<< SERVER INFO >>
0xF7A2://BIOME_HANDSHAKE
UNSTABLE REALITY BUFFER DETECTED
<< CLIENT ERROR >>
GLITCH_UI::MOUNT_FAILURE
AURA INDEX DESYNCHRONIZED
<< ROLL ENGINE >>
LUCK_BUFFER = NaN
PLEASE DO NOT FEED THE NULL POINTER
<< VERY NORMAL ERROR >>
ERROR 418://REALITY_IS_TEA
THIS MESSAGE IS PROBABLY FINE
High fidelity output with rarity cues, XP tracking, and event modifier callouts.
Roll Stream
01Feed Controls
Search, sort & export
Rarity · highest to lowest
Share image as
0%
Roll Stream
Exact sequence preserved
Configure your parameters and launch a simulation to see results.
[Tip] Suzy: Get Lucky
MythicDude was here...
Run Config // 04 SystemsAwaiting Input
Run Parameters
Build the potion loadout, environment, and event state for the next simulation.
Developer Biomes
Enable to access
[ THE HYPERSPACE REALM ],
THE NULL'S EXISTENCE,
THE CITADEL OF ORDERS, and
[ 赤い満月 ].
01
Potion Loadout
Choose the potion workflow and define the roll volume.
Potion Mode
×2 bonus luck every 10th roll.
Enter basic luck before gear and multipliers, or choose a potion preset. The total updates when you leave the field.
Cycles start at roll 1 and continue across potion batches.
Potion Quantities
Potion quantities use separate batches unless compatible-potion stacking is enabled. Equipment and bonus rolls affect basic luck before potion luck is added. VIP and final multipliers apply last; rune-incompatible potions roll first without the rune.
Total rolls: 0
Stack Compatible Potions
Consumes one of each compatible potion per roll and merges their luck. Red Moon I and II never stack together; Pump King's Blood, Oblivion, and Tutorial Potion always stay separate and are used first, in that order.
02
Environment
Set the biome, rune modifier, time of day, and active events.
Events
Events: Halloween 2026
No matching events.
03
Environment Shortcuts
Apply common biome combinations without changing unrelated run settings.
[GLOBAL]:FORTE HAS BEEN PIXELATED
03 Banks // Equipment & Presets
Preset Command Center
Load curated luck, device, buff, and roll-count configurations.
Luck Presets
Apply potion profiles or fixed luck values instantly.18 Options
Equipment Loadout
Equip one right device, one left device and one pocket gear.41 Items
Right: None · Left: None · Pocket: None
Luck = (basic luck × bonus roll + special luck) × VIP / final multipliers
High-luck potion presets add special luck. Bonus rolls never multiply that potion luck.
Roll Count Presets
Select a batch size from 100 rolls up to one trillion.24 Options
⚠️ Processing anything higher than 10,000,000,000 rolls can and WILL take a long time.
Help & guides
Make your next roll count
Start with a short setup guide, or choose one topic. Search for a device, setting or problem.
A quick first run
Start in four steps
Choose your luck. Leave Luck Total at 1 for a basic run, or choose a potion from the Luck tab.
Build your loadout. In Devices, choose one right device, one left device and one pocket gear. Every card explains its effect.
Set the run. Enter a small Roll Amount, choose the biome and time, then enable any events you want to simulate.
Start rolling. Unnamed’s shows totals when finished. Sol’s-Like shows the sequence live. Both use the same luck rules.
Prefer a guided walkthrough? Practice the controls step by stepInteractive training // Learn by doing
Guided Practice
Step 1 of 90 completed
Task 01Set your luck and roll amountStart with the two values that define a basic simulation. Change Luck Total and Roll Amount, then return here.
Understand the numbers
Luck Total, bonus rolls and VIP
Luck Total shows the first roll’s final luck. When typing a custom value, enter basic luck before equipment and multipliers. The total updates when you leave the field.
Luck = (basic luck × bonus roll + special potion luck) × final multipliers. Left-device effects are included in basic luck before special potions are added.
Equipment and ordinary buffs contribute to basic luck. A high-luck potion, such as Heavenly, contributes special luck.
By default, every 10th roll has ×2 bonus luck. Left devices can change both the multiplier and the interval.
VIP and the other final multipliers apply after special potion luck is added. Reset restores the custom luck input; your equipment stays equipped.
Example: The Thing + Heavenly + VIP
30 basic luck ×11, then +150,000 special luck, then ×1.3 = 195,429 Luck on the bonus roll. The potion’s 150,000 is never multiplied by the bonus.
03
Faster setup
Quick Presets
The preset banks provide ready-made values for Luck, Devices, and Roll Counts.
Click a preset card to apply it immediately.
Hover or keyboard-focus supported luck presets to reveal the −/+ controls for removing or adding that exact value.
The Devices bank has separate right, left and pocket slots, plus an additional basic-buff field. Roll presets only replace the roll amount.
Three independent slots
Equipment & bonus rolls
Open Devices in the Preset Command Center. Choose one item in each tab: Right Devices, Left Devices and Pocket Gear. The equipped card is highlighted. Choose None to empty that slot.
Right devices and pocket gear add luck; some depend on the biome or time. Standard and event devices are listed separately.
Add ordinary buffs in Additional basic buffs. Gear and the starting base luck are included automatically.
Each new simulation starts at roll 1. Cycles carry across potion batches, and pausing preserves your position.
Special device cycles
Gemstone Gauntlet: after 10 rolls, one random +0.00–0.30 luck value applies to the next 10 rolls, then rerolls.
Darkshader: ×2 every 5th roll; the 10 rolls after each 20th roll have ×2.5 luck, or ×5 on bonus rolls.
Unfathomable Ruins: 1,000 normal rolls, then 100 rolls at ×14. Ordinary bonus rolls are disabled.
Tide Gauntlet and Blessed Tide Gauntlet: bonus rolls use native Rainy rarity for eligible auras, without unlocking Rainy-exclusive auras.
Description colors: luck, multipliers and bonus rolls. Biomes, events and day/night conditions use their matching sigils. The wording explains every effect as well.
04
Item rules
Potions and Multiple Potion Mode
Single Potion Mode repeats the chosen potion and equipment setup for the entered roll amount. Multiple Potion Mode processes the quantity entered for each potion as ordered batches.
With compatible stacking off, each potion keeps its own batch. With stacking on, compatible potion luck is merged per roll.
Potions are used in this order: Pump King's Blood, Oblivion, Tutorial Potion, then the remaining potion types.
Pump King's Blood, Oblivion, and Tutorial Potion always remain separate. Rune-incompatible potion rolls are processed without the rune before compatible rolls.
Red Moon I and Red Moon II are mutually exclusive within a stack. Each can still stack with other compatible potions.
Basic luck includes the base 1, equipment and ordinary buffs. Device effects and bonus rolls apply before special potion luck is added. VIP, final-luck and biome multipliers apply last.
05
Environment
Biomes, runes, and time
The Environment module combines a primary biome or dimension, an optional rune, and Day or Night.
Biome shortcuts quickly load Glitch, The Radiant Forest, Singularity, Cyberspace, Dreamspace, or Limbo combinations.
Use RoE enables Rune of Everything without resetting your selected biome or time.
Reset Biome returns the environment selection to its normal state.
Developer Biomes unlocks the simulator's developer-only environments.
06
Availability rules
How biome and event rules work
Native-biome and breakthrough rules use the selected biome, rune, and time to choose the correct aura chance.
Event auras are available only when their matching event is enabled. The Events menu supports multiple compatible event selections.
