Phase thresholds are launch-build values. The staring-contest gate at 240k° is the current endgame wall — one verified clear so far.
I
Phase I · Campfire
0 — 999°Just you, a match, and a yard full of flammable junk. Learn the toss arc, learn that rain halves everything, and do not fall in love with twigs — the yard-sale and Quick Grip upgrades are the real phase-one purchase.
- ▸ Pinecone chains pay for the whole phase if you keep the rhythm
- ▸ First rain cloud arrives ~6 minutes in; save a chair for it
II
Phase II · Inferno
1k — 99k°The cult arrives: followers, rituals, feeder rows — and the Sun starts paying attention. Rain becomes an event with a warning shadow. This is where builds fork: automation, chains, or shelter. The tanker truck appears; the game stops being cozy.
- ▸ The Sun's rain warning shadow gives you 8 seconds — park big fuel early
- ▸ Pamphlet burning is the fastest follower gain before rituals unlock
III
Phase III · Celestial
100k°+Your fire is now a legal celestial body and the Sun fights you directly: heat waves, longer rains, and finally the staring contest. Satellites fall on their own schedule; Moon Chunks are the counter-play. Burn three moons and the shop restocks with something that should not exist.
- ▸ Keep one Moon Chunk in reserve for every rain event (Home Eclipse)
- ▸ The staring contest: hold the burn above 240k° for 45 seconds. Shelter upgrades do nothing; chain reactions are the only answer found so far