Coin Factory

Coin Factory

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Complete Coin Factory Guide
Vytvořil: lew_b81
A complete guide to Coin Factory. Includes basic and advanced tips, maps, tiles, synergies, unlocks, upgrades, tile bonuses, achievements, and a guide to complete a map in under 5 minutes!
   
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Introduction
Welcome to the total guide to Coin Factory! I'm just a guy who enjoys the game and needed a bit of help, only to find very little help on Steam.

I'm not an expert, just a guy who likes watching the numbers go up. But I wanted to share some things I've learned from playing and from the great Discord community. If you’re interested, join the Discord server - it’s full of much smarter people than I am, and the game’s creator is there all the time engaging with the players.

You've likely played a few rounds already. You might have spent over an hour on one round and can't figure out how to get that time down. Maybe you've even seen the 5 minute achievement or some of the short times on the leaderboard and laughed in disbelief.

If so, this guide is for you!
The Basics
The first thing you need to know is that Coin Factory is not an incremental game. Coin Factory is a puzzle game pretending to be an incremental game.

What do I mean?

There's very little in the way of waiting around in Coin Factory. You don't have to sit and wait for the numbers to go up - there's almost always something you can do to speed it up. The puzzle is figuring out the synergies that make that happen.

Those low times on the leaderboards aren't hackers or bots, they're real. You can finish some maps in a couple of minutes, you just have to know what to do.

With that in mind, this guide might spoil a lot of the fun you could have. Figuring out the different tiles, synergies, and tactics is the puzzle. Throughout I’ll offer several hints and some outright walkthroughs hidden with spoiler tags. Sometimes you just need a push in the right direction - I know I did!

Starting Out
The tutorial is a good place to start, but it only really explains the most basic action. If you want to start to see what the game really offers, just have a play around. You’ll figure a lot of things out.

After that, check out the tile gallery. Each tile is shown here. Click on each one to see a short demonstration of what it does. These demonstrations may seem a bit vague at first, but after you try some things out, come back and check again. Just seeing the tiles work in isolation can really help with your understanding.

When you're in the game there are a few features that aren't fully explained. Clicking on the diamond shape at the top left switches to a top-down view which you might prefer. Clicking on the question mark opens a tray of shortcuts which can save a lot of time.

Press F to double the speed of time, and press space to pause. For the first few rounds you'll probably always be on double time, but if you want to get your times down and maybe place on the leaderboards, you'll need to pause often.

When you have selected a tile, the bottom box shows you what it currently does. Mouse over the upgrade button and that will change to show the next level. Press the plus button and you'll see all of the upgrades listed in order.
Beginner Tips
  • Every time you build a tile, its price doubles. Upgrade costs stay the same no matter how many tiles you have though, meaning it's often better to upgrade than buy new.
  • Upgrade often! Upgrades are powerful, often doubling the productivity of a tile, if not more. You should usually be upgrading the cheapest tile as soon as you have enough coins.
  • Start small. It's a common tactic for newer players to build as many tiles as they can, but the economy doesn't support that. If your tiles are costing more than your upgrades, it's a sure sign that you've overextended yourself.
  • There is no way to move a tile. Once it's placed the only way is to delete it and build it elsewhere. Luckily the price of tiles is determined by how many are currently on the map, so deleting one halves the cost.
  • You can't delete your output tile once it's placed, so decide carefully. There are ways to destroy it, in which case it goes back to your inventory to be used again.
  • Any tile with a directional output (like factories, centrals, belts, or jumpers) can have their facing changed. Just click and hold then drag in the desired direction. Sometimes it's a bit sticky, but click and hold a little longer than you think you need to and you'll see highlighted boxes showing you how you can rotate the tile.
  • Little messages appear in the corner sometimes. Clicking them will either speed up production or slow it down and cause you to lose time for just a few seconds. Each has a hint which it will be, so try to figure them out before clicking. You can't pause during the effect though, so click carefully! You don’t have to click the messages for any achievements or unlocks, so you can just ignore them.
  • Your game saves automatically. If you exit out, you can always come back, but you have to go all the way back to the main menu to click continue.
Maps & Modes
There are three map types: Basic, Puzzles, and Seasonal. All three are played in the same way, but the maps vary.

Within that, you can play each map in Normal Mode or Hardcore Mode. The only difference is that Hardcore doesn’t allow you to pause.

Maps are arranged in order of release, rather than difficulty, so it's best to play them in whatever order you want.

Basic Maps
Basic maps are just that: the most basic way of playing the game. After completing the tutorial you are placed into Standard, which is a great way to start playing the game. After that you could go for Huge and put down loads of tiles, or Tiny to try to tighten up your game.

The Line is a relatively easy map that requires some tactical thinking, and Volcano is actually really forgiving, despite its name.

Frozen Forest and Warzone are the two hardest maps, so avoid those while learning and unlocking tiles.

3x3 is my favourite, as it can be extremely fast and presents loads of interesting challenges. However, it’s also so small that you have to maximise everything you do, so it is best saved until you’re looking to push your knowledge a bit.

Seasonal Maps
Seasonal maps change on a daily and monthly basis. They introduce two new tile types: the Bomb and Bitcoin. There are a couple of achievements tied to these tiles, so you’ll want to play these a lot if you are achievement hunting.

Puzzle Maps
Puzzle maps offer unique challenges that require you to look at the game in a different way.

Aperture
The Aperture maps introduce portal tiles, which are a really great tool. Playing them unlocks portals for the other maps. The puzzle here is just about using the space in a different way. They’re both very easy maps.

There’s not much of a puzzle here, other than thinking with portals!

The Office
The Office map is similar to the Aperture maps in that you just have to use the board in an unfamiliar way. You can unlock the Coffee tile here, but not until you’ve unlocked some other tiles, so it’s best to come back to this a little later.

Hint
Coffee is hidden behind some useless boxes. You want the coffee.
Solution
Use Missile to delete the Boxes (they don't do anything) and the Coffee. Then place the Coffee and you'll unlock it permanently.

Mystery Space
The Mystery Space maps are the trickiest in the game, but offer brand new tiles for your efforts. Weirdly, it’s best to start with Mystery Space 03, since that one unlocks new tiles that can be used in the other two.

