Surviving Magic Academy as a Demon Lord - Demo
Surviving a Magic Academy as a Demon Lord [Demo]
Live your new academy life as a reborn Demon Lord. Study, join clubs, regain power, and graduate before the False Demon Lord attacks!
Note: Auto-saves trigger every 60 seconds in the web version. Press the Back Quote (`) "Tilde" key to force save.
Useful keys:
- [Right-Click] - Queue node (requires Schedule upgrade)
- [C] - Toggle AutoPlay (Hover over a node while toggling to set target)
- [R] - Force reincarnate
- [Z] - Switch between Single/Loop mode
- [X] - Deactivate and dequeue all nodes
- [Home] - Reset camera
- [Space] - Center camera on selected node
- [Tab] - Center camera on Landmark
- [LShift] - Activate Demon Time
Click on nodes to move around the Academy and progress the story. After taking a certain number of steps, a Calamity will appear. To overcome it, you must deal enough damage before your stamina runs out.
As of version 0.5.0:
Total nodes: ~500
Feedbacks are greatly appreciated!
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 3.9 out of 5 stars (11 total ratings) |
| Author | GMRin |
| Genre | Adventure |
| Made with | Unity |
| Tags | Clicker, Exploration, Fantasy, Idle, Incremental, Text based |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Links | Steam |
Development log
- Update 0.5.0 - First Year Update38 days ago
- Update 0.4.2 - Critical Archetype61 days ago
- Update 0.4.1 - End-of-Run Reward64 days ago
- Update 0.4.0 - Alchemy Update66 days ago
- Update 0.3.1 - Lord of the Manor69 days ago
- Update 0.3.0 - Cabin in the Glade70 days ago
- Update 0.2.0 - Survival Update72 days ago
- Update 0.1.7 - Persistent Saving73 days ago



Comments
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Is there a way to disable the background animation? It's kinda hurts my eyes after a while.
I'll add this to my todo list.
UPDATE: Currently getting stuck on the goblin revenge, and previously the beast. When you clear the calamity, it occassionally doesn't allow you to progress.
Also a couple suggestions, if you don't mind:
Thank you
Thanks for the feedback!
There will be more content for sure! At the moment, I don't think there is enough Pity to fully upgrade Vagrant's Sword in the current version. I'm also working on an in-game glossary to help guide players and make it clearer what to do next.
As a question, is there any way to get raw material consistently? I've gone through and I can't find it.
There should be plenty of raw materials near the bottom of the map, mainly from the “Search the storage room” node.
I see, thank you! I actually found it after posting this comment. There's a lot of things I need to find, such as a consistent way to find screaming mandrakes
lost my save, welp
guess i'm waiting for a full release before starting again
UI observation: the way that “demon time” makes both the background animation speed up and movement around the map speed up, is it just speeding up the overall game loop? That’s going to cause a whole variety of problems, and would explain several things people have observed here in the comments.
You may want to make it just a divisor for how long nodes take to complete, not a change to all time-based things in the game.
In particular, scrolling with the arrow keys should always be the same speed, something a little slower than the demon-time rate and much faster than the non-demon-time rate.
Demon Time scales the engine time so everything becomes faster without breaking systems like hunger or fatigue. I think the main issue players are having right now is performance, but even if Demon Time instead granted Haste (which does what you’re suggesting), it still wouldn’t fix the issue. I already tested this by giving myself a large amount of Haste.
I’m starting to think the problem isn’t in the game logic but in something visual, possibly a shader or the nodes themselves. (Those aren't 2d sprites but are actually vector graphics generated with code.)
I’m not suggesting that it bypass hunger or fatigue; I’m suggesting that it should affect the length of time it takes to run a node from the player’s perspective (including the passing of hunger and fatigue as normal during that time), but not the speed of animations or of movement. Movement should be independent of demon time, because it’s almost unusably fast with it, and painfully slow without it.
Oh, If you're talking about the WASD camera movement, then I can probably do something about that.
Big QOL suggestion: have sone actions be bookmarked so you can "fast travel" to it to save time scrolling everywhere
Also can you make demon time mobile friendly that would actually save me like an hour over all of my runs
I didn't plan for mobile/tablet, but my goal is to make the game playable without keyboard input. The bookmark feature is a nice idea, I'll look into it.
