The shape of the run
The whole run is five steps. Each one exists because the previous one ran out of road.
| Phase | Items | What you buy | Why the phase ends |
|---|---|---|---|
| Open | 0 – 10k | Pusher Width, to 8 Studs | A 4-Stud pusher cannot move a pile |
| Clear | 10k – 100k | Width to 10–12, then Cash Multiplier | Costs outgrow income |
| Convert | 100k – 500k | Rebirth Luck, then Abilities | Ordinary spawns stop paying |
| Automate | 500k – 1M | Conveyor and passive Abilities | Still a pushing game, and pushing is the cap |
| Finish | 1M | — | The milestone is reached |
Read the "what you buy" column as the bottleneck, not as a shopping list. It is the thing that is currently holding the other four back.
Phase 1: get the piles moving (0 – 10,000)
The starter pusher is about 4 Studs wide. Everything in this phase is about turning that into 8.
Pusher Width is the only purchase that matters here. The 8-Stud tier is where clusters start moving instead of shoving you backwards, and until you are there the platform is not clearable no matter how fast you move. Every other upgrade in the shop is a detour at this stage, and two of them are actively harmful:
- WalkSpeed will make you slower once it is high enough. Past roughly 32 Studs/s the per-frame collision check starts missing items and your pusher passes straight through them. Comfortable is 24 to 28.
- Cash Multiplier multiplies a trickle. Buy it after the platform clears, not before.
One free thing belongs in this phase: join the developer's Roblox group. It adds a flat, permanent +1 Luck to your account and costs nothing. It is independent of everything you buy and it still applies at the end of the run.
You are done with this phase when piles move in a single pass and the counter climbs without you bouncing off clusters.
Phase 2: clear the platform, then get paid for it (10,000 – 100,000)
This is the longest stretch of the run while you are still playing it by hand, and it is where the bottleneck moves from width to value.
Keep buying Width, but with diminishing returns — each rank past 10 Studs adds a smaller slice of contact area than the last, and somewhere around 16 to 20 Studs the extra width stops changing how a sweep goes. What you are buying between 8 and 12 is reliability: fewer sideways escapes, fewer items left on the ledge behind you.
Then switch to Cash Multiplier. Each rank adds a fixed amount to what every item pays on entering The Void, and once you are clearing the platform cleanly, that is the only lever that raises your income without changing how you play. The measured cost curve is roughly 1.40x per rank, so the switch has to happen before the price outruns the gain — not after.
You are done with this phase when the next Width or Multiplier rank costs more than about ten minutes of your current pushing.
The wall at 100,000: when Cash stops being the answer
That is the threshold where the arithmetic turns against you. Width scales at roughly 1.35x per rank and Multiplier at roughly 1.40x, while your income grows only as fast as your loop does. Past 100,000 items the two lines cross: you can spend an entire session on one rank and barely notice it on the counter.
This is the point almost every stalled run is sitting on. The symptom is unmistakable:
- Your item counter is still climbing, but your Cash is not.
- You are pushing the same items around for longer than you spend pushing new ones.
- The next upgrade costs more than a full session of play.
The fix is not a better upgrade. It is Rebirth, which trades your Cash and Width for a permanent Luck multiplier on everything that spawns afterwards. The reason it is worth it even though it deletes your progress is that the only thing that changes which items exist on your platform is Luck — width and speed just change how fast you move the items that are already there.
Take the reset as soon as the three symptoms above are true, and make sure you can re-buy an 8-Stud pusher within five minutes of respawning before you confirm it.
Phase 3: convert Luck into Gems (100,000 – 500,000)
After the first Rebirth, the run changes character: Cash is now easy and Gems are the scarce resource. Gems come from four places, and the biggest one by far is the Item Index — the first time you credit a new rarity it pays a one-time Gem reward.