Mystery Space 01
This is probably the hardest map in the game to figure out, and left me puzzled for a long time. It involves using two mechanics that aren’t explained properly anywhere. The Timebomb will destroy the Heart once it reaches zero, which will end the run.
Hint 1
Missiles should destroy the bomb.
Hint 2
You can press S to hide placed tiles and show tile bonuses.
Solution 1
The central Missile pointing at the bomb has a 0 cycle tile bonus, meaning it’s never used.
Hint 3
Tile bonuses apply to the tile you place on them.
Hint 4
Jumper tile bonuses apply to more tiles than you’d think.
Hint 5
What would add cycles to the Missile?
Solution 2
An Overclocker tile forces cycles, and placing it on the jumper 2 tile space means its bonus is moved 2 tiles forwards. Point it at the central Missile to destroy the bomb. Don’t forget to delete the Overclocker afterwards, or it will destroy the Heart!
Solution 3
The difficult part of this map is earning 150k to get an Overclocker before the bomb goes off.

Mystery Space 02
This one takes a little lateral thinking, and really requires you to have unlocked the Drill tile before you play. You can finish it without, but it’s not much fun.
Hint 1
The Missiles will destroy anything in their path, making all but 8 squares unusable.
Hint 2
The Drills will destroy the tiles in front of them after 15 cycles.
Solution 1
Missiles cannot go past unusable tiles, meaning everything above the drills becomes usable after they activate.
Hint 3
It sure would be nice if you could unlock some more empty tiles.
Hint 4
Those tiles in the centre sure have some great bonuses on them.
Hint 5
What stops Missiles again?
Solution 2
Place two Drills on the +2 Cycle tiles, pointing inwards. Once they activate, the centre tiles will become unusable - now the missiles can only hit 2 tiles!
Solution 3
You can destroy the Missiles using your own Missiles! You’ll need to place an upgraded Overclocker on the +2 tile, pointing at a Missile facing the other Missiles. It takes some careful timing and maybe a cheap shielding tile, but you can do it to unlock 6 extra tiles.

Mystery Space 03
The Timebomb on this map actually doesn’t do much. You can let it run down and it’ll just destroy the centre tiles. This is the best way to unlock the Drill tile, so I’d recommend doing that first! However, if you want to unlock the Upgrader, you need to work quickly.
Hint 1
The Drill should destroy the Upgrader.
Hint 2
You can press S to hide placed tiles and show tile bonuses.
Solution 1
The Drill has a 0 cycle tile bonus, meaning it’s never used.
Hint 3
Tile bonuses apply to the tile you place on them.
Hint 4
Jumper tile bonuses apply to more tiles than you’d think.
Hint 5
Wait, haven’t we done this one before? Oh yeah, it’s the same as Mystery Space 01!
Solution 2
Place an Overclocker on the jumper 2 tile space to force cycles onto the Drill.
Solution 3
As before, the difficult part of this map is earning 150k to get an Overclocker before the bomb goes off. You’ll want to make use of the tile bonus squares on the side, shielding your Factories and Centrals with cheap tiles like other Factories or Portals. This map will involve a lot of pausing to add new tiles when they’re destroyed. It’s very annoying, but can be done.
Solution 4
If you don’t have time for that nonsense, you can blow up the Upgrader tile yourself with a Timebomb in the corner. If you play Mystery Space 01 first, you’ll unlock the Timebomb.
Basic Tiles
Output
Unlocked
You get one at the start of each map.
Function
Put coins in here to earn them!
Cost
Level
Effect
Cost/Upgrade
Level 1
An output tile for all your earnings.
Free
Synergies
  • Factory/Central: these produce coins. Nothing else uses the Output.

Box
Unlocked
Place your first Investor tile.
Function
This is literally how you win the game. Place the Box down and the game is over. It costs a lot, but this is your ultimate goal.
In earlier versions of the game, you put some tiles inside the Box and another player unpacked them (for better or worse). This feature is no longer in the game, but that’s where the description text comes from.
Cost
Level
Effect
Cost/Upgrade
Level 1
Send a box to the next Player and end the game.
$10t
Synergies
  • Factory/Central: you need coins to afford it. Make lots of coins, make a box, win the game.
  • Output: you can actually put the Box on the Output tile to win the game, meaning you don’t have to delete anything to place it on a full board. Does it save you any time? No. But it means that when other players click to see your map in the leaderboard, you can present it in all its glory!
Mover Tiles
Belt
Unlocked
Unlimited number, always unlocked.
Function
Moves coins around. Click and drag to set a direction to move the coins.
Cost
Level
Effect
Cost/Upgrade
Level 1
Transports money.
Free
Synergies
  • Factory/Central: these produce coins. Nothing else uses Belts.
Jumper
Unlocked
Place your first Central tile.
Function
Jumpers jump coins over tiles. They act like Belts, but skip tiles in between. A level 1 Jumper skips a single tile, and a Level 2 Jumper skips two tiles.

Once you upgrade a Jumper, it can no longer skip one tile. If you want to go back to one tile, you have to delete it and make a new one.

Click and drag to set a direction to jump the coins. Jumpers can be a bit sticky with their facings. Just click and hold a little while longer than you’d expect until the guide boxes appear, then mouse over the guide box for where you want the coins to land and let go.

Jumpers are very useful for saving space on small maps. They’re quite pricey at the very start, but after a few Factory upgrades they become very cheap comparatively. The level 2 upgrade is quite expensive though, so don’t be afraid to shuffle around your tiles once it becomes cheap enough.
Cost
Level
Effect
Cost/Upgrade
Level 1
Transports money by jumping over 1 tile.
$200
Level 2
Transports money by jumping over 2 tiles.
$15k
Synergies
  • Factory/Central: Jumpers throw coins. These produce coins.
  • Basketball: this tile only functions when coins jump over it, which means Basketballs require Jumpers. You can link together two Basketballs in a row to get double the bonus, but you can only jump a coin over one set of Basketballs. Don’t set up loads of Jumpers for multiple Basketball jumps - it doesn’t work that way!
Blue/Red Portals
Unlocked
Place one of each Blue and Red Portal tile on either of the Aperture Puzzle maps.
Function
Teleport coins from one to the other!

When a coin comes out of a Portal, the Portal functions like a Belt, moving it to another tile. Click and drag to set a direction to move the coins. Portals can be a bit sticky with their facings. Just click and hold a little while longer than you’d expect until the guide boxes appear, then mouse over the guide box for where you want the coins to end up, and let go.

If you have multiple Red Portals, a coin that enters a Blue Portal will appear randomly out of one of them, and vice versa. It can be very helpful to make multiple of one colour Portal and one a single of another Colour, allowing you to quickly teleport from multiple Factories/Centrals to a single spot.
Note that if a coin comes out of a Portal and has nowhere to go, it will just sit on the spot.

