Factory systems
See what each later area adds.
Open guide →The opening teaches one chain at a time: collect oil, feed the line, sell the output, then automate the handoff that keeps stopping.
Research checked September 30, 2026 · exact place 105072660911040
The sequence below appears in two exact-game full playthroughs published September 19 and 23, 2026. Button prices may already differ in the live build.
| Visible purchase | Shown value | How to use it |
|---|---|---|
| Dropper | $1,000 | Budget reference only; verify the button in your server. |
| Wall | $25 | Cosmetic/structure purchase, not a production fix. |
| Refinery Drill | $500 | Opens the crude-oil handoff in the recorded run. |
| Drill Worker | $670 | Automates carrying for the visible drill. |
These values were readable in Bax’s September 19 recording; they are not presented as a permanent price list.
Move outward after the starter sale runs reliably. The next useful branches are the refinery area, the farm/beanstalk route, the asphalt and plastic factories, then the winter and mine progression. Buying walls before solving an empty-oil or manual-carry bottleneck will not raise output.
See what each later area adds.
Open guide →Prepare for the mine entrance.
Open guide →Find the side areas without guessing.
Open guide →