (Max: +920)
Purple Ambrosia: AP based on Synthesis Upgrades, Purple Ambrosia Upgrades and Purple Enchantments. (Max: +559)
EXALT 10 added (up to +500 AP), and EXALT 9 Tiers 9 and 10 are now feasible (up to +100 AP)
All in all, the total amount of AP you can get (excluding EXALTs) is +1,815 AP (18 Levels + 15 AP). With EXALTs you can reasonably get 0 to 200 more, meaning ~+2,000 AP is possible in this update!
Achievement Level Rewards
Red Ambrosia Generation: Past level 279, gain +1% Red Bar Points per level!
Purple Honey Luck: Past level 299, gain +1 Purple Honey Luck per level!
Singularity Perks
Irish Ants III: Gain +2-3 Purple Honey Luck per Singularity past 280.
282+ Years of Work Experience: Require 1 to 10% less Purple Bar Points to fill the Purple Bar!
Efficient Blueberries: Every 2 Blueberries adds 0.02-0.03 Purple Honey per Extraction.
Balancing Changes
Quark Shop is no longer refundable.
Refundable shop upgrades have been removed. Quarks were added not long after the game started gaining popularity on Kongregate with the intent that Quarks would be bought using Kreds (real money). As you might guess, with numerous shop upgrades, especially with ones important to game progression, players would want to test out different upgrades. This is where refunding shop upgrades came from. It was never fleshed out as a mechanic because quarks became earnable in-game, for free, and were never directly sold.
There are multiple reasons that we have decided to remove refunding upgrades in this update: the first being that the mechanic was always half-baked as mentioned above; the second being that neither of the developers realized how impactful it was towards some player's early game progression; the last one being that the new shop UI was a catalyst. Quarks are still used in the same way they always have, but players no longer need to worry about min-maxing them or micromanaging them until they can afford to max all upgrades.
To compensate for the removal of refunds, we've made the following changes to Quark Upgrades:
1) The Quark Upgrades never reset on Singularity! You keep 'em.
2) The first tiers of many of Quark Upgrades have had their max level reduced from 100 to 60, and their effects increased to compensate.
Obtainium / Offering EX: +6%/lv * 1.08 per 10 levels → +10%/lv * 1.12 per 10 levels.
Cash Grab: +1%/lv Obt/Off → +1.66%/lv Obt/Off
Season Pass 1: +2.25%/lv Cubes → +3.75%/lv Cubes
Chronometer 1: +1.2%/lv Ascension Speed → +2%/lv Ascension Speed
Ant ELO: +4 Ant ELO/lv → +8 Ant ELO/lv
Let us know if you have any issues in the Discord!
Red Bar Point Generation
Ever since the Red Ambrosia update all the way back May 1st, 2025, there's been a rather problematic relationship between Ambrosia Bar Point generation and Red Bar Point generation:
Red Bar Points ~ (Ambrosia Bar Points)^0.5, or ~ (Ambrosia Bar Points)^1 until 1,000.
The problem with this design is that Red Bar Points have become too dependent on Ambrosia Bar Points; they aren't very separable.
At 100,000 Ambrosia Bar Points per second, this modifier gave 10,000x multiplier to Red Ambrosia Bar Points. This means that unless the product of all other modifiers is less than 10, Red Bar Points are generate to get than Ambrosia Bar Points, which was not the original point of the resource (it is supposed to be hard to get Red Bar Points since the requirement for Red Bar is eventually fixed).
In order to fix this problem for good, the following changes were made:
Removed the direct multiplier to Red Bar Point generation from Ambrosia Bar Points/s.
Reduced the required Red Bar Points to fill the bar by 99%. The cap for requirement is reduced to 10,000 Red Bar Points, before modifiers.
Red Bar Point generation is directly multiplied by the number of Blueberries you own.
"Shameless, Ambrosial Subscriber Advertisement" now independently applies to Red Bar Points.
"Sands of Time" 1 and 2 now affect Red Bar Points!
Added the second-tier Red Ambrosia Upgrade "Era of Red Ambrosia", which has 250 levels and +0.1% Red Bar Points /lv.
As mentioned before, you can get more Red Bar Points from Achievements (Between 1 and ~60ish percent, depending on how far into the late to endgame you are).
Reduced the effect of The Grand Singularity Speedrun: -2% → -1% Red Bar Requirement per completion.
All-in-all, we wanted to make it so that the rate in which you gain Red Ambrosia is roughly equal to what you made before the update, possibly a little higher, and give players some opportunity to earn more by progressing through the update. Red Ambrosia plays a much bigger role in this update in part due to how much Purple Ambrosia you need for all of the mechanics.
Ambrosia Modules
"Eight Leaf Clover" now requires EXALT 9x1 to unlock. You also need 100 levels of Luck Module III to unlock. This is for consistency with the other 'tier 4' upgrades.
"Basic" (tier 1) Obtainium and Offering Boosters no longer require a Blueberry to activate! The "Based" (tier 2) Obtainium and Offering Boosters cost 1 Blueberry to activate, instead of 2.
The Indigo Shop Voucher now only requires three resource-related Prerequisites instead of four.
Runes
"Horseshoe" no longer grants Luck Conversion. Instead you gain +0.2 Purple Honey Luck per level. The reasoning for this is that Red Conversion is both a lot more powerful and Red Luck even more useful than before this update. You also want a little bit of Purple Honey Luck, since the levels you can get of this rune have been reduced due to Taxman's reward changes.
"Per Fill" Shenanigans
No Ambrosia Upgrades first tier Unique now grants +1 Ambrosia on "Bar Fill" instead of "when you gain Ambrosia". This is not modified by TWO MIND!
