After the first width purchase, the run is four walls. The upgrade that solved the previous wall is a weak answer at the next one.
The walls
| Items | What breaks | What to change |
|---|---|---|
| about 10,000 | A 4 Stud face loses to the pile | Width to 8 Studs |
| about 100,000 | Cash rank prices outrun a hand sweep | Rebirth, once the five-minute rebuild test passes |
| about 500,000 | Ordinary items no longer fund the next rank | Luck, then index Gems, then abilities |
| 1,000,000 | The named goal of the counter | Index and Luck. A planner calls this the cap. See the rarity guide for the leaderboard conflict. |
10,000 to 100,000
Keep width only while pieces still escape. Then Cash Multiplier. Each multiplier rank is described as adding payout on every Void entry, with a cost near 1.40x per rank. Switch before the price of one rank is your whole session.
You are done with this stretch when the next rank costs more than about ten minutes of pushing.
100,000: Cash is the wrong lever
Width near 1.35x per rank and multiplier near 1.40x climb faster than a hand loop. Symptoms: the counter climbs, Cash does not, and you are rearranging the same pile. Rebirth trades that Cash for Luck, which is the stat described as changing the spawn table. Details and the keep-or-lose table are on the Rebirth guide.
100,000 to 500,000
Gems become the scarce resource. The biggest published source is the index. Luck is what makes Legendary and the tail show up. Stack the group +1 before you assume the base table is the table you have.
500,000: the rarity cliff
Ordinary Common and Rare payouts do not scale into the prices the shop is asking. No new index credits means no Gem pipeline, which means no new ability rolls, which means you are still pushing by hand. Another Rebirth is the tool named for this stall, with the same rebuild test as before.
500,000 to 1,000,000
The bottleneck is your hands. Manual pace in these writeups sits around 60 to 120 items a minute, or about 1.5 items a second as a starter anchor. A Conveyor build is the reported jump, with an anchor near 45 items a second. Conveyor ignores the pile-up that started at 10,000 items. Golden Conveyor is the wider, richer version.
One placement note from players: items cluster in waves along arcs about 30 Studs out from the Void entrance, on both flanks. A band on that arc collects them before the next wave stacks. That distance is a player measurement, not a labeled marker.
Wave and Gust cover the gaps while Conveyor is down. Magnet saves the chase for strays. Dash does not raise the rate.
A 30-second rate check
- Read the counter.
- Wait 30 seconds without changing what you are doing.
- Read it again and divide the difference by 30.
Remaining items to the next wall, divided by that rate, is the time if you hold the rate. The worked examples that match the arithmetic: 76,000 items at 12 per second is about 1 hour 46 minutes; 1,000,000 at 1.5 per second is about 7 days 17 hours; 500,000 at 45 per second is about 3 hours 5 minutes.
Biomes named in play
A Candy biome and a Desert biome were called out on stream. What each one changes was not written down. Do not route a run around them until you can see the difference yourself.