That is why Luck is worth more than any Cash upgrade at this stage. The spawn table is extremely top-heavy:
| Rarity | Base spawn weight | What it is for |
|---|---|---|
| Common | 60.00% | Filler Cash, barely moves your balance |
| Rare | 25.00% | Early Cash and the Steel Pusher tier |
| Epic | 10.00% | Where a working Cash loop lives |
| Legendary | 4.50% | Index progress and real Gem rewards |
| Mythic | 0.50% | The tier you are actually farming |
Below Mythic the tail keeps going, and Godly and Secret sit under 0.05%. Those are the items whose Index credit is worth the most — first-discovery rewards run from about 50 up to 250 Gems — and at 1.0x Luck you will encounter them so rarely that the Gem pipeline never gets going.
Stack the free group bonus on top of a Rebirth tier and you roughly triple your effective encounters with the tiers that pay. Same platform, same pushing, three times the Gems.
The wall at 500,000: the rarity cliff
Past the halfway point, ordinary items no longer fund your upgrades. Their Cash value does not scale with the bigger numbers the shop is asking for, so the run has to be paid for by Index Gems instead — and Index Gems come from rarities that barely spawn unless Luck has been raised.
A run at 500,000 items on baseline Luck is stuck in a loop: no rare spawns means no new Index credits, which means no Gems, which means no Ability rolls, which means the platform stays a manual pushing job. If you are there, the answer is the same as at 100,000 — take another Rebirth and put the multiplier into spawn rate before anything else.
Phase 4: automate the push (500,000 – 1,000,000)
By this point the bottleneck is no longer what spawns or what it pays. It is that you are doing the pushing yourself.
The measured difference is the whole point of this phase:
- Manually, the ceiling is roughly 60 to 120 items a minute. At that rate the million is several hundred hours away.
- With a passive build, throughput reaches the thousands of items a minute, and the million becomes a single long session rather than a project.
The Ability that makes the difference is Conveyor — an Epic-tier displacement Ability that lays a moving band in front of you for about six seconds and carries everything touching it into The Void at roughly 35 Studs/s. It ignores the pile-up physics entirely, which is exactly the problem you have been fighting since the 10,000-item wall. Its stronger form, Golden Conveyor, widens the band and raises the value of what it delivers.
The supporting cast is worth knowing:
- Prospector (Legendary, passive) raises how often high-value items spawn and how often Void deliveries pay a Gem bonus. It is the only Ability that improves what the loop is worth rather than how fast it runs.
- Wave (Epic) clears a wide frontal arc instantly, and Gust (Rare) throws a narrower line of items into the Void. Both are burst tools with cooldowns, so they cover the gaps instead of replacing the band.
- Magnet (Rare, passive) pulls scattered items toward your pusher, which quietly saves the time you currently lose chasing strays.
- Dash (Common) is mobility, not throughput. It is the Ability the entry wheel most likes to hand out, which is a good reason not to spend early Gems there.
One placement detail from experienced players: items do not spawn evenly. They cluster in waves along arcs roughly 30 Studs out from the Void entrance, on both flanks. Laying a Conveyor on that arc rather than chasing the middle means items are collected within a second of appearing, before they can pile up or get cleared by the next spawn wave.
Reading your own run
You can tell which phase you are in without a spreadsheet, from three observations:
- Are you bouncing off piles? You are in phase 1. Buy Width.
- Is the platform clear but the counter slow? You are in phase 2. Buy Multiplier.
- Does the next upgrade cost more than a session? You are at a wall. Rebirth.
Everything else — which rarity you saw last, how many Gems you have banked, which Ability you are hoping for — is downstream of those three answers.
The short version
- Width to 8 Studs first. It is the only purchase that matters before 10,000 items.
- Keep walk speed between 24 and 28. Faster makes you slower.
- Switch from Width to Cash Multiplier once the platform clears in one pass.
- Rebirth when the next Cash rank costs more than ten minutes of pushing.
- Use Rebirth Luck to reopen the rare-spawn pool, and spend Gems on displacement Abilities, not the entry wheel.
- Get Conveyor. Manual pushing caps out around a hundred items a minute; a passive build measures in the thousands.
The run is not four grinds in a row. It is one loop, and each phase is the previous phase's bottleneck moving somewhere new. Buy the bottleneck, not the bargain.