Some blessings, Admin Abuse choices, and developer biomes have extra availability rules; the simulator warns you when a required condition conflicts.
Glitch and Rune of Everything follow their own supported availability lists rather than blindly enabling every aura.
Changing the display method never changes these rules or their probability calculations.
07
Processing & display
Simulation methods and live controls
Unnamed's is the default: it processes the run, completes the progress bar, then shows the result totals.
Sol's-Like uses the same RNG and rules but displays every visible aura in exact roll order while progress advances.
The attached pause button safely stops after the current roll. Resume continues from the next unprocessed roll, and speed can be changed while paused.
Cancel safely ends the active run. Simulation methods cannot be changed during an active run.
08
Result visibility
Filter Aura Tiers and individual auras
Open Settings → Rolling Settings to access both filter menus.
Filter Aura Tiers hides whole rarity bands such as Legendary or Mythic.
Filter Auras hides only the exact auras you toggle. Reset Selection turns every individual aura filter off.
Filters apply to Unnamed's results, Sol's-Like live entries, sharing, and filtered cutscene presentation.
Filtering is display-only: RNG calls, potion processing, progress, totals, and statistics are unchanged.
09
Cinematic playback
Cutscenes
Use Fullscreen cutscenes in Rolling Settings to automatically enter fullscreen when a cutscene starts. Playback continues in the page if fullscreen is unavailable. Turn it off or press Esc to leave fullscreen.
During Sol's-Like rolling, a cutscene pauses rolling and progress at that exact aura, then resumes at the next roll in sequence.
Automatically pause rolling after cutscene leaves the run paused until you press Resume yourself.
Cutscene controls can skip the current cinematic or all remaining cinematics without restarting the roll sequence.
10
After rolling
Read your roll results
Every roll shows the luck used, whether True Chance is on or off. Bonus rolls also show their multiplier, such as (11x). Darkshader’s active effect shows a purple (2.5x), or (5x) on a bonus roll. Unfathomable Ruins shows (Mana Surge) during its active phase, and Tide bonus multipliers use Rainy blue. Ordinary rolls omit (1x). Enable Settings → True chance display to also show the calculated chance.
True Chance: 1 in 12.5 (11x) · 195,429 Luck
Turning True Chance off hides only the calculated chance. The luck value and (11x) remain. Some fixed-chance auras omit the calculated chance.
Search accepts either an aura name or a tier name such as Legendary.
Sort rarity from highest to lowest or lowest to highest, or names A–Z and Z–A. Sol's-Like also offers Recent to restore exact roll order.
Sol's-Like displays up to 100 entries at a time. Use Previous and Next to review history, or Latest to follow incoming rolls. Search and sorting include the full run.
Share Result exports the currently available summary through the supported text and image options.
While live rolling, scrolling upward disables automatic following. Use the down-arrow button to follow the newest rolls again.
The summary includes run parameters, XP milestones, totals, and statistics after completion.
11
Preferences
Audio, quality, and advanced settings
Mute controls all sound. Audio Settings separately adjust music, cutscenes, obtain sounds, and UI sounds.
Preferences can remove particles, UI animations, shake effects, roll/sigil animation, or reduce/remove glitch effects.
Allow Background Rolling keeps active simulations processing when the tab is not focused, which may use more CPU or battery.
True Chance Display adds eligible real-chance context without modifying results. The luck used on each roll is always shown.
Turn Sticky roll button off to keep the roll controls in the Simulation Console while you scroll. This preference is remembered between visits.
Common questions
Find what is affecting your run
Why is an aura missing?
Check the biome, time, rune and event requirements first. Then check Settings → Rolling Settings for hidden tiers or individual auras, and clear the result search. Filters change what you see; they do not increase the chance of another aura.
Why did Luck Total change after I typed?
The input accepts basic luck. Leaving the field adds equipped gear and applies first-roll device effects and final multipliers. Use Additional basic buffs for ordinary buffs alongside a potion preset.
Why did the bonus barely change my potion luck?
The bonus multiplies basic luck before the special potion is added. A 150,000-luck potion is never multiplied by the bonus. This is expected, even with The Thing.
Why is a live run paused?
Check whether a cutscene is playing, whether pause-after-cutscene is enabled, or whether Pause was pressed. Use Resume to continue. Background rolling is controlled separately in Settings.
No matching topics. Try “bonus”, “potions”, “rarity” or “missing aura”, or clear the search.
Support // 022 recent entriesCommunity ledgerRecent donationsSupporterAmountCChesser$5SSRStoopid Sols Rat$1
Enable automatic fullscreen?
Cutscenes can enter fullscreen automatically and return to the page when playback ends. If you were already in fullscreen, you will stay there.
If your browser blocks fullscreen, the cutscene will still play in the page. You can change this anytime in Rolling Settings.
Rotate for the best cutscenes: If possible, rotate your device to landscape before rolling to enjoy cutscenes in their intended view.
Cyberspace notice: Illusionary rolls at a true 1 in 10,000,000 chance and Meta rolls at a true 1 in 10,000 chance in Cyberspace. Your luck value does not affect these rolls, so feel free to use any luck level.
Biome requirements:
Ensure required events and time settings are active.
YG Blessing notice:
YG blessing has not been obtainable while these events have been occurring in Sol's RNG (yet).
Astrald Blessing notice:
Astrald blessing has not been obtainable while these events have been occurring in Sol's RNG (yet).
Heads up: Rolling more than 1,000,000,000 times may take a very long time depending on your computer or device. Continue?
Allow background rolling: Keep processing simulations when this tab is in the background or not focused.
This may increase CPU or battery usage while runs are active. You can disable background rolling anytime from Settings.
True chance display: New roll results also show their true "1 in X" chance. The luck used and any bonus multiplier are always shown, even with this setting off.
Bonus rolls always show their multiplier, such as (11x). Active Darkshader rolls show (2.5x) or (5x), and active Unfathomable Ruins rolls show (Mana Surge). These labels and the luck value remain visible with this setting off. Ordinary rolls omit (1x). Turning this setting off hides only the calculated chance.
Audio Settings
Adjust music, UI, obtainment messages, and sound effects independently.
Alt + ↑ / ↓ changes all channels by 5%. Alt + M mutes or unmutes. Focus a slider and use the arrow keys for individual channels.
Sound Effects
Master AudioMute or restore every audio channel.
Preferences
Fine tune visual performance settings and effects. Reset Cache reloads app files while keeping your saved preferences and session.
Aura directory
990
Choose 9–90 auras per page in steps of 3. Saved for your next visit.
Rolling Settings
Control how Sol's-Like rolls are displayed and choose which auras appear in result summaries.
Changes display throughput only. Roll chances and RNG stay unchanged. You can adjust this while a Sol's-Like run is paused; the new speed applies on resume.
1 roll/s1 roll/ms
Pause After CutscenesChoose the individual aura cutscenes that pause Sol's-Like rolling until you press resume.
Aura & Cutscene FiltersChoose what appears in the feed and which aura cutscenes are allowed to play.
Aura Tier Filters
Toggle tiers to skip them in the roll feed and image sharing.
Filter Auras
Toggle specific auras to skip them in the roll feed and image sharing.
Pause Cutscene Filters
Turn on each aura whose cutscene should pause Sol's-Like rolling after it finishes. Only auras with cutscenes are shown.
Cutscene Playback Filters
Enabled cutscenes
0/0
Choose which aura cutscenes should play. Flushed : Troll is always on and cannot be disabled.
Version changelog
Version 2.215 Update Notes
Halloween 2026
Updated 2026/10/30
The nights are getting brighter.Halloween 2026Light a pumpkin. Set the scene. Keep rolling.
