# CyberM.time — client runtime

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

1 function.

## monotonic

```lua
CyberM.time.monotonic()
```

`SHARED` — Available without a live game instance.

Monotonic clock, in milliseconds.

Never goes backwards, unlike wall-clock time: this is the one to measure a duration with.

Returns: `number`

Registered in `ResourceHost.cpp` (line 6513) as `LuaMonotonic`.

