Time away, saved progress and recovery
Know what continues, what stops and how to keep a recoverable save.
The same work rules apply
Returning resolves eligible elapsed time under the same production and combat rules, up to a twenty-four-hour absence cap. It does not grant twenty-four hours of success regardless of ingredients, storage, food or ammunition.
A finite work order stops after its chosen quantity. Work can also stop for exhausted supplies, unavailable inputs, storage limits or defeat. A completed delivery waits for collection. Check the return report rather than assuming every bar continued for your entire absence.
Let the return finish
A long combat return can require visible calculation. The return screen reports progress while the interface remains responsive. Do not repeatedly reload expecting another full absence reward: the cap and saved checkpoint are designed to apply the return once.
Offline combat is opt-in. If it is disabled, leaving the page does not authorize the same unattended combat run. Farming and other passive systems follow their own saved timers.
Backups and multiple tabs
Use export to keep a local backup before moving browsers or devices. An export is a saved character, not an account synchronization service. Import only a save you intend to use; the game validates supported formats rather than silently accepting arbitrary data.
Only the tab that owns the save should advance it. Another tab can become read-only. If storage is full or writing fails, preserve an export and resolve the storage problem before continuing. A failed write is not proof that the latest progress was durable.