Core Upgrade Formulas & Exponential Cost Scaling
Upgrade costs follow Cost(n) = Cost_0 * r^n. Prioritize Cash Multiplier (r ≈ 1.40) and Pusher Width (r ≈ 1.35) during early and mid-game stages.
collect 1 million items upgrades
Cash upgrades scale exponentially with base cost multiplied by ratio r (Pusher Width r ≈ 1.35, Cash Multiplier r ≈ 1.40, Spawn Rate r ≈ 1.25). Warning: Player WalkSpeed has a strict physics soft limit at 32 Studs/s. Above 32 Studs/s, frame update tick intervals lead to tunneling where your character passes through items without collision.
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Upgrade costs follow Cost(n) = Cost_0 * r^n. Prioritize Cash Multiplier (r ≈ 1.40) and Pusher Width (r ≈ 1.35) during early and mid-game stages.
Do not upgrade WalkSpeed past 32 Studs/s. Discrete collision simulation causes characters to tunnel right through spawned items without pushing them into The Void.
Fast Spawn cuts spawn delay in half, while Extra Drop produces 2 items per spawn event, effectively multiplying base platform collection capacity by up to 4x.
Maintain a strict 5:3:2 Cash ratio: 50% into Pusher Width until 8+ Studs, 30% into Cash Multipliers, and 20% into Spawn Rate. Stop WalkSpeed at rank 8.
Entries are ordered highest to lowest by Early Game ROI; ties use name order.
Upgrades ranked by throughput leverage and adherence to the 32 Studs/s WalkSpeed physics collision threshold.
Ordering value: 10 score
Ordering value: 8 score
Ordering value: 6 score
Ordering value: 2 score
Does not increase per-item Cash payout directly.
Exception: If Cash is insufficient, buy 1-2 ranks of Cash Multiplier first to accelerate earnings.
Takes away from physical width expansion.
Exception: Always ensure Pusher Width is at least 8 Studs before heavily leveling Multiplier.
Requires wide pusher to catch faster falling items.
Exception: Do not raise WalkSpeed past 32 Studs/s; frame sync clipping causes passthrough.
Due to discrete frame physics updates, high speeds cause tunneling where your character passes through items without imparting pushing momentum.
Extra Drop generates 2 items per spawn event, doubling raw throughput alongside Spawn Rate delay reductions.