An interesting point of Portals is that the first one of each colour is always free. This is especially helpful early on in a map, where you can have Factories quite far away from the Output to make the most of tile bonuses.
Cost
Level
Effect
Cost/Upgrade
Level 1
Transports money to one random red/blue portal
Free/$2k
Synergies
  • Factory/Central: coiny thing goes in, coiny thing comes out.
  • Belts: you might find yourself in a position where your Portals are in the way of your Output queue, and teleport themselves back to an unwanted Portal. If you direct that Portal onto a Belt and have the Belt direct straight back onto the Portal, it will teleport back to the other Portal again and continue on its way.
  • Jumper/Basketball: a helpful tactic is to dump all coins into one colour Portal across the map, and then have them all come out of a single other colour Portal. From there you can set up an easy line with a Jumper and some Basketballs, making sure that all of your coins get multiplied before being dropped into the Output.
Casino
Unlocked
Win 7 games. You’ll unlock the Casino tile in the next game you play.
Function
Potentially double your coins! Or lose them. There’s a 51% chance of doubling them, which means that over a long period of time you will come out on top.

The Casino otherwise just acts exactly the same as a Belt. Click and drag to set a direction to move the coins.

Casinos aren’t a terrible tile. You’ll come out on average with barely more coins than you would have with just a Belt. If you put multiple Casinos in a row you can really play the odds! Statistically you’ll still come out better, but you might be waiting a long time for those coins to cash out. They’re useful until you unlock the Basketball, which is a much more reliable source of income. However, if you’re using Belts anyway, there’s no real harm in using a Casino instead. It’s just not really going to make much of a difference.
Cost
Level
Effect
Cost/Upgrade
Level 1
Ready to bet? 51% chances of doubling the input income or losing it all. Use at your own risk!
$10k
Synergies
  • Factory/Central: bet coins at the Casino. Maybe you’ll win?
Basketball
Unlocked
Win 10 games. You’ll unlock the Basketball tile in the next game you play.
Function
Jump over Basketball tiles to increase the value of coins. Basically you double your coin value when jumping over one. If you have two in a row, you double it twice!

However, you can’t gain the Basketball multiplier through multiple jumps. You can either jump over one or two Basketballs in a single go, and after that your coins can’t double from other Basketball tiles again. So don’t bother linking together multiple Jumpers and Basketballs, because it doesn’t work.
Cost
Level
Effect
Cost/Upgrade
Level 1
If this tile is jumped over, adds +100% to its basketball multiplier. This effect can be stacked in a single jump only.
$1.8m
Synergies
  • Jumper: obviously to jump over a Basketball tile, you need a Jumper. Upgrade the Jumper and you can jump over 2 Basketball tiles for double the profit.
  • Portals: it can be really useful to Portal all your coins around the map to one place, then lead that into a Jumper with one or two Basketball tiles. Jump that straight into the Output and you have a very simple system for massively increasing your production at a relatively low cost.
Producer Tiles
Factory
Unlocked
You get one for free at the start of each map.
Function
This is your primary coin generator. Factories start by producing $1 per cycle, and can be upgraded to produce a lot more.

Click and drag to set a direction for coins to come out.

Factories interact with anything with a production modifier.
Cost
Level
Effect
Cost/Upgrade
Level 1
Produces 1$ every cycle
Free/$8
Level 2
Base production increased to $2
$25
Level 3
Base production increased to $3
$75
Level 4
Base production increased to $3. All production is multiplied by 2
$400
Level 5
Base production increased to $5. All production is multiplied by 3
$1.5k
Level 6
Base production increased to $10. All production is multiplied by 5
$20k
Level 7
Base production increased to $20. All production is multiplied by 10
$400k
Level 8
Base production increased to $50. All production is multiplied by 100
$200m
Level 9
Base production increased to $100. All production is multiplied by 200
$20b
Synergies
  • Central: produces the sum of all Factories its touching. First level is orthogonal, second level adds diagonal as well. Final level doesn’t require touching anymore!
  • Coffee: adds to Factories Production when touching. Very useful early on.
  • Park: multiplies Factory production by a percentage when touching.
  • Sponsor: reduces the cost of Factory upgrades. Helpful to get the important level 8.
  • Bishop: multiplies Factory production if placed diagonally, but divides it by 1.5 if orthogonal. You should try to get as many Bishops on your Factories as possible.
  • Accelerator: Adds $1 to Factory production when facing it. Can be upgraded to work more often, and the $ amount can be upgraded too. This synergy is how you win games quickly.
  • Drums/Overclocker: makes Factories they touch/face run more often.
  • Firecamp: permanently increases production of Factories. A decent way to upgrade them, but better saved for upgrading Accelerators.
  • Investor: increases production on all Factories on the map. Incredibly powerful. First three levels increase by a set amount, but the last level switches to a 1% increase. This is how you get to 10t to place a Box. Multiple Investors increase Factory production simultaneously, so you will benefit from more than one.
Central
Unlocked
Place your first Factory tile.
Function
Centrals act as a production multiplier. When they’re touching Factories, they add together all of their production and make that each cycle. Factories are your primary coin generator, but Centrals are how you make lots of coins!

Click and drag to set a direction for coins to come out.

Centrals interact with anything with a production modifier.

They start off only summing orthogonal Factories at level 1, but level 2 has them hit diagonal Factories as well. The final upgrade has them hit all Factories on the map, regardless of positioning. Once you hit the final upgrade, it’s a good time to reposition your Centrals to take advantage of tile bonuses or synergies.
Cost
Level
Effect
Cost/Upgrade
Level 1
Produces the SUM of the production of every touching factory in non-diagonal tiles.
$120
Level 2
Produces the SUM of the production of every touching factory in tiles from all directions.
$600
Level 3
Multiplies total production by 2
$5k
Level 4
Multiplies total production by 4
$60k
Level 5
Multiplies total production by 10
$9m
Level 6
Sums the production of all Factory tiles. Multiplies production by 15
$1.6b
Synergies
  • Factory: Centrals don’t produce anything on their own, so need Factories to increase their production. The more Factories you have around them, the more they produce. However, 1-3 Factories is actually enough, because other tiles can multiply production higher than too many Factories.
  • Coffee/Accelerator: adds to Central production when touching/facing. Not that useful generally, because the numbers added are smaller than most Factories will be adding. Save them for your Factories.
  • Sponsor: reduces the cost of Central upgrades. Helpful to get the important level 6.
  • Bishop: multiplies Central production if placed diagonally, but divides it by 1.5 if orthogonal. You should try to get as many Bishops on your Centrals as possible.
  • Drums/Overclocker: makes Centrals they touch/face run more often. Very helpful for increasing production.
  • Firecamp: permanently increases production of Centrals, but much less than upgrading Factories would. Don't bother.
  • Investor: increases production on all Centrals on the map. Incredibly powerful. First three levels increase by a set amount, but the last level switches to a 1% increase. This is how you get to 10t to place a Box. Multiple Investors increase Central production simultaneously, so you will benefit from more than one.
  • Park: anti-synergy! Parks don’t work on Centrals, only on Factories!
Multiplier Tiles 1
Coffee
Unlocked
Destroy the Coffee tile on The Office map, and then place it again on the same map. If you don’t place it, you won’t unlock it!
Function
Provides an aura that increases production on Factories and Centrals it’s touching by +1.