Halloween is here
Halloween 2026 is enabled for everyone and stays on while the event is live.
Set the scene in Pumpkin Moon or Graveyard at Night, or visit Blood Rain.
Fixed Summer 2026 aura filtering so its full event pool is recognized again.
Clearer run statistics
Run details and XP now sit below the auras in horizontal, color-coded panels, with distinct roll-count and execution-time cards.
Use the Statistics button in the roll feed to jump straight to that run’s summary.
Summary panels and shared images now use biome, time, event, equipment, potion, and luck styles.
Results and shared exports show ALL when every aura tier is included.
Smoother event controls
Find events by name or year in the new searchable picker, with improved keyboard navigation.
Turn off one optional event or reset several at once. Live default events stay enabled.
Luck & aura odds
Luck now always shows on every roll, even with True Chance off. This somehow went unnoticed for a LONG time and I only just realised... 😭
Cor Lunae’s Blessing now has a “No extra luck” (×1) option.
Apostolos now has ×2 native odds in Edict: 1 in 222,000,000. Heaven uses its normal 1 in 444,000,000 odds.
v2.216Aura corrections & playback
Updated 2026/11/04
Cruor and Acropolis are shop auras and have been removed from the simulator's roll pool. Their profiles now show Jack The Pumpkin's prices: 15,000 and 20,000 Hallow Points.
Refreshed all Halloween 2026 aura profiles and shared title styling across the directory, simulator, changelog, and image exports.
Added Jack The Pumpkin's other shop auras: Cataclysmic for 17,250 Hallow Points and Deathkeeper for 22,500 Hallow Points. Shop profiles show purchase details without roll odds or biome requirements.
The automatic fullscreen offer appears once for this update. Enabling individual aura cutscenes does not repeat it; explicitly enabling Fullscreen cutscenes in Rolling Settings can show it again.
Reworked the Glitch audio. Reduce glitch effects keeps a gentler pitch range.
Corrected Former Gardens' name and moved Harvester : Necromancy to Graveyard and Glitched.
Version 2.210 Update Notes
Changes since 2.205
Updated 2026/10/22
2New biomes12New auras11Buffs
The Radiant Forest
Added a rare, always-night biome with ×2 native odds.
Manually added Hasuen’s title and remembered aura directory filters.
Zeus now has native odds in Heaven.
v2.211Decimal rounding & reliable refreshes
Updated 2026/10/22
Numeric inputs and calculated luck totals display at most two decimal places. For example, 12.13581 displays as 12.14 while calculations keep their full precision.
Cutscenes now fade smoothly from the paused roll into black while the video loads, then start playback without a sudden black flash before the fade.
Normal refreshes check the published build before rolling and load updated app files without automatically clearing the cache or saved settings.
Renamed Quality Preferences to Preferences and added Reset Cache at the top right. Use it to reload app files while keeping your preferences and recent session.
Thanks to lvmi.01 for reporting the “Rolling could not finish” issue.
v2.212Mobile rolling reliability
Updated 2026/10/23
Rolling now continues if the device cannot initialize audio or play a sound effect.
Fixed a rolling failure when the progress helper could not load.
Added expandable Error details to failed runs so reports can include the exception, build, browser, and stage of the run.
v2.213Rolling results fix on phones & faster aura titles
Updated 2026/10/24
Fixed the “building results” crash on older mobile browsers when creating aura profile links.
Improved repeated aura title rendering with a memory-limited cache.
Results keep their original aura titles if a profile link cannot be created.
v2.214Cutscene reveals & potion luck
Updated 2026/10/26
Removed the fullscreen prompt so cutscenes start automatically. If the browser blocks fullscreen, playback continues in the page.
Aura results stay hidden during the fade and cutscene, then appear after playback finishes or is skipped. This applies to both rolling methods.
Multiple potion results always show the luck used for each roll, whether True Chance display is on or off.
Illusionary, Meta, and Cryogenic results show 1 Luck without luck multipliers or Gemstone bonuses. Their normal and bonus roll counts are combined into one result per potion setup.
Added Reset Everything to the Buffs bar to clear luck presets, potion quantities, equipment, and optional luck buffs. Hold Shift while clicking Reset beside Luck for the same action.
Projection and Gravitational : Point Zero now appear with the special auras at the top of rarity-sorted results.
Version 2.205 Update Notes
Aura Directory · Eon 1-29 · Talisman Fix
Updated 2026/10/05
The aura directoryEvery aura. Its rarity, and info.New
Explore all auras at the new Auras page. Sort rarity from highest to lowest or lowest to highest, or names A–Z and Z–A. The Roll Feed offers the same choices.
This includes biome, exclusiveness, event, and tier filters.
Each aura has its own page with its description, rarity, native or exclusive biome, and event or special obtainment details.
Click an aura name in either the roll feed or directory to open its profile. Roll-feed links open in a new tab so rolling can continue.
You can find this page at the bottom of the Resource Hub.
The Wiki logo has been improved to look less like a simple Sol'S RNG logo.
Eon 1-29Reworked backgrounds and an aura returns to the roll pool.Aura
Reworked biome backgrounds globally with day and night combinations across the simulator, aura directory, and aura profiles. Nighttime uses each biome's night artwork when available and automatically falls back to its main background.
Made the pre-added aura [CONTENT DELETED] FINALLY rollable inside of Glitch.
New version system just making it simpler and with less dots, dots, dots...
Version 2.2 Update Notes
Devices & Bonus Rolls + QoL
Updated 2026/09/26
Equipment loadoutsThree slots. Every device. Your preset.40 Items
Equip one of 22 right devices, 13 left devices and 6 pocket gears. Three tabs inside Devices show selectable cards with complete effect descriptions, including event equipment.
Reworked 4 equipment options from the old combined presets into individual slots and added 37 more choices. All 41 are listed below with effects and Added/Reworked labels. Right and left devices show their tiers; event devices show their estimated tier as this has not been publicly shared.
Right devices · reworked & added
22 choices for the right slot: 19 standard devices and 3 event devices.
Standard equipment
Luck GloveAdded+0.25 basic luck.
Desire GloveAdded+0.4 basic luck.
Solar DeviceAdded+0.5 basic luck.
Frozen GauntletAdded+1.5 basic luck.
Eclipse DeviceAdded+0.5 basic luck.
Shining StarAdded+2.5 luck during Starfall; +0.5 otherwise.
Exo GauntletAdded+1 basic luck.
Windstorm DeviceAdded+1.15 basic luck.
Subzero DeviceAdded+1.5 basic luck.
Galactic DeviceAdded+2.5 basic luck.
Volcanic DeviceAdded+2.9 basic luck.
Exoflex DeviceAdded+3.4 basic luck.
HologrammerAdded+3.95 basic luck.
RagnarökerAdded+4.55 luck, plus +0.45 during Windy, Rainy or Hell.
StarshaperAdded+7 basic luck.
NeurolyzerAdded+8.5 basic luck.
Genesis DriveAdded+12 basic luck.
Heavenly DeviceReworked+15 basic luck.
Singularity DeviceReworked+22 basic luck.
Event equipment
Snow RiderAdded+3 basic luck.
Vampire HunterAdded+2.4 luck; Halloween aura rarities reduced by 20% in Halloween 2025/2026 biomes and Glitched.
Pump PunchAdded+8 basic luck.
Left devices · reworked & added
13 choices for the left slot: 8 standard devices and 5 event devices. Basic-luck boosts apply before special potions and VIP.
