
From Twenty Clones to an Army
Every IGTAP save starts the same way: you finish a course, the settlement panel reports a handful of clones, and your recorded orange path replays on a modest loop. An official screenshot of course ONE shows exactly 20 Clones on the settlement panel. From there, growing the army is the central incremental loop of the game.
Army growth comes from a row of upgrade kiosks that appear in the game's hub areas. The same official screenshot shows seven kiosks side by side with course FOUR's settlement panel beneath them and a power counter reading 2.00Tw. Each kiosk targets a different dimension of clone production: how many clones run, how good each individual clone is, and how much each completion pays.
The key idea is that these dimensions multiply together. Clone count, speed tiers, size tiers, and the clone reward multiplier all scale the same underlying loop, which is why the numbers in late-game community videos get so extreme.

The Clone Kiosk Lineup
The kiosk text is visible in official screenshots, and these are the verified clone-related upgrades:
- +X Clones [+1 per use] - adds one clone per purchase
- +X% chance for a clone to increase it's speed tier [+6% per use] - raises the odds that a clone moves up a speed tier
- +X% chance for a clone to increase it's size tier [+6% per use] - raises the odds that a clone moves up a size tier
- +1 to the maximum possible clone size tier [Global] - raises the size tier ceiling for all clones
- +X clone reward multiplier [+0.1 per use] - adds 0.1 to the multiplier applied to clone earnings
- Xx base reward [+1x per use] - adds 1x to a base reward value
- Boost all previous courses - improves production on courses you have already completed
The exact costs and cost curves of these upgrades are not published, so this guide intentionally does not list prices. What matters structurally is that count, tiers, and multiplier are separate axes you can prioritize.


Scaling Clone Count
Clone count is the simplest axis: one kiosk adds +1 clone per use, so your army grows linearly with purchases while your income compounds with everything else. Because each clone replays your recorded path independently, doubling your clone count roughly doubles the number of completions running through your recording.
The "Boost all previous courses" kiosk is the companion upgrade for players who have moved on to harder content. It keeps older courses contributing to your economy instead of falling behind, which matters because your total watts feed every other kiosk.
Players should expect to revisit count upgrades repeatedly rather than buying them once. Community let's-plays frame the entire mid-game as alternating between recording better paths and buying more clones to run them.
Speed Tiers and Size Tiers
Speed and size are tier systems rather than flat stats. Two kiosks raise the chance for a clone to increase its speed tier or size tier, each adding +6% per use. That probability-based wording means individual clones can end up at different tiers, and raising the chance gradually upgrades the quality of your army as a whole.
Higher speed tiers mean clones complete your recorded loop faster, which directly raises completions per minute. Size tiers are less explicitly documented; the official kiosk text confirms they exist and can be upgraded, but the developer has not published exactly what each size tier changes. Treat detailed tier tables from third-party sources as unconfirmed.
Because both upgrades work on chance rather than a guarantee, their value compounds over long stretches of play. They are classic incremental "quality" upgrades: less visible than +1 clone, but they keep paying off as your loop count rises.
Global Caps and the Statue Room
Two upgrades carry a [Global] tag, meaning they raise ceilings for your entire army instead of rolling per clone. The size tier ceiling kiosk (+1 to the maximum possible clone size tier) appears in the standard kiosk row. The speed tier ceiling lives somewhere special.
An official screenshot shows a red statue room containing two unusual kiosks: "Awaken the statue's power" (shown at 11.09Gw in the screenshot) and "+1 maximum clone speed tier [Global]" (shown at 475.47Mw). These prices are one moment in one player's save and will differ depending on your progression, but the screenshot confirms the statue room is where the global speed cap is raised.
Raising a global cap is a different kind of purchase from raising a chance. Until the maximum tier goes up, chance upgrades eventually hit a ceiling; the statue room kiosks are what let your army's quality keep climbing in the late game.
![The red statue room in IGTAP with kiosks reading "Awaken the statue's power" priced at 11.09Gw and "+1 maximum clone speed tier [Global]" priced at 475.47Mw](/assets/img/ss_5789e3715c0067bc373bb1ecb8f5756d78eacfac.jpg)
Millions, Trillions, Quadrillions: Player Reports
Community video titles give a good picture of how far the army scales in practice. As player reports, not official figures:
- Blitz: "I abused 1,000,000 clones for eternity"
- Dex: "I Beat IGTAP with TRILLIONS of Clones"
- MOREQUIS: "I 100% IGTAP By Making 1 Quadrillion Clones"
- Dex: "I Sacrificed QUADRILLIONS of Clones for HARDMODE IGTAP"
- Real Civil Engineer: "Abusing CLONES to make me RICH!"
The jump from the 20 clones on the course ONE settlement screen to millions or quadrillions is the game's exponential curve doing its job. It also hints at a late-game twist players reference in passing: some kind of sacrifice or trade involving enormous clone counts tied to harder content. The developer has not confirmed the mechanics behind those titles, so treat them as pointers rather than instructions.

Performance at Extreme Clone Counts
Pushing clone counts to extremes has a cost: your machine. Players reporting million-plus and quadrillion clone counts describe the game straining under the load, which is unsurprising when every clone is an entity replaying a recorded path. These are player reports, not benchmarked developer statements.
Practical takeaways from the community:
- Expect frame rate pressure before you expect a hard cap; no official clone limit is published
- Record efficient, short paths so each clone loop is cheap to simulate
- Balance kiosk spending between count and quality; a smaller, faster, higher-tier army can out-produce a bloated one
- If the game slows to a crawl, that is a sign your army has outgrown your hardware rather than a save-breaking bug
For the mechanics of the recordings themselves, including the orange path and the settlement screen, see the clones explained page. For where the watts go beyond clone kiosks, see the upgrades guides.
