Tally — Clicker and Idle Feedback Ladders
A downloadable asset pack
A clicker is not a game with a click in it. It is a game where one action fires thousands of times and has to keep feeling different as the numbers grow. So the unit of this pack is not a cue — it is a ladder: an ordered ramp of rungs you wire straight to your own multiplier tier.
Royalty-free. Commercial use. No attribution required. Use it in a game you sell, on any platform, forever. No credit needed (there is a copy-paste credit line in the Readme if you would like to anyway). Everything here is synthesised from scratch in code, so there are no samples, no recordings and no upstream licence sitting behind this one. The only thing you may not do is resell or redistribute the sounds as a sound pack.
Hear it before you buy it: the free demo is a real subset, 14 sounds under the same licence, including two complete ladders so you can play the rungs in order and hear the thing this pack actually sells.
A desk of counting machines
This is not "clicker UI sounds". It is one place: a Victorian counting house. Brass detents, hardwood beads, felt dampers, music-box tines, ratchet springs, punched card stock, a shop counter bell and a cast iron till — 10 hand-written modal materials, struck, wound, damped and released through one shared room. That is why it sounds like somewhere rather than like 10 unrelated presets, and it is why the 31 menu, prestige and automation cues sit in the same world as the clicks.
13 ladders, 74 rungs
- Brass detent tap — 8 rungs, escalating on brightness upward, spanning 3.30×. The default click. A brass counter detent under the thumb, tightening and brightening as the multiplier climbs. Eight rungs, three non-repeating takes each.
- Felt damper tap — 8 rungs, escalating on brightness upward, spanning 4.09×. The quiet alternative for a cozy or long-session idler: a felt-damped hardwood key with almost no ring. Same eight rungs, same three takes, a completely different room manner.
- Coin gain — 6 rungs, escalating on brightness upward, spanning 3.10×. A struck coin on a wooden counter, opening from a dull copper penny to a bright small disc as the payout tier rises.
- Critical click — 5 rungs, escalating on brightness upward, spanning 2.98×. The shop counter bell dome, struck. The bonus-click cue, five rungs of rising ring for crit multipliers that stack.
- Combo step — 8 rungs, escalating on brightness upward, spanning 3.30×. Eight tines from one music-box comb, struck singly. The steps are deliberately uneven: this is a counter climbing, not a scale.
- Purchase confirm — 6 rungs, escalating on brightness upward, spanning 3.80×. A till key going down. Six rungs so a cheap buy and a late-game buy are not the same event with a different number over it.
- Upgrade detent — 5 rungs, escalating on brightness upward, spanning 2.31×. A ratchet spring stepping one notch. Five rungs for upgrade levels, and it is the same spring every time, which is what makes level five feel like level one plus four.
- Generator unlock — 5 rungs, escalating on brightness upward, spanning 3.19×. A cast iron latch releasing. Five rungs for unlocking each new generator, opening up as the machine gets bigger.
- Purchase heft — 5 rungs, escalating on brightness downward, spanning 3.18×. The weight of a purchase, five rungs DOWNWARD. A cheap buy is a light tap; the last upgrade in the tree is a deep iron thud. Wire it inverted to your price tier.
- Hold to charge — 5 rungs, escalating on length upward, spanning 6.59×. Winding a hardwood spool. Five rungs that escalate in BODY rather than in pitch, for hold-to-charge clicks where the tier is how long the player held.
- Meter fill — 5 rungs, escalating on length upward, spanning 8.21×. A ticket sweeping through a card reader. Five rungs of fill length for progress bars, prestige meters and offline-catchup bars.
- Production works — 4 rungs, escalating on brightness upward, spanning 2.04×. The idle production hum, four tiers of density. Seamless, sample accurate, and each tier is the same machine running harder rather than a different machine.
- Counter ticker — 4 rungs, escalating on brightness upward, spanning 1.73×. The counter wheel turning over. Four seamless tiers for a number that will not stop going up, so the room itself reports the rate.
Every one of those spans is measured off the file you download, not asserted here. The pack ships with the gate that produced them, and that gate refuses any ladder whose rungs do not move in the direction they declare — at least 8% per rung on brightness or 12% on length, spanning at least 1.5× end to end. It refused this pack repeatedly while it was being built, and every fix went into the synthesis recipes rather than into the threshold.
Wiring it
const TAP = [ /* tap_brass_t1 .. tap_brass_t8 */ ]; const rung = Math.min(TAP.length - 1, Math.floor(Math.log10(multiplier))); play(pick(TAP[rung])); // pick() returns one of that rung's three takes
Three things worth knowing. The tap ladders ship three takes per rung —
pick one at random per click, because a clicker fires one sound more often than a shooter fires a
gun and a single file machine-guns within seconds. heft runs downward,
because a big late-game purchase should land heavier rather than higher; wire it inverted against
price. And break the ramp at a milestone, which is what the prestige cues are for.
In the box
- 137 sounds — 13 escalation ladders (74 rungs) and 31 standalone cues
- 274 files — every sound as 16-bit 44.1 kHz WAV and as OGG
- 10 seamless loops with sample-accurate loop points in the WAV smpl chunk, proven at the seam two independent ways
- 17 declared variation sets, measured to actually differ — declared in
pack.json, never padded as unique content - 14 slots: Click ladders · Reward ladders · Purchase ladders · Progress ladders · Machine loops · Milestones and prestige · Offline progress · Automation · Menu and UI · Denials and limits · Boosts and modifiers · Number readout · Achievements · Room tone
- One loudness target — the inner 80% of the whole pack sits inside 0.26 dB, so you are not gain-riding 137 files
pack_proof.json— 1252 checks, 0 failed, with the sha256 and full measurement of every file- Readme with per-engine import notes (Unity, Godot, RPG Maker MV/MZ, GameMaker, web), a naming manifest, and a plain-language LICENSE.txt
Honest limits
The proof is a signal measurement: it says there is no measurable defect, not that the sounds are right for your game. That is what the free demo is for. It is one aesthetic on purpose — warm, wooden, brass, close — so if you want harsh sci-fi clicks this is the wrong pack. And the ladders assume you have tiers to wire them to; if your game fires one click forever, you are buying 31 standalone cues and a lot of variation you will not use.
Made by Core Systems Asset Factory. Code and graphics are AI-assisted; the audio is not — every sample is procedural synthesis written in Node, with no generative-audio model anywhere in the pipeline.
| Updated | 3 hours ago |
| Published | 4 days ago |
| Status | Released |
| Category | Assets |
| Author | CSAF — Core Systems Asset Factory |
| Tags | Audio, Clicker, game-audio, Idle, Incremental, ogg, Royalty Free, Sound effects, User Interface (UI), WAV |
| Languages | English |
| AI Disclosure | AI Assisted, Code, Graphics |
Purchase
In order to download this asset pack you must purchase it at or above the minimum price of $6.29 USD. You will get access to the following files:
Download demo
Development log
- Tally is 30% off until 9 September3 hours ago
- Tally is live — 137 sounds, 1252 checks, 0 failed4 days ago







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