Really nice idea, not that well executed:
1. UI/presentation is overwhelming and underwhelimg at the same time. The amount and quality of frontloaded things to read and understand drags the momentum of the game and makes the beggining of the game feel like a grind. This occurs specially for the skill tree which, not only feels visually uninteresting, but also feels like it overexplains the upgrades while doesn't really making clear how they impact the game. I felt like I was just upgrading things not because of a conscius decision (because the game did not make clear enough how each upgrade translates into performance) but just because i got the money to buy it. All of these add many layers of friction that make it really difficut to get the fun of the game.
2. Most important feedback: The game doesn't feel exciting to play. Overcoming a benchmark should feel like an accomplishment but the game lacked any sense of joy or reward at that moment. And the moment to moment gameplay should build the tension until you succeed that benchmark but instead it just felt like a waiting game (which I know is weird feedback knowing that most idle games are just waiting games, but I will argue that the best idle games make the wait exciting with a lot of juice, feedback and sense of anticipation or urgency)
Suggestions: Maybe you should consider having more visual feedback on things like clockspeeds and temperature so, whenever you get an upgrade for any of them, you can see and feel the difference. An example I like of this is on nodebreakers when you get a speed or attack upgrade you reaaally feel in your hands the increase in productivity.