Clicks Per Minute Click Chronometer Run the test

Game

Candy Clicker

The same engine as the clicker game with its own upgrade line and its own save. Click to collect, spend on upgrades, and let the per-second income carry you once it outgrows your hand.

Per click
+1
Per second
0
Clicks made
0
Your CPM
—

How to

How to play

  1. Click the jar. Every click collects candy, and your live CPM is shown beside it.
  2. Buy a sugar spoon at 15. It raises what each click is worth.
  3. Move into the per-second upgrades. A sweet shop earns while you are not clicking.
  4. Come back later. The save is local and per-second income runs on a real clock.

The measurement

About this game

A separate save from the clicker game

Both games share their engine, their price curve and their honesty about the clock, but they keep separate saves and separate upgrade tables. Progress in one has no effect on the other.

If you want the version tied more explicitly to click-rate measurement, the clicker game states your CPM against the same totals. This one is the same mechanics with a lighter theme.

The bench

Every tool on the bench

One instrument per input, all on the same clock. A rate is only comparable against the same tool and the same interval.

Questions

Asked of the chronometer

Does progress here carry over from the clicker game?

No. The two share an engine and a price curve but keep separate saves and separate upgrade tables, so each is played from the start. Neither one's totals affect the other.

Where does the save live?

In this browser, on this device. There is no account and nothing is uploaded, which also means a different browser, a private window or cleared site data starts you over.

When should I stop clicking and buy income?

Once a per-second upgrade pays for itself faster than you can bank its price by hand. With a 400 CPM hand that crossover comes quickly, and after it the game plays better in short visits than in long sessions.