The rule
Both idle games on GAMEFREEX keep earning after you leave, at half their normal rate. Mossu counts up to 8 hours of absence, Supercar Dream up to 4. An absence shorter than a minute pays nothing. Past the cap the count stops, so a full day away pays the same as 8 hours in Mossu and the same as 4 hours in Supercar Dream.
Put another way, the most you can collect from one absence is 14,400 seconds of normal income in Mossu (8 hours at half rate) and 7,200 seconds in Supercar Dream.
What away means to the game
Neither game runs while it is closed. Each one saves your progress with the current time, Mossu every 8 seconds and Supercar Dream every 5, and once more when the page is hidden or closed. When the game opens again, it compares that time with the clock, applies the cap and pays you.
A tab left open in the background earns next to nothing. Both games add income each time they draw a frame, browsers stop drawing hidden tabs, and the save timer keeps refreshing the stored time, so the game never sees you as away. Close the tab or the app when you leave. The save also lives in this browser only: another device starts from scratch, and clearing the site's data erases the grove or the lot.
Mossu: twelve species on nine spots
The grove is a 3 by 3 grid. A new game starts with one Sprout in the middle and 15 dew. Seeds start at 12 dew, and each one costs 16 percent more than the last. Two creatures of the same species merge into the next one, and each species earns 2.35 times the one before it:
- Sprout, Mossu, Fernkin, Bumbo: 0.6, 1.41, 3.31 and 7.79 dew per second.
- Lanterna, Cloudpaw, Rainbell, Sunspore: 18.3, 43, 101 and 237.
- Thunderoot, Moonmoth, Starcap, Ancient: 558, 1,311, 3,082 and about 7,243.
A merged creature earns 2.35 times one parent, only 17.5 percent more than the pair it replaces. Most of the gain from a merge is the free spot. The real cost is seeds. The number needed doubles with each species: 1 for a Sprout, 16 for a Lanterna, 2,048 for the Ancient. With each seed 16 percent dearer than the one before, the 64th seed costs about 138,000 dew and the 128th about 1.8 billion. The last species are a long-term goal.
Three things multiply the base income. Sunlight adds 25 percent of the base per level. The first level costs 250 dew and each next one 2.2 times more. A Prism creature, which a merge produces 7 percent of the time, earns 2.5 times its species rate, and any merge that uses a Prism gives a Prism. The merge chain adds 0.15 for each merge, Firefly or wisp, up to x1.75, and resets after 4.2 seconds without one. Sunbeam weather doubles everything for 32 seconds.
Offline pay is the creatures' income with Sunlight and Prisms included, halved. The chain and the weather are left out, because they only exist while you play.
Supercar Dream: sixteen models on up to twelve bays
The lot starts with 60 coins and 9 bays. Each new save is given one of seven car lines and keeps it. Every line has 16 models with the same rates. The first model earns 3 coins per second and each one after it 2.7 times more: 8, 22, 59, 159, 430, 1,162, 3,138 and 8,473 for model 9, about 61,800 for model 11 and about 8.86 million for model 16.
Because 2.7 is larger than 2.35, merging pays more here than in Mossu: the new car earns 35 percent more than the pair. Model 16 still takes 32,768 starter cars in total. A starter car costs 25 coins, and every purchase raises the price by 14.5 percent for good, so the 64th car costs about 127,000 coins and the 101st about 19 million.
The multipliers come from one button. TUNE adds 12 percent of base income per level, up to 10 levels, for x2.2 in all. It starts at 500 coins and each level costs 2.15 times the last, so the tenth costs 490,813. After that, the same button sells BOOST levels from 1,055,248, each adding 25 percent and multiplying with TUNE. Bays 10, 11 and 12 cost 320, 656 and 1,344.
Offline pay is the cars' base income times TUNE and BOOST, halved. Street bonuses only happen while you watch.
Two worked examples
A grove with two Cloudpaws and a Lanterna earns about 104 dew per second before multipliers. With 2 Sunlight levels, that becomes about 156. Away for 8 hours or more, it collects 14,400 seconds of that income, about 2.25 million dew. One more Sunlight level would have cost 1,210 dew and added about 26 dew per second, worth roughly 375,000 dew over the same absence. A purchase made right before a long absence pays for itself many times over.
A lot with two cars of model 6 and one of model 7 earns 2,022 coins per second at base. With 3 TUNE levels, x1.36, that is about 2,750. Four hours away, or twelve, pays 7,200 seconds of it: about 19.8 million coins.
What the caps mean in practice
Mossu's 8 hours cover a night's sleep. Supercar Dream's 4 hours cover an afternoon, and any time past that is lost, so for long absences Mossu wastes less.
The optional videos are smaller by comparison. Mossu's Dew chest pays 3 minutes of income (at least 120 dew), and Supercar Dream's free bonus pays 30 minutes (at least 200 coins). A full offline cap is worth 80 Dew chests in Mossu and 4 free bonuses in Supercar Dream.
Before you close the tab
- Spend what you have. Stored dew and coins earn nothing. A Sunlight or TUNE level bought before you leave pays out for the whole absence.
- Fill the empty spots. Every creature or car earns while you are gone, even a cheap one.
- Ignore the chain and Sunbeam weather. In Mossu they never count offline, so leaving at x1.75 changes nothing.
- Close the game rather than hiding it. Only a closed game counts the time as away.
- Come back inside the cap. After 8 hours for Mossu or 4 for Supercar Dream, extra time adds nothing.
Two more numbers matter once you are back. In Mossu, the first time each species appears pays 140 seconds of its base income, so a first Lanterna pays about 2,560 dew. In Supercar Dream, a tapped car on the street pays 18 seconds of income (at least 40 coins), a dog 1.6 times that, a bus 2.5 times and a police car 4 times. Both are worked out from your income at that moment, so collect them after a merge or an upgrade, not before. Both games are in the simulation category.