Standard equipment
Gemstone GauntletAddedAfter 10 rolls, choose +0.00–0.30 luck (0.01 steps) for the next 10 rolls; reroll every 10 rolls. Default ×2 bonus every 10th roll.
Jackpot GauntletAdded+0.77 basic luck. Default ×2 bonus every 10th roll.
Flesh DeviceAddedEvery roll is a ×1.3 bonus roll.
Gravitational DeviceAdded×6 bonus luck every 10th roll.
DarkshaderAdded×2 every 5th roll. After every 20th roll, the next 10 rolls gain ×2.5 basic luck. Boosted bonus rolls reach ×5 basic luck.
Pole Light Core DeviceReworked+5 basic luck. Default ×2 bonus every 10th roll.
The ThingAdded×11 bonus luck every 10th roll.
Unfathomable RuinsAddedNo bonus rolls. 1,000 normal rolls, then 100 rolls with ×14 basic luck; repeats.
Event equipment
Present GiverAdded×5 bonus luck every 11th roll.
X-mas ChampionAdded×4 bonus luck every 6th roll.
Tide GauntletAdded×2 every 10th roll, with native Rainy rarity for nonexclusive Rainy auras.
Blessed Tide GauntletAdded×3 every 6th roll, with native Rainy rarity for nonexclusive Rainy auras.
Ominous CoffinAdded×1.35 basic luck before potions and VIP; no bonus rolls.
Pocket gear · reworked & added
6 talismans for the pocket slot. Equip one alongside your right and left devices.
Standard equipment
Sunstone TalismanAdded+1 luck during daytime only.
Moonstone TalismanAdded+1 luck during nighttime only.
Day and Night TalismanAdded+1.25 luck during daytime or nighttime.
Overtime TalismanAdded+2 basic luck.
Soul Collector's TalismanAdded+4 basic luck.
Soul Master's TalismanReworked+7.5 basic luck.
Bonus rolls & luck calculation
Every 10th roll receives ×2 basic luck by default. Left devices change its multiplier, timing and effects in both simulation methods.
Basic luck × bonus roll + special potion luck, then VIP and final multipliers. Bonus rolls never multiply high-luck potions.
Cycles start at roll 1 and continue across potion batches. True Chance appears first, followed by the multiplier when a bonus roll is applied, such as (11x) for The Thing or (1.3x) for Flesh Device, then the luck used for that roll. True Chance shows luck on every roll.
Wiki artwork
Updated HellFire, Virtual : Ultimate, Volcanic and Hellborn with their newest wiki titles.
Refreshed the reworked Undead, Memory, Oblivion and Breakthrough styles.
Seasonal events
Summer 2026 has ended and is no longer enabled by default. It remains available for historical simulations.
Prepared Halloween 2026 event data for future auras. It remains upcoming and disabled by default.
QoL content
Equipment effects use green for luck, purple for multipliers and blue for bonus rolls.
Help Me now presents one topic at a time, with a four-step setup guide, searchable answers, equipment explanations, common questions and an optional walkthrough.
Redesigned the footer with clearer licensing and artwork attribution, useful project links and readable contributor cards with search and category filters.
Added a saved Sticky roll button setting. Turn it off to keep roll controls in their original position while scrolling.
The Unnamed's RNG card have been reworked to become the new Sol's RNG Rolling Simulator Server it has become with the new logo and new features! go say hi :D -> Sol's RNG Rolling Simulator's Discord Server
The top-bar has been slightly changed to scale more fit to look visually better.
Version 2.1.5 Update Notes
Eon 1-28
Updated 2026/09/19
Latest changes:
Eon 1-28Summer 2026 Part 2 continues, but this wave burns much hotter with new Hell-focused additions.Eon 1-28
Added 4 new auras:
HellFire1 in 4,7761 in 796 in Hell
Virtual : Ultimate1 in 80,000,0001 in 40,000,000 in Cyberspace
Volcanic1 in 480,000,0001 in 80,000,000 in Hell
Hellborn1 in 2,644,600,640Challenged+ aura and can only be obtained in Hell or Glitch.
Hellborn follows the same restricted-biome behavior as Monarch: it cannot roll outside its allowed biomes, with Hell and Glitch being its only valid locations.
Corrected special aura tiers: Fault is forced to Legendary, ★ to Unique, ★★ to Legendary, and ★★★ to Mythic.
The title styles for these fours new auras (HellFire, Virtual : Ultimate, Volcanic and Hellborn) are temporary simulator styling. As well as the 4 reworked auras (Undead, Memory, Oblivion and Breakthrough); when the Sol's RNG Wiki adds these auras and publishes their reworked title styles, the simulator will be updated to match the Wiki styling.
Something is crawling closer...Halloween is slowly approaching the Simulator.
v2.1.6Oblivion Cutscene Slight Rework
Updated 2026/09/20
Updated Oblivion's cutscene with the slight reworked one after Eon 1-28's Oblivion rework.
Reworked all 391 auras to use their title styles from the Sol's RNG Wiki, from Nothing (1 in 1) and Common through Sovereign and the rarest auras.
Aura names use their matching
fonts,
colors,
gradients,
outlines,
and
effects
in results, live rolls, aura filters, changelogs, and shared images.
Added a Full Aura Style Rework switch at the bottom of Quality Preferences. Turn it off to restore tier-colored aura names; the choice is saved and applies immediately.
Wiki styling applies only to aura names. Rarity numbers keep their tier colors, event aura Times Rolled and [Native] labels use their matching event sigils, and True Chance keeps its own neutral color, including Illusionary, Cryogenic, and Meta.
Aura Tier Separators now organize aura filters and rarity-sorted results by visible tier boundaries and stay enabled even when Full Aura Style Rework is turned off.
Reworked potion, device, talisman, and rune names with their matching
fonts,
colors,
gradients,
outlines,
and
effects
.
Stacked potion results use these styles too.
Aura style & animation fixes:
Fixed Reduce glitch effects and Remove glitch effects incorrectly disabling animated aura sigils such as Glitch, Oppression, Illusionary, and other animated aura titles.
Aura sigil animations are now controlled independently from the Glitch effect quality settings and are only disabled by the Disable roll & sigil animations option.
Potion & biome bug fixes:
Pump King's Blood is now always used before Oblivion Potion in multiple-potion simulations, with or without compatible potion stacking.
Thanks to antigodthesans for reporting the Oblivion and Pump King's Blood bug!
Incinerator can now be selected during both Day and Night while Summer 2026 is enabled.
Credit goes to mattplays607 for reporting the Incinerator daytime-only bug!
v2.1.2Tier Corrections & Wiki Resource
Updated 2026/09/16
Fixed event auras incorrectly inheriting the Challenged tier from native-biome handling. Event auras now always use their normal chance-based rarity tier instead.
Event aura names, Times Rolled counters, and [Native] labels now use their matching event sigil instead of a generic tier color whenever Full Aura Style Rework is disabled, including aura filters, results, live rolls, and shared images. True Chance now uses its own neutral color again instead of inheriting the aura's rarity tier color..
Added a new Challenged+ tier above Challenged for Oppression, Monarch, Illusionary, Dreammetric, Astraios, and Oblivion.
Added Challenged+ to tier filtering, tier separators, roll-feed tier search, included-tier summaries, and rarity-sorted result grouping.