Upgrade to increase the bonus. Coffee automatically levels down after a number of cycles. This reduces the bonus, but provides a permanent boost to it. You can keep increasing it in this way throughout the game, but the upgrades are quite pricey, and it’s quickly outmatched by the Accelerator.

Coffee doesn’t have a facing and doesn’t run on cycles - it just constantly buffs everything around it. The downside is that once you delete Coffee, the aura is gone and the touching Factories/Centrals immediately revert back to their regular production.
Cost
Level
Effect
Cost/Upgrade
Level 1
Aura of +1 to the production. Affects touching factories/centrals.
$50
Level 2
Aura of +2 to the production. Affects touching factories/centrals. It levels down after 10 cycles and increases its bonus by +1 permanently.
$500
Level 3
Aura of +5 to the production. Affects touching factories/centrals. It levels down after 7 cycles and increases its bonus by +2 permanently.
$2k
Level 4
Aura of +10 to the production. Affects touching factories/centrals. It levels down after 5 cycles and increases its bonus by +5 permanently.
$20k
Synergies
  • Factory/Central: more useful for Factories in the early game. Put it in the centre of a bunch of them.
  • Upgrader: higher level Coffee upgrades level down very quickly, so an Upgrader is almost a must if you want to consistently run it at high levels.
  • Firecamp: permanently increases the bonus. Given the right setup with enough buffs to Firecamps, this could work very well.
Accelerator
Unlocked
Place your first Central tile.
Function
Permanently increase the production of facing Factories and Centrals. Accelerators have a facing, so can only improve one other tile at a time.

Accelerators can have their numbers increased by using Firecamps or tile bonuses. This is the best way to increase a Factory or Central’s production early and mid-game, causing massive growth to your overall coins.
Cost
Level
Effect
Cost/Upgrade
Level 1
Adds $1 production every 5 cycles to the facing factory/central
$3k
Level 2
Adds $1 production every 3 cycles to the facing factory/central
$80k
Level 3
Adds $1 production every 1 cycles to the facing factory/central
$200k
Synergies
  • Factory/Central: increases their base production values. They’re often more useful for boosting Factories than Centrals, since multipliers from support tiles and Centrals are added after the Factory's base number. If you put these down early enough, you’ll only ever need 1 or 2 Factories.
  • Firecamp: increases the number on an Accelerator permanently. So instead of increasing a Factory every 4 cycles, you can use the Firecamp to increase an Accelerator which then increases the Factory even quicker and exponentially. Increasing Accelerator bonuses like this is how you win the game quickly.
  • Drums/Overclocker: these will increase the rate at which the Accelerator runs. A fully upgraded Overclocker doubles the amount of coin increase an Accelerator provides.
Investor
Unlocked
Place your first Overclocker tile.
Function
Investors are like upgraded Accelerators. but they increase the production of all Factories and Centrals across the whole map. Simply put: you need them to win the game.

Once you have $1m this should usually be your first purchase. The only time these aren’t as good is if you’ve spent a lot of time increasing the bonus on your Accelerators and only have 1 or 2 Factories/Centrals. Then you can wait on the Investors until you can hit that last upgrade.

Speaking of upgrades: they come very fast to start with. Once you’ve got $1m you’ll easily get to $5m and $40m so keep an eye on your Investor. The upgrades scale really nicely, so take them when you can. The next upgrade is a massive $300b - the most expensive upgrade in the game. However, that’s how you win. A 1% increase to production might not seem like much, but it grows exponentially, so you’ll be able to buy the Box in no time.
Cost
Level
Effect
Cost/Upgrade
Level 1
Adds $1 production to every factory/central every 5 cycles
$1m
Level 2
Adds $2 production to every factory/central every 3 cycles
$5m
Level 3
Adds $3 production to every factory/central every 2 cycles
$40m
Level 4
Adds 1% production to every factory/central every 1 cycles
$300b
Synergies
  • Factory/Central: increases both of these no matter where they are on the map. That gives you freedom to place the Investor in the most helpful/out the way place.
  • Firecamp: does the same to the Investor as it does to the Accelerator, except the Investor hits every Factory/Central. However, the Firecamp does not work on the final level of the Investor - even if the number on the top of the tile says otherwise. Level 4 Investors always increase by 1%.
  • Drums/Overclocker: these make the Investor run more often, which increases the production gain more often. Especially when you hit level 4, surrounding the Investor with these will make your exponential growth happen even faster.
Multiplier Tiles 2
Firecamp
Unlocked
Win 5 games. You’ll unlock the Firecamp tile in the next game you play.
Function
This one is worded a bit confusingly. Basically, if there’s a number on top of a tile, point a Firecamp at it and that number will go up.

You can use this to increase the production of Factories and Centrals, or also on multipliers from Accelerators and Investors.

Much like Coffee, the upgrades on a Firecamp are temporary. They increase the number that it increases by, but only for a limited number of cycles.

Firecamps have facings, so click and drag them in the direction you want. They work fine with no upgrades, but upgrading them really helps, and the low levels aren’t so expensive that you can’t keep putting coins into them. The $70m and $500m upgrades do often make a dent in your savings though, so shouldn’t be used all the time.
Cost
Level
Effect
Cost/Upgrade
Level 1
Every 4 cycles it increases the added production of the targeted tile by 0.1
$75k
Level 2
Every 4 cycles it increases the added production of the targeted tile by 0.5. It levels down after 15 uses.
$150k
Level 3
Every 4 cycles it increases the added production of the targeted tile by 1. It levels down after 15 uses.
$70m
Level 4
Every 4 cycles it increases the added production of the targeted tile by 2. It levels down after 15 uses.
$70m
Level 5
Every 4 cycles it increases the added production of the targeted tile by 5. It levels down after 15 uses.
$500m
Synergies
  • Factory/Central: increases the production of these tiles, which means more coins coming out. This is the most basic way to use a Firecamp, and while it’s good, it’s not great.
  • Accelerator: this is great. It increases the production increase of an Accelerator permanently. So instead of increasing a Factory every 4 cycles, you can use the Firecamp to increase an Accelerator which then increases the Factory even quicker and exponentially. Increasing Accelerator bonuses like this is how you win the game quickly.
  • Investor: like an Accelerator but works for all Factories and Centrals on the map. By the time you have a couple of upgrades in the Investor, Firecamps can make your production bonus go to the moon. However, it does not work on the final level of the Investor - even if the number on the top of the tile says otherwise. Level 4 Investors always increase by 1%, and that can’t be changed.
  • Drums/Overclocker: these are great for increasing the number of cycles the Firecamp uses, which then in turn increases the target’s production value.
  • Upgrader: since Firecamps automatically level down, an Upgrader might be helpful to keep them high. Be warned though: those last 2 levels cost a lot of coins, which could affect your saving for other things.
Park
Unlocked
Place your first Accelerator tile.
Function
Parks multiply Factory production when they’re touching them. One Park can hit multiple Factories at once, making them a great multiplier.