I'd like the ability to enqueue multiple copies of a perpetual action to the queue when on the "complete all" mode. As it is now you can only have two copies of the action on the queue (one current and one queue) which is a bit annoying when you need to complete an action like 10 times.
Alright. I’ll implement that in the next update.
Any hints on where to get a recommendation letter? Managed to meet all the other requirements for the Fellowship of Erudition.
It's after “Write Academic Papers,” which can be accessed after taking the Hydrostatics Exam.
Ah, thank you! I hadn’t explored that branch yet, because it didn’t seem like things were generally locked behind a completion of a “Leisure Perpetual” action.
The game has an icon to tell you whether an action is a dead end or not; it's pretty useful to know what actions need to be explored further.
Is there a legend somewhere for the icons and keywords? I haven’t found one.
Nope. I only know them out of having played the game enough (and reading patch notes) to learn them. Though I suspect they'll add one at some point.
Finally transmuted a Screaming Mandrake while Foxified
Nice. Still, I guess the current implementation of the Alchemy system takes quite a lot of effort?
Yes, but most of it felt worth it, and contributed to making it an accomplishment.
The main thing that felt painful rather than providing a sense of accomplishment was chewing through Raw Materials to get Refined Salt randomly. Potash is available elsewhere now; it’d be nice to have a reliable way to refine salt as well. Doesn’t have to be a way to obtain it directly; it’d be satisfying if there were a way to make it that wasn’t up to chance. It feels like, there’s already a hugely random way to get a Screaming Mandrake quickly; Alchemy should be the slow-and-steady way to get it without dealing with randomness.
In its current state, I did it once for the achievement and the feeling of accomplishment, and now that it’s done, I don’t anticipate wanting to do it again.
Other than that, it was mildly annoying that many of the ways to obtain Alchemy used up precious resources that couldn’t be spared; I had to get almost all of the Alchemy from the Stale Soda / Arsenic mixing and from completions of the raw materials refinement while hoping for refined salts. But if not for the randomness, that would feel like a somewhat interesting puzzle: do you want to spend all your Alchemy effort and resources towards a single reliable Screaming Mandrake, or do you want to make all sorts of other potions instead?
Based on the classification of other things in the cabin, should “collect life essence from fox den” be marked as Leisure? Otherwise, it takes 100 actions to get 200 life essence that way.
It’s meant to take a long time, so there are incentives to do evil things and actually kill the spiritfolks.
Fair enough; it certainly felt like an accomplishment.
The 15+ Epithets upgrade does not unlock if you have exactly 15 epithets, it needs 16.
That’s intentional. I’ll make the text clearer.
One aspect of gameplay that's a bit annoying to repeat (minor spoiler)
It’s possible to walk past the void stone without rejecting magic, if you carefully get enough agility to cross the river to get to the logger’s camp without getting 10 magic. However, it’s annoying to do, because then you can’t expand most of your Shadow Comprehension tree, since much of it is gated on nodes that gain all basic attributes. Since those nodes primarily exist to speed up gameplay on subsequent runs, would you consider splitting those nodes so that “gain all basic attributes” nodes other than the +5 aren’t in the way of at least one set of nodes for each specific attribute?
I could move "Regain Power V" down so the +100 attribute nodes are accessible directly.
That would be really appreciated, and would make the early game much faster, thank you.
Found some text that could use clarifying.
Minor spoiler
After “Descent into Darkness”, the help text saying “once you leave you can’t re-enter via the same entrance” wasn’t clear. I thought it meant that once you took the first action inside that place, you were locked in and would have to leave a different way. It wasn’t clear that if you leave the way you came in without doing anything, you can’t re-enter. Could you phrase it to make this clear, such as “If you return to the campus, you cannot come back to this place via the ladder.”?
There will be more ways to reenter the Crypt in the future, but I can see why it’s confusing. I’ve reworded it to make things clearer for now.
Part of why it’s confusing is that it’s help text on the first action. It might help to move the help text to the action that returns, instead.
Could the hunger and fatigue bars have numeric maximums listed, to make it easier to see at a glance if an action that would increase them would go to waste?
I’ll keep this in mind when I complete the UI rework!
It looks like a similar bug with an obtained node showing up as unobtained and unobtainable can happen with “Walk Pass the Void Stone”.
(Also, it should be “Walk Past”.)
Thanks. I actually had a theory that the bug happens because the "purchase unicorn" is the 256th node in the array. If this bug happens on other nodes too, then I’m back to square one.
