What happens if my WalkSpeed exceeds 32 Studs/s?
Due to discrete frame physics updates, high speeds cause tunneling where your character passes through items without imparting pushing momentum.
For the first 10,000 items only one upgrade matters: Pusher Width, taken to 8 Studs before the counter gets there. Cash Multiplier comes next, Spawn Rate after that, and WalkSpeed is the one to leave alone.
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.
| Order | Upgrade | Cost | What it changes | Buy it when |
|---|---|---|---|---|
| 1 | Pusher Width | cost rises about 1.35x per rank | widens the pusher so more items are caught per pass | before the counter reaches 10,000 — 8 Studs is the minimum that stops items bouncing off you |
| 2 | Cash Multiplier | cost rises about 1.40x per rank | raises what every pushed item pays out | once width reads 8 Studs; keep reinvesting about 30% of income so the next rank arrives sooner |
| 3 | Spawn Rate | cost rises about 1.25x per rank | puts more items on the platform at once | after width covers the lanes items spawn in and income is compounding |
| 4 | Player WalkSpeed | cost rises about 1.20x per rank | moves you between spawn lanes faster, and nothing else | almost never — 32 Studs/s is the ceiling and 24 to 28 Studs/s is the usable band |
Past 32 Studs/s the pusher skips through items in one frame, so the Cash buys no throughput and the pushing stops. Ranks bought above the ceiling cannot be recovered.
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.