tibo.dog Wiki Game v75 Play tibo.dog

Strategy

Strategy advice is inference unless marked Verified: it is reasoning from the game's numbers, not developer guidance. No official tips have been published by the developer as of 2026-11-05.

Know the clock

  • Verified: a run counts as survived at 20:00, when The Harvester arrives; there is no win screen and the run goes on. Boss HP is multiplied ×3 from minute 16, ×4 from 18 and ×6 from 20 (bosses.hpSteps).
  • Verified: from 20:00, enemy HP and damage use five-minute phases, with stronger cycles every 20 minutes (see Enemy scaling). Each boss you beat raises a Spud Forge that sells a limit break.
  • Inference: plan for a strong single-target or elite-damage source by minute 15 to handle the boss HP steps. Save gold for forges if you plan to keep going.

Plan evolutions around catalysts

  • Verified: an evolution needs the base weapon at max level (8) plus its catalyst; see Evolutions.
  • Verified: these catalysts unlock three or more recipes, so one passive slot can serve several evolutions:
  • Inference: pick weapons whose catalysts overlap so your 6 passive slots cover more evolutions.

Cooldown has a cap

  • Verified: cooldown reduction is capped at 60% (cooldownCap). Past that, more Chives or Chive Charm does nothing.

Crit and dodge have diminishing returns

  • Verified: crit chance and dodge use x / (1 + x). Hot Sauce at level 5 gives 0.30 crit points = 23% crit chance, not 30%. Each extra point is worth less.
  • Verified: crit damage starts at ×2 and Sour Cream adds +0.2 per level.

Curse is a trade

  • Verified: each curse you take (a Moldy Shrine you accept, or Nightmare's starting curse) adds extra elites and bosses; the curse stat itself (also raised by Rotten Spud and Cursed Crown) makes pests tougher and raises XP and gold gain by 50% of its value, but adds no elites or bosses. See Curse.
  • Inference: take curse when your build already clears comfortably and you want faster levels; avoid it on a shaky run.

Protect Tibo

  • Verified: Waffles freezes nearby enemies, Moss pushes them back, Barrel heals when health is low, Link blocks a hit.
  • Verified: Frying Pan and Hash Brown Shield are defensive weapons (reflect / guard behaviour); Starch Plating adds 20 armor per level.
  • Inference: damage totals at the end of a run undervalue these, because their value is damage you did not take.

Early economy

  • Verified: Potato Magnet (+25% pickup range per level) and Fertilizer (+8% XP gain per level) speed up levelling; Fertilizer is also a catalyst for Big Fry and Overgrowth.
  • Inference: economy picks pay off most early; late in a run a damage or defence pick is usually worth more.

Use the map

Sources

Game version 75: main-CSuyb4iv.js / boot-CPW8VVmR.js / sim-BkfBhQfw.js from https://tibo.dog/, researched 2026-11-05. See Versions & updates.

  • Game config and formulas in sim-BkfBhQfw.js