Would it be possible to get an export/import save system for transferring saves between different devices? I'm not sure how much longer my current computer will last. (It's also a good idea if you want people to be able to continue their browser saves into the steam version.)
I’ll see if I can do it. That would help mitigate the save problem some players have been facing too.
Nice update! It feels weird having Vagrant's Sword able to make every run absurdly long; I went for way too long without a calamity because you can just keep delaying how long it'll be before it shows up. (Maybe if the first few upgrades to it weren't so easy to get? At +1 it still helps but not as much as the +3 you can get pretty quickly does.) Sure, once you finish the last calamity the Demo Lord naturally takes forever, but it was literally just the fact that you can stall the previous one for so long that I was able to finish it at all.
The lemonade minigame was a lot more bearable when bootstrapped with screaming mandrake money. Though it still takes forever... I like the secret benefit of having a 0.5s perpetual leisure action to train stats with Foxified though. I have a feeling this is the optimal way to train agi/cha.
I didn't expect this to be what the newspaper meant! Though it does make sense. I feel a bit more bad for her than the other heroes.
Thanks! I didn’t realize the Vagrant’s Sword would be that powerful. The Demo Lord is definitely not supposed to be beaten that easily, haha. The lemonade minigame is meant to be something you let run in the background while you do other things over the course of the game, but I guess I could try adjusting the curve a bit so there’s less downtime. As for the newspaper, I might remove it soon, it turns out to be more obscure than I thought.
I didn't actually kill the Demo Lord (not that I was trying to; I'd be savescumming immortality if I was trying). I mostly meant you can stall for ages on the ones preceeding them for long enough to kind of just do everything on the map before fighting them. I got past IX just from doing normal exploration and not putting any thought into beating calamities (that greenhouse is expensive) just out of the fact that Vagrant's Sword allows (and encourages!) doing everything in the map to delay the calamity... and it turns out exploring the entire map actually gives you a lot of stats.
Lemonade stand being a thing you do passively makes sense. The main thing that made it tricky for me was that I only entered the lemonade stand because I wanted to get more Vagrant's Sword delay (this was an exploring run and not one I expected to make grand progress), only got my screaming mandrake late in the run, and didn't know if I'd survive the next calamity or not, so I was out of things to do.
Having now gotten all the lemonade-related nodes, I do enjoy some aspects of the lemonade game, and it’s nice not having to worry about gold. One thing that might make lemonade more fun would be to add a Shadow Comprehension that helps bootstrap it much faster on subsequent runs.
It feels a bit weird having domain-specific things be Shadow Comprehension-boosted since there's a chance you just never did that particular bit of content before reaching however much comprehension, though I wonder about having special nodes that require a specific Epithet or something instead.
I don’t think it should be “speed up lemonade stand”, for exactly that reason. Rather, it could give some stat that disproportionately helps the lemonade stand; I can think of a few possibilities that would help there but not be exclusive to there.
It’s powerful, but it feels earned. It’s hard to get, and to get maximum benefit you have to delay doing other things until after it.
You can get there early enough in the loop (if you do the entire shadow realm instead of going for one of the low stats actions) that it was literally the second thing I went for (after Foxified since that one's earlier in) in the loop. You just kind of have enough stats with only putting a tiny amount of effort into getting more. Obviously doing it even earlier is better, but you get it *really* early.
As I said, I think getting +1 is fine. +2 is the one that comes way too quickly for how much work it takes to get. (+3 is interesting because going for it early involves wasting the absurdly good sleep action, but it really means you should start grinding long tasks in the midst of doing it and not exploring much. It's interesting and I think this one's okay; it just feels like this is the sort of consideration you could have for +2 instead.)
I feel like +2 is a notable boon, but not obscenely overpowered. And it makes for some interesting thought and strategy required.
Spent an entire loop trying to transmute a screaming mandrake. Came up one refined salt short, after scavenging all the raw materials. And I was one raw material short of being able to try to get another refined salt.
Could there be some more challenging ways to get more raw materials? e.g. “Dismantle the storage room”? Or buy them?
The new update should address most of your concerns. There are more raw materials now, and you can get the Mysterious Invite after defeating a certain calamity. The only thing still unresolved is the Purchase Unicorn bug. I’ve confirmed it exists, but I’m not sure what’s causing it yet.
Thanks. There are now enough raw materials to be able to transmute one mandrake, though not enough to necessarily reliably do that and make a greenhouse.