Parks don’t have a facing and don’t run on cycles - they’re just constantly buffing every Factory around them. The downside is that once you delete a Park, the aura is gone and the touching Factories immediately revert back to their regular production.

Parks are really cheap for what they do. While you might be focused on upgrading Factories/Centrals at the start of the game, it’s always worth slapping some cheap Parks down to provide quick bonuses. Their upgrades are quite pricey, but fall very close to each other, so you can go from +30% to +75% very quickly.

Parks can affect multiple Factories at once, so position them well to get the most out of them.
Cost
Level
Effect
Cost/Upgrade
Level 1
Every touching factory from all directions gains +30% production
$400
Level 2
Every touching factory from all directions gains +50% production
$2.5m
Level 3
Every touching factory from all directions gains +75% production
$7.5m
Synergies
  • Factory: Parks only work on Factories. Place them anywhere next to a Factory, orthogonal or diagonal. Their multiplier is percentage based, which means they only get more useful as the Factory produces more.
  • Water: increases the multiplier of touching Parks by a lot. They’re surprisingly expensive, but their upgrades are very cheap. The bonus here is that the Water only needs to be touching the Park and not any Factories. This means you can get more bonuses even when 2 squares away from a Factory, so Lakes rarely compete with any other tiles.
  • Central: anti-synergy. Parks don’t work on Centrals, only on Factories!
  • Bishop: these two don’t synergise, but fulfil the same role. Bishops are better when there are no Lakes, but Parks are better if you have room for even a single Lake.
Bishop
Unlocked
Win 3 games. You’ll unlock the Bishop tile in the next game you play.
Function
Bishops multiply production of Factories and Centrals, but only when they’re positioned diagonally. If they’re positioned orthogonally then they divide production by the same amount. Careful positioning is key to using Bishops!

Bishops don’t have a facing and don’t run on cycles - they’re just constantly buffing every Factory/Central around them.
Cost
Level
Effect
Cost/Upgrade
Level 1
Multiplies total production of diagonal factories/centrals by 1.5 but divides production of non-diagonal by 1.5
$2k
Level 2
Multiplies total production of diagonal factories/centrals by 2 but divides production of non-diagonal by 2
$4m
Synergies
  • Factory/Central: they multiply their production equally. This is more useful on Centrals since their production is usually higher.
Time Saver Tiles
Drums
Unlocked
Win 4 games. You’ll unlock the Drums tile in the next game you play.
Function
Increases the cycle rate of touching tiles. First level it only affects orthogonal tiles, but at level 2 it affects diagonals as well.

Drums are useful for boosting tiles early on or when there are no spaces left for Overclockers, which are much better overall. Drums target many squares rather than just one, but their cycle boost is much lower than an Overclocker. Still, they have their uses.
Cost
Level
Effect
Cost/Upgrade
Level 1
Every 5 cycles makes non-diagonal tiles run 2 cycles at once. It doesn’t affect other overclockers/drums
$20k
Level 2
Every 5 cycles makes all surrounding tiles run 2 cycles at once. It doesn’t affect other overclockers/drums
$4m
Synergies
  • Cycle tiles: anything that runs on cycles benefits from Drums. Tiles like Upgrader, Sponsor and Accelerator can all benefit from Drums.
  • Investor: probably the most useful way to use Drums, the Investor otherwise can’t get any direct bonuses from diagonal tiles (though you have to upgrade the Drums first).
  • Factory/Central: anti-synergy. It works on them, but you’re almost always better off using Overclockers. If you have spare diagonal spaces (and the $4m to upgrade) you’re better off using Bishops or Parks/Water.
  • Overclocker: anti-synergy. Drums don’t work on Overclockers, and Overclockers don’t work on Drums.
Overclocker
Unlocked
Place your first Accelerator tile.
Function
Much like Drums, Overclockers increase the cycle rate of tiles. However, Overclockers are facing tiles, which means unlike the Drums they can only affect one tile at a time.

Overclockers speed up your progress in the game in a shorter time. You can point them at anything that runs on cycles and watch them go fast! The upgrade costs a lot, but over triples their effectiveness, so is definitely worth it.

Unfortunately there’s nothing you can do to synergise with the Overclocker to make it better. It synergises with plenty of other things, but can’t be buffed at all.
Cost
Level
Effect
Cost/Upgrade
Level 1
Every 5 cycles makes the targeted tile run 3 cycles at once. Doesn’t affect other overclockers/drums
$150k
Level 2
Every 5 cycles makes the targeted tile run 10 cycles at once. Doesn’t affect other overclockers/drums
$12m
Synergies
  • Cycle tiles: anything that runs on cycles benefits from the Overclocker. Tiles like Upgrader, Sponsor and Accelerator can all benefit from the Overclocker.
  • Central: pointing an Overclocker at these massively increases your production. With an upgrade, the Overclocker doubles a Central's production. It also synergises nicely with Bishops, who have to sit diagonally.
  • Factory: anti-synergy. Overclockers are best used on Centrals rather than Factories, since the bonus cycles don't increase a Factory's production number, which is what the Central's production number multiplies off. Better off using Parks.
  • Accelerator/Investor: probably the most useful way to use an Overclocker, these tiles help you to boost your Factory/Central production, so making them activate more often is definitely helpful.
  • Firecamp: increasing the amount of times a firecamp increases production is great. Though be warned that it also increases the Firecamp’s upgrade decay rate, so you have to keep a close eye on it.
  • Drums: anti-synergy. Overclockers don’t work on Drums, and Drums don’t work on Overclockers.
Underclocker
Unlocked
Destroy the Underclocker tile on the Mystery Space 03 map, and then place it again on the same map. If you don’t place it, you won’t unlock it! You can just wait for the Timebomb to blow it up.
Function
Stops tiles from running as often by delaying their cycles. If you think that sounds really unhelpful, you’re correct. It’s only really useful to delay negative tiles like a Timebomb or Bitcoin.