Added a dedicated Sol's RNG Wiki card to the Resource Hub with a funni speen
v2.1.3Challenged and Challenged+ correction
Updated 2026/09/17
Fixed some auras displaying and identifying as challenged that aren't actually challenged. The only challenged auras are: 赤月の破片 | Neferkhaf | Memory | ★ | ★★ | ★★★ | Borealis | Meta | Dream Catcher | Point Zero | Projection | Leviathan | Glitch
Reworked simulation execution around a shared engine with indexed selection and time-budgeted work. Sol's RNG probability calculations, aura order, luck, biome rules, and potion rules are unchanged.
Default rolling and the local-file fallback share the same engine, with more responsive cancellation and progress updates.
Sol's-Like rolling reuses prepared aura entries to reduce formatting and HTML parsing while preserving roll order, speed settings, pause controls, and cutscenes.
Fixed long Sol's-Like runs slowing down the website: the feed now displays at most 100 entries at a time, with controls for earlier history. Search and sorting still cover every recorded roll, and totals and sharing include the full run.
Cutscene preparation shares pending loads and warms the next queued video. Image export code loads when requested.
Sigil effects track visible candidates instead of repeatedly searching the whole page. Existing colors, typography, layouts, and animation designs are preserved.
Version 2.030 Update Notes
Summer 2026 Part 2 & Incinerator
Updated 2026/09/05
Latest changes:
Summer Part 2The final wave of Summer 2026 content has arrived.Summer 2026
Added 8 new auras:
Raft1 in 8,000
Buoyant1 in 32,000
Breeze1 in 80,000
Watermelon : Summersnack1 in 3,200,000
Coconut1 in 34,720,000
Life Guard : On-Duty1 in 600,000,000
Tropical Isles1 in 730,000,000
Crabtropica1 in 1,334,221,000
Added the Incinerator biome, available during Day and Night while Summer 2026 is enabled.
Incinerator uses Blazing Sun's 2026 presentation and gives every Summer 2026 aura from Parts 1, 1.5, and 2 a 2× breakthrough multiplier.
Summer 2026 auras remain available at their listed rarities in Blazing Sun and Glitch.
Version 2.027 Update Notes
Donation Card Visual Refresh
Updated 2026/08/25
Latest changes:
Reworked the support and recent-donation cards with a more polished visual system.
Added responsive and compact mobile controls so support options stay accessible without covering the simulator.
Preserved QR support.
v2.028Reliable Cutscene Loading
Updated 2026/08/30
That's all this sub-update changes: cutscenes now load before appearing, recover once from a playback stall, and always close safely after finishing or failing instead of leaving a permanent black screen.
Fixed the case-sensitive Sky Festival video path and improved inline playback, reduced-motion compatibility, loading feedback, and end detection across devices.
Credit goes to antigodthesans for reporting the Sky Festival black-screen issue!
Version 2.026 Update Notes
Eon 1-26.5 & Summer 2026 Part 1.5
Updated 2026/08/15
Latest changes:
Summer Part 1.5The next wave of Summer 2026 content has arrived with Eon 1-26.5.Eon 1-26.5
All four auras are available through the Summer 2026 event in Blazing Sun or Glitch, at their listed rarities with no native multiplier.
Prepared Taverna's cutscene. Playback will remain safely dormant until the cutscene recording is available. (If anyone could, DM me the cutscenes, preferably 1920x1080 res with 60fps or above with MAX graphics, I will give credits)
Version 2.020 Update Notes
Cutscene Controls & Full Aura Style Rework
Updated 2026/08/11
Latest changes:
Cutscene filtersPer-aura playback and pause behavior now lives together in Rolling Settings.
Replaced the single pause-after-cutscene switch with a popup that lets every cutscene aura pause Sol's-Like rolling independently.
Added a separate Cutscene Playback filter so individual aura cutscenes can play or be skipped automatically.
Moved the old Enable Cutscenes control into the playback popup as a read-only status pill. It activates when any cutscene is selected and visibly disables when all are off.
Added a Disable All action to turn off every aura cutscene at once.
Enabling the first cutscene after everything was disabled now shows the fullscreen recommendation, including the permanent “Don't show this again” option.
Saved pause and playback selections locally, migrated the previous global settings, and kept reset controls, keyboard dismissal, and focus restoration.
Full Aura Style ReworkExpanded the aura-name renderer to match the Sol's RNG Fandom Wiki typography, gradients, outlines, spacing, and animations.
Updated every existing 1B+ custom sigil and Ascendant.
Applied the same aura-name visuals throughout result feeds, summaries, filters, and cutscene settings.
Pinned ★, ★★, ★★★, and Borealis to the top of result feeds with the other special auras.
Special auras pinned above normal results are now ordered by rarity among themselves, with higher rarities first. This keeps Dreammetric above Borealis, Borealis above ★★★, ★★, and ★, and Illusionary above Meta. Cryogenic also remains above Equinox.
Biome presentation & musicRestored biome soundtrack playback and matched the developer-biome labels to the Wiki.
Fixed biome music startup and recovery after cutscenes, unmuting, volume restoration, delayed loading, and blocked autoplay retries. When no start screen is present, music now waits for the first pointer, touch, or keyboard interaction before playing. Aurora uses the available winter biome soundtrack instead of a missing audio file.
Local-file sound effects now use direct media playback instead of Web Audio buffer fetching, eliminating the browser's file:// CORS errors when rolling.
Opening the simulator directly from a local file now bypasses the browser-blocked simulation worker and uses the built-in main-thread fallback without producing a SecurityError.
Updated the developer biomes to
[ THE HYPERSPACE REALM ],
THE NULL'S EXISTENCE,
THE CITADEL OF ORDERS, and
[ 赤い満月 ]
with their Wiki typography, colors, and outlines.
v2.021My own crisp Breakthrough cutscene
Updated 2026/08/14 at 8:34 PM CEST
That's all this update adds: my own crisp version of the Breakthrough cutscene. I rolled it myself :D, which is how I got to record it!
Version 2.010 Update Notes
Small QoL Update
Updated 2026/08/09 · 9:20 PM CEST
Latest changes:
Other ChangesQoL enhancements/improvements.
UI startup:
Removed the beginning UI popup that did absolutely nothing... You're welcome
Latest Deployment re-do:
Reworked the "Latest Deployment" section to show when the latest deployment from the published tree was executed, automatically displayed in your local timezone.
Always-ready rolling:
Added an adaptive Roll Dock that stays on screen after you scroll past the original Launch Sequence. It remains aligned with the Simulation Console on PC and tablets, then moves into a compact, horizontally centered top position on phones while respecting unsafe screen edges.
The dock keeps the live Ready, Rolling, Paused, and Cutscene status visible, and carries the existing pause and cancel controls with it during Sol's-Like simulations.
Faster controls:
Added a Edit parameters shortcut to the floating dock so the run configuration is always one tap away.
Press Ctrl + Enter on Windows and Linux or Command + Enter on macOS to start a roll from anywhere on the page. The hint is only shown on non-mobile interfaces with keyboard-like input, and the shortcut stays locked while dialogs, simulations, or aura cutscenes are active.
The dock recalculates its size and position after window, orientation, and device-size changes, and its entrance animation follows the existing reduced-motion and UI-animation preferences.
Version 2 Update Notes
UI Rework, New Simulation Method & Summer Update
Updated 2026/08/01 · 10:30 PM CEST
Latest changes:
Complete interface reworkOne coordinated visual and responsive overhaul across the simulator.V2 UI
Masthead & navigationRebuilt the title bar into a clearer simulation header with a dedicated build control, creator, deployment, game-coverage, and system-status readouts.
Roll FeedReworked the fixed-height feed, live-follow control, search, tier-aware lookup, sorting, sharing layers, result styling, and exact-sequence presentation.