"Red Blue Ultrafusion" Red Ambrosia Upgrade is changed to give +0-3s of Ambrosia Bar Point generation per 100 Red Luck (rounded down), instead of per Red Ambrosia. This is a slight nerf for Luck values between each multiple of 100, but ensures that the effect is not directly nerfed from TWO MIND.
On mobile, players would sometimes experience issues where the shortcut button that opened the hotkey menu would get in the way of different parts of the game. The button can now be dismissed (swiped to the side, mostly hidden) or moved (by swiping up, down, or to a different side of the screen).
Thanks to Kruta, a number of new icons for different themes have been implemented! With this, and the move to sprite-sheets over individual images, the size of the game has decreased on mobile (everywhere else too, but less noticeable).
AUTO Cloud Saves! We have started experimenting with automatic cloud saves. Right now, once an hour, your save is uploaded to the cloud (we might change this in the future; the 1-hour gap is to gauge costs first). There are some prerequisites, of course:
You have an account (free to make!) and you are logged in.
You have a save slot open. Free → 1 slot; → 2 slots; → 4 slots; (Ascended Baller) → 7 slots; (OMEGA Baller) → 10 slots.
The save is Synergism level 2 or higher. This is to prevent a fresh save from wiping out your actual save.
Likewise, with Cloud Saves, you can now easily rename and refresh cloud saves, right from the save list! "Refreshing" a save refers to overwriting the current cloudsave with a new version - don't worry, there's a confirmation menu in-game if you accidentally click it.
There have been multiple changes to the Campaigns Tab (now, subtab) that you may have noticed:
The Campaigns tab has now been merged into the Corruptions tab. This has been a suggestion since the Campaigns alpha versions!
Fixed a number of issues in the Campaigns tab where elements would flicker, especially when entering a campaign.
You can now double click a campaign to enter or leave it (on desktop)!
Multiple performance patches have made it into the game. From profiling, the game is 20% faster generally. Building autobuyers and talisman autobuyers are upwards of 99.95% faster (yes, really!).
There have been multiple UI updates:
The shop tab has been updated.
The Singularity Perks subtab has been updated.
The Octeracts subtab has been updated.
The Ants Altar subtab has been improved.
The Platonic Upgrades/c15 Rewards subtabs have been improved. Thank you, Rus, for the suggestion!
The Spirits and Blessings subtabs have been merged into a new Divinity subtab.
A button to "Play Offline" was added for players on a slow connection or one which has region blocks (⚽⚽⚽⚽).
Godlike and Perfect talisman texts in the Talisman subtab now have gradients of their own.
Fixed some buy amount toggles not being clickable.
Fixed "Platonic Cubes" getting two different symbols (thank you, rus, for the fix)!
Fixed the text inside of Talismans being hidden (overflowing) on mobile.
Fixed scrolling on the Singularity Elevator input causing the page to scroll with it. Did anyone know you could do that?
On mobile, fixed being unable to import and export your savefiles to a file. Update to the latest version of the app!
An update that involves midgame Ascensions! Think Challenge 13 and beyond... maybe something hyper?
The following is Platonic's personal design opinions. These may or may not be acted on any time soon.
On https://test.synergism.cc, there's a few things I want to test, in increasing order of radical change to the game:
1) Automated Singularities OR at least substantially better automation tools that unlock through the Singularities.
2) A shift to the overall difficulty curve of Singularities, so that the current Singularity 290 is around Singularity 150 post-shift. I don't know how I feel with the late Singularities having such a large difficulty spike after each one, or of inconsistent Singularity difficulties in particular. I think Singularities should have a predictable increase in difficulty each time. Singularity requirements for certain things will shift so that the 'difficulty' based on penalties are roughly comparable (the game won't be easier or harder, just that the Singularities will get dilated a little bit..)
3) Red Ambrosia Upgrades have Blueberry Module pre-requisites. Right now, Red Ambrosia is pure power. However, the original intention of the Blueberry Tree is that you had to sacrifice Modules in favor of others, and higher tier Modules required more sacrifice. I was thinking of making Red Ambrosia Upgrades like that, but the Red Ambrosia Upgrades aren't refundable, so there's more long-term strategy required while building up your Ambrosia and Red Ambrosia stash.
4) Corruptions overhaul, the second. I feel like a lot of players don't really like Corruptions. Campaigns were built as a bandaid to what are very serious design flaws. I thought about what I would want to do to remedy this, but think there's problems with Corruptions that cannot be easily fixed. Here's why I want to try out a couple reworks:
The basis of Corruptions is that you need to figure out a good combination, to maximize how much you gain from your Ascensions. But how do you know what combinations are good? Trial and error! Except, a new player won't have a very good grasp of what works well together and what won't. Due to the multiplicative nature of the Ascension Score, and how many levels of each Corruption you can try, there are hundreds to thousands of 'reasonable' load outs that a player can try over time. Only some of these are actually good for gaining resources, or pushing for a higher tier Cube. The only way to know if a build is 'good' or 'bad' is to run it, which doing so many times is not a good feeling.
Campaigns don't adequately teach players how to build a good loadout. The reason this matters is that the Campaigns naturally end after a certain point, and the Corruption loadouts past a certain point require higher levels or weirder combinations than what are presented in Campaigns (the best Campaign eventually becomes outdated if you want the most Ascension rewards!). In 2025, when I introduced Campaigns, I basically took a compilation of the 'meta' builds, made interpolations between the 'meta' builds, and called it a day. This can't scale if we are to make more updates that touch Corruptions in the future.
Corruptions are almost universally seen as a separator between phases of Synergism. A lot of players quit outright at Corruptions, even after Campaigns were released. From a game design perspective, it is bad to have a feature that alienates so many players when the rest of the game doesn't require the skills / preferred style of gameplay the Corruption essentially filters for (the optimizer type).