Unfortunately the cycle delay it offers is really poor, even when upgraded. You’re really better off saving up to remove those tiles in some other way.
Cost
Level
Effect
Cost/Upgrade
Level 1
Every 5 cycles delays targeted tile by 1 cycle.
$10k
Level 2
Every 4 cycles delays targeted tile by 1 cycle.
$30k
Synergies
  • Timebomb: delays the Timebomb’s counter.
  • Missile: delays the Missile from firing, though not by much.
  • Drill: delays the Drill from destroying a tile.
  • Bitcoin: delays the Bitcoin from multiplying. Though it’s usually easier to just delete them.
  • Drums/Overclocker: you can use these to increase how often the Underclocker activates. With enough of them you can actually make a Timebomb’s timer go up!
Distributor
Unlocked
Win 15 games. You’ll unlock the Distributor tile in the next game you play.
Function
Steals cycles from orthogonal 3 orthogonal tiles to give to the tile its pointing at. At the highest level you can triple production on your designated tile… at the cost of cutting production on the other tiles by a third.

Honestly I don’t know why you would ever use this tile. You can get Drums for the same cost which are better and affect multiple tiles. Or save up a bit for an Overclocker. The Distributor would be more useful if you could steal cycles from things that don’t use them like Parks, but it can't. You might get a very fringe case where you can steal cycles from three Timebombs or something, but why would you ever manufacture that scenario?

Unless I’m missing something big, this is the worst tile in the game. Even worse than a Sponsor.
Cost
Level
Effect
Cost/Upgrade
Level 1
Every 5 cycles steals 1 cycle from non-diagonal tiles and gives them to the targeted tile
$20k
Level 2
Every 3 cycles steals 1 cycle from non-diagonal tiles and gives them to the targeted tile
$500k
Level 3
Every 2 cycles steals 1 cycle from non-diagonal tiles and gives them to the targeted tile
$10m
Level 4
Every 2 cycles steals 2 cycles from non-diagonal tiles and gives them to the targeted tile
$200m
Synergies
  • Coffee: steals cycles even when Coffee isn’t upgraded, which means you’re essentially getting the bonus for free. But by the time you can afford a Distributor, Coffee is a lot less helpful anyway.
  • Timebomb: it only takes 1 upgrade for the Distributor to be better at delaying the Timebomb than the Underclocker, and it provides a bonus as well. But just delete them instead!
Support Tiles
Upgrader
Unlocked
Destroy the Upgrader tile on the Mystery Space 03 map, and then place it again on the same map. If you don’t place it, you won’t unlock it!
Function
Upgraders will automatically try to upgrade a facing tile every 3 cycles. This isn’t always very useful, especially if you’re constantly pausing. But on a larger map on Hardcore mode, you might find more use for them.
Cost
Level
Effect
Cost/Upgrade
Level 1
This tile will automatically try to upgrade the targeted tile every 3 cycles.
$650
Synergies
  • Any tile with upgrades: the Upgrader can be used on loads of tiles. But most tiles have so far between upgrades that it’s not very helpful.
  • Coffee/Firecamp: these two tiles lose a level after a certain amount of cycles. Using an Upgrader means you can forget about them and not have to constantly check to see if they need upgrading again. Provided you’re not saving for an important upgrade that’s similar in cost to these tiles, it can be very useful.
  • Mystery Space 03:a special mention for the map you get it on. The constant barrage of Missiles can be offset by upgrading some cheap tiles to act as a barrier. Using the Upgrader means you don’t have to pause and upgrade those tiles as often! You unlock the Upgrader on this map, so why not go back and give it another go with the most useful tool for the stage?
Sponsor
Unlocked
Win 30 games. You’ll unlock the Sponsor tile in the next game you play.
Function
Reduces the cost of upgrades on a facing tile.

The Sponsor works by feeding it coins via a Factory, Central, Belt or other mover. For every coin you feed it, it spends that on reducing the upgrade cost of a facing tile by a percentage. If you’re saving to upgrade certain tiles, the Sponsor simply saves you lots of money in the long run.

However, the Sponsor comes with a massive downside: it cannot be deleted! If you try to destroy it with another tile like a Missile, it makes the tile unusable. This turns a potentially useful tile into an almost completely pointless one. You’re much better off using the space to boost cycles or production on your Factory/Central instead.

Sponsors can make that last $300b upgrade on an Investor easier to obtain quickly, but it’s almost always still more worthwhile just increasing production instead. They already have a downside that they cost coins, but a double downside of no deletions makes them a lot less worthwhile.

Sponsors store the coins and then spend them. They don’t keep the coins after activating. Though they don’t have a counter on top so you can’t tell how much they’ve stored.
Cost
Level
Effect
Cost/Upgrade
Level 1
Every 5 cycles reduces by 150% of the tile’s stored money the upgrade cost of the targeted tile. This tile can’t be deleted.
$800
Level 2
Every 5 cycles reduces by 200% of the tile’s stored money the upgrade cost of the targeted tile. This tile can’t be deleted.
$18k
Level 3
Every 5 cycles reduces by 250% of the tile’s stored money the upgrade cost of the targeted tile. This tile can’t be deleted.
$500k
Synergies
  • Factory: the $200m upgrade is one of the best in the game. This will make it cheaper.
  • Central: the $1.6b upgrade is very helpful, but usually once you hit that number you want to reposition the Central anyway, making the Sponsor a lot less useful.
  • Investor: the £300b upgrade is the best in the game, and the most expensive. The Sponsor can potentially get you there quicker. But once it does, you can’t replace it for an Overclocker, which will speed up your exponential growth in a much more helpful way.
Shield
Unlocked
Win 20 games. You’ll unlock the Shield tile in the next game you play.
Function
The Shield tile protects its facing tile from being destroyed. This is most useful on the Warzone, Frozen Forest, and Mystery Space 02 maps. Outside of these (and maybe some Seasonal maps), it doesn’t have much use.

On those maps you might want to save certain tiles that have tile bonuses, or tiles producing coins while being shot at by Missiles. The Shield does one thing and one thing only.