Simulation ConsoleRebuilt Roll Controls, method cards, split pause control, status feedback, multiplier rows, and centered the Bullet message.
Run ParametersReorganized potion loadouts, environment controls, and Environment Shortcuts into systematic, overflow-safe command modules.
Quick PresetsAdded bank navigation and cleaner preset cards, with hover/focus-only −/+ steppers and safe wrapping for long potion combinations.
Settings & popupsUnified Audio, Rolling Settings, quality preferences, aura filters, notices, confirmations, and the update archive into one responsive popup system.
Resources & supportRebuilt the Resource Hub, added animated Unnamed's RNG cards, Matrix repository effects, and fixed clipped support cards.
Credits directoryReplaced the long credits list with an expandable, searchable directory and instant contribution-type filters.
Phone & tablet polishHardened every major UI for narrow screens with adaptive grids, contained controls, compact forms, and safer popup and menu layering.
Quality defaultsNew and cleared-data users start with reduced glitch effects enabled while the remaining optional quality preferences stay disabled.
Summer Part 1The first wave of Summer 2026 content has arrived.Summer 2026
Added 7 new auras:
Floaty1 in 600,000
Beach Ball1 in 1,938,000
Nostalgia1 in 20,270,000
Goose Rave1 in 50,000,000
Vacation1 in 58,620,000
Bayview1 in 60,000,000
Pool Party1 in 972,000,000
Added a Summer 2026 event option and enabled it by default.
Summer 2026 auras can only be rolled in Blazing Sun or Glitch, at their listed rarities with no native multiplier.
Event interface themesEvent colors and atmosphere now extend across the complete V2 interface.5 themes
SummerA radiant sun now shines from the top-right and rotates slowly in an infinite loop.
WinterFalling snow now follows a softer, irregular sway for more natural movement.
April FoolsHarmless interface subtitles are replaced with randomized jokes and restored when the event is disabled.
HalloweenPumpkins line the ground while floating lights and cobwebs haunt the screen edges.
The active event palette now reaches the masthead, Roll Feed, popups, Help Center, controls, startup screen, Resource Hub frame, and credits. Reduced-motion and particle-quality preferences continue to be respected.
Help Center & performance:
Added a dedicated Help Me control beside Settings. It opens a searchable bottom-screen guide covering luck, roll amounts, Quick Presets, potion and item rules, biomes, runes, biome rules, simulation methods, tier and aura filters, cutscenes, results, sharing, and quality settings.
Help topics include direct shortcuts to the relevant simulator controls, keyboard-safe navigation, focus handling, and an adaptive phone and tablet layout with independently scrollable guidance.
Optimized repeated aura-filter rendering, feed search and sorting metadata, rarity-style lookups, layered text effects, result-state resets, and credits filtering to reduce unnecessary browser work during large simulations.
The probability engine, RNG sequence, aura chances, luck mathematics, potion processing, biome rules, and final totals were left unchanged; the performance pass only removes repeated lookup and interface work around the existing simulation.
Two simulation methods:
Added a simulation-method selector with Unnamed's Simulation Method remaining the default and retaining its existing end-of-run result behavior.
Added Sol's-Like Simulation Method, which displays every aura live in its exact roll order while continuously advancing progress.
Both methods use the same luck, aura chance, potion, biome, and RNG calculations, so only processing and presentation change.
Switching methods preserves selected potions, quantities, stacking, biome, time, luck, and other simulation settings, and method changes are locked while rolling.
Credit goes to qqener for sharing this idea with me!
Live rolling, pause & cutscenes:
Sol's-Like rolls now enter the feed exactly once and in the precise order generated, in both Single Potion and Multiple Potion modes.
Added an attached pause/resume control beside Roll, with a centered icon and safe resume from the next unprocessed roll.
The live roll feed now keeps updating without forcing the scrollbar downward while you review earlier rolls. A fixed Follow newest rolls button appears only when scrolling is desynchronized, then jumps to the latest aura and restores automatic following.
Cutscenes now interrupt rolling at the exact aura position, pause the progress bar, and resume without skipped, duplicated, or reordered results. If Luminosity rolls before Equinox, their cutscenes play in that exact order; every cutscene aura follows this rule, including Monarch.
Added an always-visible Automatically pause rolling after cutscene switch for manually resuming after each Sol's-Like cutscene.
The Sol's-Like speed slider remains editable while rolling is manually paused, and the new speed applies from the next resumed roll without restarting or changing the RNG sequence.
Preserved the existing stacked-potion priority, including Oblivion, Pump King's Blood, Tutorial Potion, and all remaining potion types.
Other ChangesSome QoL enhancements and improvements.
Event & biome sigil outlines:
Reworked both event-style outlines and biome text sigils with larger lettering, thicker saturated color strokes, stronger palette-tinted fills, and a clean dark outer edge for consistent readability.
Added distinct sigil palettes for Windy, Snowy, Rainy, Sandstorm, Starfall, Hell, Corruption, and Null.
The Glitch biome sigil now uses a black-purple outline and corrupts arbitrary text—including multi-word and nested labels—far more often, while the Glitch aura keeps its original scrambled in-game title animation.
Reworked Environment Shortcuts into wider three-column action cards with larger sigil labels and a dedicated full-width Reset action.
Filter consistency:
Sol's-Like Simulation Method now obeys both Filter Aura Tiers and Filter Auras while entries are rolling live.
Filtered auras are removed only from feed and cutscene presentation; rolls, RNG calls, potion processing, progress, totals, and statistics remain mathematically unchanged.
Rolling behavior & feed tools:
Added a 1-1,000 rolls-per-second slider, ranging from one roll per second to one roll per millisecond, plus linked speed shortcuts for Average (5), Skip+ (15), Recommended (100), Default (120), and Sonic Speed (500 rolls per second).
Added a roll-feed search bar that filters by either aura name or tier name, such as Legendary.
Added a post-run Sort button beside the search bar for completed simulations in both Unnamed's and Sol's-Like methods. Unnamed's cycles between Rarity and Alphabetical, while Sol's-Like also includes Recent for its original live roll order.
Multiple Potion Mode now always labels every result with the potion batch and its effective luck in place of True Chance, such as With Heavenly (150,000 Luck). Each potion name keeps its matching visual style, and stacked results list every potion used.
RoE setting preservation:
Enabling Rune of Everything (RoE) no longer resets the selected biome or time of day.
Limbo time & aura fix:
Limbo now locks the time setting to Day and disables both time options while active, matching its rune restrictions. DreamCatcher can no longer be rolled in Limbo through a previously active Night selection.
Rebuilt the Glitch biome interface with an extremely vibrant purple, black, and cyan palette, randomized signal tears, RGB channel separation, scanline corruption, frame dropouts, scrambled diagnostics, and independently desynchronized interface panels.
The Glitch Effect now adds flashing square and rectangular corruption groups with thick clutter to its intense glitch sequences, which trigger after randomized 7–13 second pauses witho- No one cares about the details. It's cool and neat O-O
Music Mute Moved:
Moved the global Mute/Unmute control from the masthead into Audio Settings, beside the individual audio controls.
v2.001Red Moon stacking fix
Updated 2026/08/02 at 8:06 PM CEST
Red Moon I and Red Moon II can no longer stack together in Multiple Potion Mode. Each remains compatible with other stackable potions.
Fixed Limbo tier filtering for ゴシック, Imaginary, {J u x t a p o s i t i o n}, and other Limbo-exclusive auras when Skip Mythic or Skip Exalted Auras is enabled.
Empty can now be rolled in the Glitch biome.