Any hints for where to get the mysterious invite?
Or the second alchemy table? EDIT: Apparently the transmutation circle grants an extra “alchemy table”. Might make sense to make that separate, for clarity.
When saving and restoring, “Purchase Pets: Unicorn” stops looking like it’s been obtained, but clicking on it does nothing. Possible save/restore bug?
after playing this off and on at school for this month and going back on the page.... my 1k shadow save is gone.... it didn't save it at all....
It's so over
I’m sorry to hear that happened. Is there a chance your cookies were cleared? I’ll investigate this further and see what I can find.
im not really sure, i played it on my school pc and without logging in... it might be because of tha
That might be it. School admins sometimes reset PCs when they’re installing updates or new programs.
heres the thing, i use a mac laptop and its never powered off :/
Hmm. So it’s a personal laptop. I can’t test on a Mac, but I’ll keep an eye on the issue.
Something big coming up? Updates haven't been rapid-fire as of late, I see.
Frequent updates will just break saves, so I figure it’s better to bundle changes into a larger release. The next update should be finished soon and will include all content for the first academy year.
Is that to say the next update will break saves? Really don't want to go through transcendence again tbh.
There’s no difference from the previous versions. You have to reincarnate mid-run, but permanent progression are saved.
Bug report: One of Dark Psychology I and II doesn’t seem to work; after getting both, I only have 10 Manipulation.
Thanks! I'll include the fix in the next update.
I wish there's a way to rebind keys, or at least change the alt one, because I alt-tab a lot.
I probably won’t be adding key rebinds, but I can change the Alt key. I’ve actually been planning to do that for a while.
That's good news, thanks!
Funny enough, I got the worst effect from the witch first time. I was surprised I even had epithet.
I want to note, mandrakes still seem broken. for 20% odds, often times I don't get any. And it's been a long... long time trying to get mandrakes for the runs, and the 1 mill to buy items to help you last longer.
You can find more mandrakes from the 'Search Loggers’ Belongings' node. It's still random, but the chance you don't get any in a single playthrough is rather low.
My preferred path, once demon time is available, is to head for mandrakes, save, and collect until I proc screaming. If I don't get any, refresh and try again. Even if you do it properly through alchemy, you're still rolling luck to get enough refined salts (on top of wasting a bunch of time and resources getting there); I instead opt not to bother.
Transcendance is mine.
(Yes, I have no life, and yes, if you refresh after transcending you earn the epithet without needing to reincarnate.)
Decided to go do a bunch of other random things with my spare hunger and ended up with 126490 score. Which is interesting, as achieving the ending hardly gave anything.
Amazing! I don’t see your score on the leaderboard though, is it working properly?
The false endings themselves don’t really give a score bonus, most of the points come from the stats you gain along the way.
With that in mind, I think a 600k score might be possible if you choose to spare the heroes instead of defeating them as each point of Virtue currently gives a +1% score bonus.
I wonder if the score not appearing is related to bypassing the ending forced reincarnation, and it trying and failing to upload a second score for the same run.
In that case, you could try manually reincarnating. It should try to upload the score again. You don’t have to fully reincarnate, the upload happens on the end screen before the leaderboard loads.
Oh, that's what I did, and before I even posted the message with my score. I even fully reincarnated, but I did notice there was a strange disparity between the orange number on the leaderboards and the score presented at the centre of screen.
Are there going to be any more 'low stat blocks' like the void stone at the logging camp? I like the idea of being forced to do the bare minimum to get a boost.
Yeah. I plan to add low intelligence route in the future.
I started played yesterday and unlocked 6 epiteths, however today i realized that my epiteth progress was reset to 0 when i started playing today. Not sure if a bug on my end, playing on firefox with ublock origin), or if an update broke it(since i think total epiteths was increased from 12 to 14)?
A bit disheartening, would be good to know what the cause was since some of them are quite hard to accomplish since they rely on some RNG
edit: not sure if epiteths was actually increased, i think i remember all the currently available so might by a misstake on counting by me
Did your Shadow Comprehension get reset as well?
I’m also using firefox (librewolf) with ublock origin, and I haven’t had issues with saves so far. Could you be in incognito mode by any chance?
shadow comprehension, leaderboard highscore etc all was kept, only epiteth progress was reset
I suspect this might be due to my latest attempt at optimizing the auto save feature on web builds. I have reverted the changes back for now.