The main drawback of the Shield is that it’s a facing tile. It only works on the tile it’s facing when right next to it. So if you can’t avoid the destruction, just pick a tile you want to be destroyed instead, and use a Shield!
Cost
Level
Effect
Cost/Upgrade
Level 1
If the targeted tile would be destroyed. Destroys this tile instead.
$20k
Synergies
  • Timebomb/Missile/Drill: useful for protecting other tiles from these negative ones. Note that if it would make the tile unusable, it still makes the Shield tile unusable, thus limiting the Shield's use a bit.
Destruction Tiles
Drill
Unlocked
Destroy the Drill tile on the Mystery Space 03 map, and then place it again on the same map. If you don’t place it, you won’t unlock it!
Hint
You can just wait for the Timebomb to blow it up.
Function
Completely destroys tiles. The Drill takes a while to run, but when it does it completely destroys the tile that it’s facing, removing everything and making it unusable.

The Drill has very limited uses outside of Puzzle maps or Seasonal maps. It’s great for destroying negative blocks like Missile or Timebomb. Missile is often a better way of doing it since it doesn’t make the tile unusable. But Missiles are also 30 times the cost!

At higher levels, a successful Drill use actually adds a cycle bonus to the tile. This bonus is retained on the tile even if you then delete the Drill. So you can sacrifice a tile to get up to a +1 cycle bonus. These bonuses stack as well, allowing you to get a potential +4 cycle bonus on a single tile. Situational? Sure. But tile bonuses are never unwelcome.
Cost
Level
Effect
Cost/Upgrade
Level 1
Destroy the targeted tile in 60 cycles. The deleted tile becomes unusable and this tile gets a -0.5 cycles penalty.
$120
Level 2
Destroy the targeted tile in 60 cycles. The deleted tile becomes unusable.
$600
Level 3
Destroy the targeted tile in 60 cycles. The deleted tile becomes unusable and this tile gets a +0.5 cycles bonus.
$5k
Level 4
Destroy the targeted tile in 60 cycles. The deleted tile becomes unusable and this tile gets a +1 cycles bonus.
$60k
Synergies
  • Timebomb: destroys the Timebomb and stops it from exploding.
  • Missile: destroys the Missile and stops it from firing. Missiles cannot fire past unusable tiles, so you can block their paths if you can’t delete them.
  • Bitcoin: destroys the Bitcoin. Though it’s usually easier to just delete them.
  • Drums/Overclocker: the Drill has a long lead up time, so increasing the number of cycles can be extremely helpful if you absolutely need something destroyed right now.
Timebomb
Unlocked
Destroy the Timebomb tile on Mystery Space 01, Mystery Space 03, or any Seasonal map in which they appear, and then place it again on the same map. If you don’t place it, you won’t unlock it! Letting it blow up on its own doesn’t work.
Function
The Timebomb starts with a 6 minute countdown. After it reaches 0 it blows up. It destroys all the touching tiles and also makes them unusable.

The Timebomb obviously isn’t a very helpful tile to place down! However, it’s key in some of the Puzzle maps and Seasonal maps as an obstacle that you have to overcome.

You can destroy Timebombs in a couple of ways, and/or delay the countdown.
Cost
Level
Effect
Cost/Upgrade
Level 1
If the timer gets to 0, this tile and all surrounding tiles get destroyed. Boom!
$65k
Synergies
  • Drill: will destroy the Timebomb in 60 cycles. So if you don’t place the Drill before the Timebomb goes under a minute, it won’t work! Of course, you can always speed up the Drill using Overclockers or Drums. Remember that a Drill makes the tile unusable as well, so it’s not a total victory.
  • Missile: will destroy the Timebomb in 3 cycles. Missiles also leave the tile usable afterwards, so are preferable to the Drill. They cost a lot more, but take a lot less time to activate, so you have more time until you have to deploy them.
  • Underclocker: delays the countdown, though not by much. Combine with Overclockers/Drums to make it work better.
  • Distributor: a max level Distributor will stop the clock on a Timebomb entirely. Of course it costs way more than Missiles do, but with the right positioning you might be able to make this worthwhile? I still think destroying it is more beneficial.
Missile
Unlocked
Destroy a Missile tile on any of the Mystery Space maps, and then place it again on the same map. If you don’t place it, you won’t unlock it!
Function
Missiles are used to destroy other tiles, and destroy them fast. They take 3 cycles to activate, and then shoot something! You won’t see any missiles move, but they flash like the other tiles to show they’re working.

Missiles shoot straight forward in their chosen facing, hitting the first thing in their path. If a Missile hits a placed tile, it will reduce its level by 1. If the tile is at level 1, it will be removed.

Placed Missiles can have their facing changed by clicking and dragging, but Missiles that are part of the map cannot.

Missiles will automatically destroy any Belts in their path without stopping, but will be stopped by Portal and Casino tiles.

Missiles cannot travel over unusable tiles.

Missiles aren’t helpful in most maps, but in Puzzle maps and Seasonal maps they can change the game (or stop you losing it!). Most Seasonal maps have tiles from the start that cannot be deleted, but Missiles can remove them. Unlike the Drill, the Missiles leave the space underneath perfectly usable, even uncovering tile bonuses!
Cost
Level
Effect
Cost/Upgrade
Level 1
Every 3 cycles fires missiles that level down the first tile in the targeted line. If the tile can’t be leveled down it gets removed.
$1.5m
Synergies
  • Underclocker/Distributor: these can slow the Missile’s cycles down, even to the point that they’re unusable. Not always very helpful, but maybe in fringe cases.
  • Timebomb/Drill: Missiles can be extremely helpful to destroy these negative tiles while still leaving them usable in the future. They’re a great way to clear out a map of unwanted tiles.
  • Bitcoin: technically you can destroy Bitcoins with Missiles, but Missiles are quite expensive, so you’re usually better off just deleting the Bitcoin.
Bomb
Unlocked
You get 3 Bombs on every Daily and Nightly map.
Function
Bombs are different from Timebombs! You can place a Bomb on any occupied square and it will delete whatever tile is placed there. The tile underneath will still be usable.

Bombs are very helpful for clearing annoying tiles in Daily and Nightly maps, which often have tile bonuses hidden underneath.
Cost
Level
Effect
Cost/Upgrade
Level 1
Converts any tile into an empty tile. Any.
$5k
Synergies
  • Timebombs/Bitcoins: these are frequent hazards on Daily and Nightly maps, and the Bombs are often the best way to deal with them.
  • Unwanted tiles: Daily and Nightly maps usually come with a few pre-placed tiles (often Parks and Water). While they're sometimes helpful, they’re often in the wrong place. You can’t delete them as normal, so Bombs are a really useful way to get rid of them.
Special Tiles
Bitcoin
Unlocked
Bitcoins can appear on Seasonal maps. You cannot place Bitcoins.
Function
Bitcoins start with $750, and can be deleted for a cost of $3k. After every 30 cycles, the deletion cost is raised by the amount of coins the Bitcoin currently has. If the Bitcoin has enough to delete itself, it instead creates another Bitcoin on any tile on the map (including occupied tiles).