Corrected aura rarities:
Forbidden1 in 403
Gilded : Crowned1 in 5,000 inside Sandstorm/Glitched
Symbiosis1 in 266,240 native
Evanescent1 in 840,000 native
Oculus1 in 4,646,668 native
Aquaria1 in 20,000,000 inside Rainy/Glitched
Hellbound1 in 14,166,666 inside Hell/Glitched
Credit goes to antigodthesans for sending me all of these bug reports!
Potion simulation & device presets:
Added Single Potion and Multiple Potion modes with exact mixed quantities.
Oblivion, Pump King's Blood, and Tutorial Potion run as isolated batches first. Runes remain selectable and begin applying when a compatible potion batch starts.
Added a Stack Compatible Potions switch that merges compatible potion luck into shared rolls while keeping incompatible potions isolated.
Device preset luck is added to every potion instead of multiplying potion luck, updates live with VIP, Final Luck, and Dev Abuse modifiers, and displays the selected preset name in the roll feed.
Credit goes to qqener for sharing this idea with me!
Interface & animation overhaul:
Added adaptive boot-up and shutdown animations for feature containers. Limbo now shuts down and hides both potion-mode buttons, then boots them back up after leaving Limbo.
Dropdown containers now replay one uninterrupted startup sequence every time they open, without a delayed animation restart or jitter.
Reworked the event selector animation and raised its dropdown above the quick-biome controls so options remain fully readable and clickable.
Reworked the Singularity summon into an irregular earthquake rumble that escalates continuously and becomes drastically more violent near the finale.
Renamed Disable Button Animations to Disable UI Animations and extended it to the new boot, shutdown, dropdown, event, and audio-control motion.
Gave the v1.880 update log itself a small visual cleanup for a clearer and more comfortable reading layout.
Audio improvements:
Rebuilt audio sliders with immediate track feedback, correctly aligned thumbs, and short compositor-driven thumb easing, removing low-frame-rate jitter and the clipped native thumb appearance.
Fixed repeated volume adjustments compounding media volume until all sound became inaudible.
I had aknowladged this bug a long time ago so apologies for the latency on this fix 🙏
If there's any bugs you encounter, please DM me here @not.unnamed
Version v1.870 Update Notes
Eon 1-25
Updated 2026/07/15 at 12:30 AM CEST
Latest changes:
Added 9 new auras:
Spectre1 in 160,000 (pls forgive me...)
Jazz1 in 140,000 (pls forgive me...)
红月の観測者1 in 444,444 (The Red Full Moon Exclusive)
紅月を求めし者1 in 666,666 (The Red Full Moon Exclusive)
Spectre : Requiem1 in 8,222,000
Graffiti1 in 1 in 12,000,000
Sharkyn : Hammerhead1 in 120,000,000 (1 in 30,000,000 inside Hell)
Eisveil1 in 830,000,000 (1 in 276,666,666 inside Snowy)
Poseidon : Atlantis1 in 850,000,000 (1 in 212,500,000 inside Rainy)
Updated one aura:
Aviator now has a native to windy effects...(1 in 8,000,000 inside Windy)
Updated one cutscene:
Oblivion now has the reworked cutscene with the updated sigils.
Previously known as Unknown has now been changed to The Red Full Moon with an option like Another Realm where you are given a choice to use either the old admin abuse buff or the new one, in this case the new being x1.5 and old being x2
If there's any bugs you encounter, please DM me here @not.unnamed
Hypervolt was added... I have no idea when it was removed or even if it ever was added in the first place...
Skip All button has been added.
v1.862YG was here
Updated 2026/07/01 at 3:05 PM CEST
If there's any bugs you encounter, please DM me here @not.unnamed
Version v1.850 Update Notes
Eon 1-23
Updated 2026/06/13 at 1:00 PM CEST
Latest changes:
Added 9 new auras:
Umbra1 in 1,010
Penumbra1 in 1,010
SoulTorn1 in 8,333,333
Empty1 in 11,111,111 (Null Exclusive)
imaginary1 in 12,200,200 (Limbo Exclusive)
Hellbound1 in 85,000,000 (1 in 14,166,666 inside Hell)
Quartz : Rose1 in 97,500,000
Sloth1 in 650,000,000
DreamCatcher1 in 2,222,222,222 (Nighttime Exclusive)
The Cutscene will be added in a later update (If anyone could, DM me the cutscene, preferably 1920x1080 res with 60fps or above with MAX graphics, I will give credits)
Updated some cutscenes:
Dreammetric and Oppression now plays their cutscenes before anything else
Dreammetric now appears at the top when rolled.
Added 6 new device presets which includes PLC Device for both Archangel Device and Singularity Device
Fixed Quality Preferences so Disable UI Animations controls button and interface motion effects.
Luck now live-updates from the active multiplier stack, including Singularity, VIP, Dave's Luck, Dorcelessness, We're Sorry!, Astrald's Blessing, and dev biome Admin Abuse buffs.
I bet Zeefir is happy about this
Fixed add and subtract preset buttons so added or removed luck is included in the active live multiplier stack.
Removed the manual Xyz, Axis, XC, and Word Admin Abuse switches so only Dorcelessness, We're Sorry!, YG Blessing, and Astrald's Blessing remain in the multiplier panel.
Dev biome Admin Abuse buffs now apply from their biomes: Another Realm uses Xyz with an old/new prompt, Mastermind uses Axis with an old/new prompt, The Red Full Moon uses XC, and Edict uses Word.
Singularity now gives a 1.1x luck multiplier and shows a notice when selected.
Fixed Pump King's Blood and Tutorial Potion(I had no idea this disabled buffs too..) allowing runes. Runes are now blocked with the same warning notification used by Oblivion Potion.
Adjusted the active preset glows so Tutorial Potion is more yellow and Pump King's Blood is more orange.
v1.851Empty Limbo access
Updated 2026/06/13 at 2:08 PM CEST
Empty can now be rolled in Limbo too while keeping its Exalted styling.
If there's any bugs you encounter, please DM me here @not.unnamed
Version v1.840 Update Notes
Eon1-22 Update! | Easter FINALLY Ends
Updated 2026/05/30 at 2:00 PM CEST
Latest changes:
Easter Event 2026 is FINALLY over!
Easter Event 2026 is no longer default enabled, but it remains available in the event selector for past-event simulations like the others.
v1.848Astral : Astrald fix
Updated 2026/06/08 at 11:20 PM CEST
Whoopsies, forgot to make Astral : Astrald only obtainable through a luck switch like Megaphone 🥶
v1.847All potion activation fix
Updated 2026/06/08 at 11:00 AM CEST
Choosing the All Potions preset now automatically activates Red Moon II and Potion of the Dune.
v1.8461All potion fix
Updated 2026/06/02 at 3:50 PM CEST
Updated the All Potion preset to include Red Moon II
v1.846Singularity native fix
Updated 2026/06/02 at 3:42 PM CEST
Completely forgot some auras are now native in Singularity and not starfall...
Comet is now native in Singularity.
Galaxy is now native in Singularity.
Gargantua is now native in Singularity.
Singularity native auras now do not get affected inside glitch.
