PROJECT HACK // HELP

Progression & Leveling

Hacking XP sources

SourceXP
Successful ns.hack() / manual hack+10 flat, per success
Each hacker you employpassive XP every game tick (rate depends on hacker tier — see Resources)
Each machine you ownpassive XP every game tick (rate depends on machine tier)
Winning a boss fightlarge lump sum, boss-specific (see Boss Fights)
Winning a PvP fightplayerLevel * 50

Passive (hacker/machine) XP is boosted +10% per level of the "Increase Resource Multiplier" research.

Leveling formula

expRequiredForLevel(L) = levelUpExpMultiplier * L   // levelUpExpMultiplier = 10,000

So leveling up from level L to L+1 requires 10,000 * L hacking XP accumulated since your last level-up (it's a rolling threshold, not a cumulative total — excess XP carries over into the next level's progress). E.g. level 1→2 needs 10,000 XP, level 2→3 needs 20,000 XP, level 3→4 needs 30,000 XP, and so on — it grows linearly, not exponentially.

Leveling up:

  • Increments player.hacking by 1.
  • Carries over any leftover XP beyond the threshold into progress toward the next level.
  • Re-checks all level-gated unlocks (tabs, machines, boss targets, etc.) and queues unlock notifications for anything newly available.
  • Can trigger any level-gated story emails.

Ticks

The game runs on a 1-tick-per-second loop. Every tick:

  1. The time counter advances.
  2. Passive hacking XP from hackers/machines is added (skipped during offline catch-up — see Offline Progress) and a level-up check runs.
  3. If enough ticks have passed since the last server-money regen, all servers regenerate (see Hacking & Servers).
  4. Any completed research is finalized.

Passive XP gain is paused entirely while a resource freeze penalty (from a failed boss fight) is active — see Boss Fights.