YPIM — The Game Guide

Everything the Sensei doesn't have time to teach you.

The core loop

YPIM is an idle clicker with one honest promise: the numbers only go up. You start as a scrawny hero with power level 0.1 in a borrowed dojo, and everything you do feeds one of two currencies:

Train → upgrade → fight → ascend. Each stage feeds the next, and the loop never ends — the game generates upgrades, arenas and even number names forever.

Training & stamina

Tap the training room (or the Spawn button on desktop) to summon dummies. Your hero engages the nearest one automatically. Two bars matter:

The golden rule of training: rewards scale with the dummy's power relative to yours. A dummy at your level pays full price; one far below you pays essentially nothing. Keep Enemy Power upgraded so your dummies stay worth killing.

Upgrades that matter

Training tab (the dummies)

Spawn tab (automation)

Player tab (you)

Attack Power, Attack Speed, Reflexes (dodge), Move Speed, Force (knockback) and two recovery stats. All cheap, all incremental, all worth sprinkling gold on between big purchases. Reflexes deserves a special mention: dodge chance scales with your power advantage, so it gets better as you grow.

Abilities

Four unlockable attacks — Energy Ball, Laser Beam, Ultimate Blast and Ultimate Beam — each with infinite upgrade levels that add damage and shave stamina cost and cooldown. In training you fire them manually from the buttons beside the room; in the arena, flip an ability's AUTO chip and it fires itself on cooldown. Beams pierce everything in a line, which makes them spectacular crowd control in a full room.

Super Human

The signature system. Each Super Human form is a stackable multiplier on your effective combat power — damage, speed, dodge, everything ratio-based. Forms drain stamina while active, and each has ten "reduce drain" levels; the tenth makes it permanent: always on, zero drain. Forms stack multiplicatively, so a wardrobe of maxed forms turns you into something the arena's bosses are right to fear. The catch is cost: every level doubles, forever. There is always a next form, and it is always ruinously expensive.

Use transformations to punch up: fights and areas far above your raw power level become winnable — and arena gold scales with how far above your level the opponent is, so the payoff for audacity is real.

The Arena

Each area has ten levels, the tenth being a boss spike, and clearing an area unlocks the next — forever. Opponents are real fighters with archetypes (Strikers, Juggernauts, Duelists, Phantoms, Gunners) locked per level, so everyone in the world fights the same foe on the same level. Arena fights use a separate health pool, so a loss costs nothing but the walk back.

The residents follow a strict social ladder: Jacked Geriatrics → Swole Toddlers → Regular Folks → Business Men → Gym Bros — then the whole lineup again as Aliens, then as Angels, and beyond that the cycle continues at ever-more-ridiculous power.

Training Rooms (prestige)

When even max-level dummies feel slow, the ▶ arrow beside the room name previews the next Training Room. Buying it resets every Training and Spawn upgrade — Auto-Summon and your Evolve tier included — but the new room's dummies are worth two million times more at the same prices, and a brand-new arena ladder comes with it. The fortune that bought the room instantly re-buys you deep into the fresh curves; within minutes you're stronger than you've ever been. Your character — stats, abilities, Super Human forms — always carries over.

Idle earnings

With Auto-Summon toggled on, closing the game doesn't stop it. YPIM computes your steady-state kill rate from your actual stats — spawn rate, kill speed, dodge, rewards — and pays exactly that for time away, capped by Idle Capacity. It can't be gamed, and it never pays more than your dojo would really have earned.

Leaderboard & customization

Pick a name and your power level, arena progress (shown as room · area) and hero design appear on the global board. The Looks menu recolours every body part and stacks hats, glasses, gloves and eye styles — from top hat and monocle to a viking helm with a #1 foam finger. Everything is free; style is the true endgame.

Quick tips