Gravitational : Point Zero & Projection is now considered Challenged tier
Changes to Admin Abuse multipliers:
All Dev event swithces has been renamed from "(Dev) event" to "(Dev) Admin Abuse"
Xyz and Axis has been updated with an old switch for 2x luck and 1.2x switch
This will be updated on later for the devs biomes instead of switches
v1.845Back-end file sorting
Updated 2026/06/01 at 10:30 PM CEST
Just a quick simple sorting rework of the files for the website, makes it easier for me to work on it and looks so much better...
v1.842Native issues applying to Glitch
Updated 2026/06/01 at 10:00 PM CEST
Cytokinesis and Virtual Memory has been fixed to not have their native rarity applied when in Glitched biome
The real issue here was I had completely forgotten to fix up the name for Virtual Memory in the back-end so it's still searching for "Virtual : Memory" 😭
The problem with Cytokinesis was just that I had typed "Cytokenisis" which isn't the correct way of spelling it.. so this has also been fixed ig :aga:
v1.841Red Moon & Oblivion Rework
Updated 2026/05/30 at 2:20 PM CEST
Renamed Red Moon Potion to Red Moon I and added Red Moon II, which grants +200,000 luck and changes 赤月の破片 from 1 in 1,000 to 1 in 100.
Also reworked the style for Oblivion Potion
If there's any bugs you encounter, please DM me here @not.unnamed
Version v1.830 Update Notes
v1.830 Patch Notes
Updated 2026/05/19 at 10:22 PM CEST
Latest changes:
Added sub-update changelog cards so smaller patch versions can stay under the main update changelog.
Renamed Virtual : Memory to Virtual Memory.
Fixed Virtual Memory so it no longer displays as a Virtual mutation.
v1.839Special Potion Stack & Summon Shake
Updated 2026/05/27 at 10:40 PM CEST
Allowed Red Moon I and Potion of the Dune to stack together.
Made device buff presets clear active Red Moon I and Potion of the Dune states when they replace the current luck.
Changed the Singularity summon shake from separate card shakes to one full interface shake while leaving the backdrop separate.
Turned sub-update changelog cards into organized animated version pills that expand on click.
Updated the device preset plan so the main glove moves to Singularity Device luck, with refreshed max luck and event luck values to match current Sol's RNG luck potential.
v1.838Performance Upgrades
Updated 2026/05/27 at 5:28 PM CEST
Made the site performance-first by default for low-end devices: particles, shake effects, button animations, roll/sigil animations, and intense glitch effects now start reduced or disabled.
Deferred all audio sources and cutscene video sources so they do not load until they are actually needed.
Changed the backdrop video, fonts, icons, and images to load more gently so first load and scrolling have less work to do.
Removed the scroll-time layout measuring that was making scrolling and cursor movement feel jittery.
Collapsed the floating support and donation panels by default and trimmed expensive fixed-panel animations, filters, and transitions in performance mode.
Added offscreen rendering savings with content visibility and containment for heavier static sections.
Lazy-loaded changelog tabs and aura detail filter setup so hidden menus do not do extra startup work.
Optimized the roll simulator with combined weighted selection, typed result arrays, transferred worker results, and fewer repeated checks per roll.
Allowed UI and obtain sounds to overlap with no cooldown by spawning independent playback instances for every trigger.
Kept the quality settings available so players can turn visuals back on if their device can handle them.
v1.835Summon, Shakes & Cutscenes
Updated 2026/05/26 at 3:47 PM CEST
Added a Singularity summon "cutscene".
Added a Disable Shakes quality preference that disables the four high-luck preset shake animations and skips the Singularity summon sound and shake.
Adjusted Disable UI Animations so the preset shake effects are controlled by Disable Shakes instead.
Updated the Cyberspace notice to mention Meta alongside Illusionary.
Added an Eostre cutscene.
Updated the Y.O.L.K.E.G.G. and Sky Festival cutscenes.
Removed the cutscene for Ascendant as it's not a transcendent aura + less spam when simulating with cutscenes on 👍
If there's any bugs you encounter, please DM me here @not.unnamed
Version v1.820 Update Notes
Eon1-21 Update! where eon 2 👀
Updated 2026/05/09 at 12:30 PM CEST
Latest changes:
Easter Event 2026 is STILL not over...
Auras
Added 7 new auras:
Targeted1 in 5,000
Gilded : Crowned1 in 20,000
Marsh1 in 25,000
Vortex1 in 399,999
Dreamer1 in 315,000,000 [1 in 31,500,000 at Night]
Cytokinesis1 in 400,330,372 [1 in 165,200,236 in Cyberspace]
Meta1 in 10,000 [Unaffected by luck exclusively in Cyberspace]
Meta will display at he complete top of the roll feed
Updated an aura:
Fixed the name of Symbiosis (previously named symbiosis with a non-capital S :sob:)
Some auras have been made Unobtainable until further notice:
[CONTENT DELETED]
Sapphire : Peace
Godslayer
v1.828Meta & Mobile Donation Fixes
Updated 2026/05/10 at 3:40 PM CEST
Fixed Meta so it can only be rolled in Cyberspace, matching its intended exclusive behavior.
Fixed Meta so it no longer displays normal rarity styling, matching Illusionary's special display behavior.
Fixed the floating donation cards blocking taps and clicks after being minimized, especially for mobile players trying to interact with the content behind them.
Removed the recent donation card from mobile layouts so it no longer gets in the way on smaller screens.
If there's any bugs you encounter, please DM me here @not.unnamed
Version v1.810 Update Notes
April Fools Ends
Updated 2026/05/04 at 10:20 AM CEST
Latest changes:
April Fools Event 2026 is now over.
Easter Event 2026 stays default enabled for a little longer.
If there's any bugs you encounter, please DM me here @not.unnamed
If there's any bugs you encounter, please DM me here @not.unnamed
Version v1.703 Update Notes
Pixelated Remains
Updated 2026/02/16 at 06:10 PM CET
The PIXELATED once claimed him, but their pattern has settled. Yet the word still holds scattered squares within. Press it thirteen times… and see if the signal answers.
Version v1.702 Update Notes
Aura & Biome Style Alignment
Updated 2026/02/15 at 11:00 PM CET
Latest changes:
Updated Edict to look accurate as in Sol's RNG.
Updated Clockwork to look accurate as in Sol's RNG.
(When Eon 2 👀)
If there's any bugs you encounter, please DM me here @not.unnamed
Admin Abuse
This effect applies while its developer biome is active.
Singularity
×1.1 Final Luck Multiplier while Singularity is active.
This buff ends when you leave Singularity.
Cor Lunae's Blessing
×1.15 Final Luck Multiplier while The Radiant Forest is active.
×1.15
This biome always forces Night, including nighttime aura multipliers. The blessing ends when you leave.
The Seven Radiant Moons
Refresh Buffs clears the moons and True Aura unlocks so you can collect them again.
True Auras do not count as moons. Progress and buffs end when you leave this biome.
True Jade · 1 in 10,250,000
Obtainment unlocked by rolling Jade and Jade : Purity during this biome.
Active until the biome ends. True Jade does not count as a Radiant Moon.
True Kyawthuite · 1 in 825,000
Obtainment unlocked by rolling Kyawthuite and Kyawthuite : Remembrance during this biome.
Active until the biome ends. True Kyawthuite does not count as a Radiant Moon.
True Twilight · 1 in 6,000,000
Obtainment unlocked by rolling Twilight, Twilight : Withering Grace, and Twilight : Iridescent Memory during this biome.
Active until the biome ends. True Twilight does not count as a Radiant Moon.
Dorcelessness
×2 Total Luck Multiplier while Dorcelessness is enabled.
We're Sorry!
×1.2 Total Luck Multiplier while We're Sorry! is enabled.
YG Blessing
Makes Megaphone obtainable outside Limbo while YG Blessing is enabled.
Astrald's Blessing
×1.2 Total Luck Multiplier and makes Astral : Astrald obtainable outside Limbo while enabled.
Restore your setup, moon progress and recent results?