I tried refreshing after i saw this comment and this time my epiteth progress did not get wiped =)
To throw my hat into the ring, I'm also using Firefox with uBlock Origin, and my save persisted.
My Epithets got reset when I started the game like 2 hours ago. The rest of the save, including my in-progress run I had going last time I closed the game, was intact. Seemed to be a one-time thing, as in refreshing didn't reset them again.
That’s… a bit concerning. It might be a race condition issue, since the web version usually takes longer to process things. I’ve moved achievement saving into the same step as the rest of the progress updates, so it *should* be fixed now.
Vitality from void stone node does not have an effect
I'll get that fixed. Thanks.
As it hasn't been mentioned somehow, is the janitor's closet a vague DDLC reference or entirely coincidental?
Yeah, it's a reference :)
Could we have separate settings for game audio and music? And make them persistent when I return to the game later?
The reason I haven't added that is mainly because I don't have a UI for it, lol. That's why everyone is named Diablo on the leaderboard too.
The persistence is a bit trickier because those settings are saved in player prefs which get wiped due to how itch.io changes the host url every new build.
Ran into a glitch where the lines between nodes are giant
Hmm... if it's a visual glitch then a refresh should fix it.
tried that and used a different browser didnt fix the issue might be a mac issue
really big fan of what you've got here, this is something i'll be keeping my eye on! happy with 3.3k points on my final run to get the girls together.
wishlisted, really looking forward to seeing more. :)
Thank you so much! :D
Could the game please clarify whether bonuses derived from separate sources (such as haste from terraforming, witch's brew, and calmness) stack additively or multiplicatively? It's a big difference.
I believe that currently all +X% bonuses to stats outside of battles stack additively, while damage bonuses during battles are multiplicative.
Launch error:
Unable to parse Build/Builds.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.
Ah, I thought Itch.io finally supports Brotli. I'll fix this next update.
I'd like if "discovered" nodes remained visible upon subsequent lives.
Edit: Not worth a separate comment. But nodes you don't meet requirements for being a different background color would be useful. That way, you can tell at a glance if you can progress down a path or not.
Yeah, It's a highly requested feature. I'll work on it soon.
Ver 0.3.1 Shadow Comprehesion source guide
This is intend to help newer players navigate the map for shadow comprehension sources. Let me know if I'm missing any.
https://docs.google.com/document/d/e/2PACX-1vSOOOubU8f1R3U4O5md2PZapcoYpxXUVj4dFxbTIwOXxRFVGR-I31BujPZVz3NkNw/pub
Wow, this is great! :D
That looks pretty complete. I haven’t been adding new Shadow Comprehension nodes yet because I’m still figuring out how to move forward with them. They might end up becoming one-time nodes to encourage exploration, rather than letting players farm the same ones over and over.
I didn't know holding "Ctrl" will reveal nodes' details (including completed ones). I wish I knew about this before taking screenshots for shadow comprehension source guide. :0
Hydrostatics exam gives 20 regardless. What changes is how much intelligence it provides.
Thanks for correction!
Really enjoyed the demo, couple things.
1. Would you be able to add a system where when you mouse over attributes/modifiers there's a little tooltip that pops up that tells what they do? Like when you mouse over a box that has the 'perpetual' modifier it would say something like 'Resets to 0 when completed, can be performed indefinitely' or when you mouse over the 'Calmness' in your inventory it would say 'Decreases the time spent in all tasks'.
2. When it comes to calmness/time modifiers, would it be possible to make it so instead of the timer themselves ticking down faster, it just decreases the total amount of time displayed? That way it's easier to tell exactly how much time something actually costs you at that moment.
3. Is it possible to make it so that once you complete the final boss of the demo, you can toggle it so that you can complete tasks instantly instead of having to wait. (Maybe you could add a slider too that would let you complete a certain percentage of a task instantly so you don't accidentally just kill yourself by climbing the hill)
4. When you encounter a node, would you be able to add an indicator (like a question mark or something) that tells the player that interacting with this node will unlock additional nodes? It kinda sucks when you do something like drinking the water 40 times and it does unlock something for you but then you try and do the same with gathering spring water which takes longer and it doesn't.
5. I know someone else mentioned this before but making it so that you can see nodes that you have already encountered on subsequent runs would be really nice. I don't know how hard that would be but I assume all that you would need to do is just add like an 'isDiscovered' true false value that when triggered would just display a faded version of the node on your map in subsequent playthroughs.
6. There seems to be a bug where sometimes swapping to single/loop mode doesn't actually swap you over, I'm not sure what triggers it but I've noticed that happens sometimes.
Really like what you've done so far, I also hope that there's a steam demo coming in the future
Thanks for the detailed feedback!
1. I’m planning to add an in-game glossary soon. I’ll consider the mouse over feature if I end up doing a UI rework.
2. There is a math formula that can convert haste to equivalent CDR, so it should be a simple visual change. I try to avoid extra calculation to save frames, but I’ll see what I can do!
3. I’m thinking about adding a 'Fast Forward' upgrade that just speeds up the whole game. It wouldn’t affect game balance, just make things faster.
4. That’s a good idea. Maybe an indicator for when a node disables another one too.
5. The biggest hurdle right now is probably the save system. There’s a save file that gets wiped every time players reincarnate, which I change frequently since it’s “safe” to do so. There’s also another separate persistent save file that I avoid modifying because it’s kinda permanent. On top of that, there’s the queue system. Players will probably want to queue nodes they’ve seen before, so it has to work with that as well.
6. Are you using Alt-Tab to switch between windows? I do that a lot and noticed that the single/loop mode switches on its own as well.
I want to implement all of these player suggestions and polish up a bit before releasing a Steam demo, but it’s definitely on the way. Thanks a lot!
When you say 'saving frames' are you saying that you are running the 'haste' calculation every single frame? That calculation should only ever need to be done whenever you complete an activity that alters haste.
I don't think that alt-tabbing is the issue as I don't recall alt tabbing before it happened. What happens is I manually swap the mode to 'single' by clicking it, and the symbol reflects that, however nodes still loop even though the symbol is displaying single (i was not using queueing either so that wouldn't do it).
Thanks to your comment, I went back and cached the haste calculation. Before it was just simple multiplication so I didn’t bother, but now it uses a square root, so this should avoid those more expensive operations. I also made it show the exact time needed now.
As for the mode swap issue, I wasn’t able to reproduce that, but I’ll keep an eye on it!
Even if they calculated every single frame this really shouldn't impact performance unless the optimization is terrible. Maybe it's just a language thing, but I could perform the square root of 7727 a million times in just 4635428 nanoseconds (~1/216 of a second) with a Java loop. That's far more than needed and they should indeed only be updating it when there's an actual change.
Although speaking of optimization I wonder why there's a stutter when saving.
Not that I mind considering it makes identifying when the game saves easier.Please ensure the original time remains visible somehow to ease calculations. It'd be a pain to subtract all my modifiers so I can start doing math.
Is there a ghost node system in the game (I mean a ghost node left behind there already unlocked nodes after reincarnate to see where is what), and if the answer is yes, how can I unlocked it?
Not yet, but this feature is planned!
Forgot to mention unlocking every epithet except transcendence yesterday. According to my quick maths it isn't even possible after consuming all food on the map, but it also isn't clear how calmness scales.
Calmness grants haste equal equal to 3*sqrt(Calmness). Haste causes more 'game seconds' to pass in one second, so 100% haste would make hunger last twice as long.
The base technically gives you infinite food and rest, but Spring Water seems to be the real bottleneck at the moment.
Still, someone managed to score over 600k points. Even +9999 Vitality from a lucky mandrake wouldn't get you close to that amount. If it's legit then there's probably some insane strat going on that I don't even know about.
You have no way of verifying if a run is legit? If hunger weren't present you could theoretically get that high, but spring water and raw ingredients are major limitations even if they'd last you ages.
To be honest, I’ve already been pushed out of the top 10 on the leaderboard, ahaha. There are just too many variables for me to account for all of them. Calmness stacking? Haste potion? Maybe some leisure nodes are just too efficient?
The biggest source of score multiplier would be 'sparing a hero'. I can see how second place hitting around 55k points is possible by doing that, but 600k? I have no idea.
Storing player actions would let me verify runs, but that would require a fairly large amount of backend storage. Unless something is blatantly obvious like reaching integer limit, I can’t really prove it...
Can you repeat the immortality bonus? Someone with no life could easily savescum a screaming mandrake 10 times (hours of refreshing the page, loam).
It's repeatable, but it's astronomically unlikely...
0.6% for each Screaming Mandrake, then I believe, 5% for the immortality.