To confirm: you can just delete Bitcoins. You don't have to destroy them with other tiles. Just click them and click the red button to delete them for a cost.

Bitcoins’ current coins can be increased by Coffee or tile bonuses.

Be careful with Bitcoins! They might seem harmless, but left unchecked they can start multiplying extremely quickly.
Cost
Level
Effect
Cost/Upgrade
Evil Corporation
Evil Tile. Every 30 cycles attempts to buy itself. Increases its price over time. Multiplies. Help.
$3k/increases by current number
Synergies
  • Coffee: the aura that Coffee provides also increases the current coins on a Bitcoin. Be careful of your placement.
  • Bomb/Timebomb/Missile: these all work to destroy Bitcoins if they get too expensive. But you can just delete them instead, so probably do that.
  • Drill: mining Bitcoins? Hmm, maybe there’s something to that…
Heart
Unlocked
Unavailable to place, only seen in certain maps.
Function
The Heart acts as a lose condition. If it’s destroyed, you lose the map. It’s the only way you can lose a game of Coin Factory.
Cost
Level
Effect
Cost/Upgrade
Level 1
Protect this tile. If this tile gets destroyed you lose the game.
n/a
Synergies
  • Shield: technically you can make this work, but you won’t ever need to.
  • Timebomb/Missile/Drill: anti-synergy. These tiles will destroy the Heart, so avoid that happening!
Companion Cube
Unlocked
Only available on the Aperture 02 map. Destroy the Companion Cube already on the map to unlock it. You can place it down again, but that’s the only one you get. It cannot accompany you to other maps.
Function
The Weighted Companion Cube cannot talk. In the event that it does talk, Coin Factory asks you to ignore its advice.
Cost
Level
Effect
Cost/Upgrade
Level 1
A nice little cube with a pink heart in the middle
Free
Synergies
  • Firecamp: you monster.
Button
Unlocked
Only on the Aperture 02 map. You cannot place Buttons.
Function
The effects of prolonged exposure to the Button are not part of this guide.
Cost
Level
Effect
Cost/Upgrade
Level 1
It appears to be a button
n/a
Synergies
  • None
Tile Bonuses
On most maps, tiles have bonuses. You can see them on every map other than Tiny, Standard, and Huge. Bonuses are displayed on each tile when it is unoccupied.

If you place a tile on there, the bonus is hidden, but clicking on the tile will show it above the effect box.

You can also hold S to hide the active tiles and show the bonuses. This is particularly helpful on Seasonal maps where there are often many tile bonuses hidden by pre-placed tiles.

Tile bonuses can be stacked, with tiles having multiple bonuses at once! They’re rarely all good though, so plan carefully.

Almost all tile bonuses can be seen on the 3x3 map, and understanding them is key to getting a good time on it!
Production Modifier
This tile bonus modifies the production of any Factory or Central placed on it. The number can be positive or negative.

Modifiers can be flat + or - numbers. For example, if you place a Factory on a +2 production tile, that Factory will make $3 as standard. If the modifier would take production to 0 or below, the tile will not produce any coins. + modifiers are especially useful at the very start of a map, where they massively increase the amount of coins you make per cycle. In the mid and late game they become a lot less important - when your Factory is making $10m per cycle, having a -10 production modifier isn’t much of a punishment.

The modifiers can also be multipliers. This will multiply the production of the tile by the listed amount. These get more useful over time! A tile bonus of x2 production essentially doubles a Factory or Central’s output. These modifiers are less useful at the very start, but quickly become extremely powerful and should be used whenever possible.
Cycle Modifier
This tile bonus modifies the number of cycles of any tile placed on it, in much the same way as Drums, an Overclocker, or an Underclocker. The number can be positive or negative.

Modifiers will be flat + or - numbers. However, all tiles have an innate +1 cycle bonus that is never listed. This just shows that the tile activates 1 cycle per cycle. So a +2 cycle tile will activate 2 cycles per cycle, essentially doubling their output. Negative modifiers will stop the tile from activating at all. Negative cycle modifiers can be improved by tiles like the Overclocker or Drums, but still are generally best being avoided altogether.

Positive modifiers are incredibly useful, and should be used when possible. It might not look like they do a lot on tiles that activate every cycle, but place a Factory on a +3 cycle modifier and that Factory will produce $3 per cycle instead of $1. Cycle modifiers work on anything that runs on cycles, so good uses are Centrals, Accelerators, Firecamps, and Investors.
Production Per Cycle Modifier
This tile modifies the production per cycle of any tile placed on it, in much the same way as a Firecamp. The modifier can be positive or negative. These numbers tend to be decimals, but sometimes are whole numbers.

Modifiers will be flat + or - numbers. These numbers essentially just increase or decrease the number listed on top of a tile placed there, and work not just on Factories and Centrals, but also on Accelerators, Investors, and Coffee. For example if you place a Factory on a +1 to production per cycle tile, the first cycle it will produce $1, the second $2, the third $3 and so on.

These tiles - like Firecamps - are best saved for increasing the numbers on Accelerators and Investors. They can be incredibly powerful in the early game if you place Coffee on top, and put a few Factories within the aura range. This will increase the Factories’ production over time in a way that you otherwise wouldn’t be able to until you have enough coins to buy a Firecamp.

When you have enough coins, swap the Coffee for an Accelerator. Because the numbers increase per cycle, the earlier you can do this, the sooner you’ll reap the rewards of constant growth. Using these bonuses with an Accelerator is the most important thing to getting fast times.

They become a lot less useful in the late game. When you’re making millions per second, adding $0.1 per cycle isn’t that helpful. However, remember that you can always boost cycles with Overclockers or Drums - this will increase the number much faster.

These tile bonuses are almost always worth building your strategy around, as they increase production massively in the early and mid game.
Jumpers
Any tile placed on this bonus will act as its own Jumper. That means that any production tiles like Factories or Centrals will jump that many tiles with the coins they produce. However, if you block their output with another tile that doesn’t support coins, the jumper will stop working and they will send coins out as normal. Jumper bonus tiles also work on Belts, provided you drag the Belt to the tile it will jump to. Use this to get free Jumpers!

Jumpers also work on other facing tiles like the Overclocker, though they’re a bit picky about what they hit. If there’s nothing between the jumper tile and the target tile, it works fine. But putting something next to the jumper tile makes the facing tile just hit the adjacent tile instead. Deleting an adjacent tile doesn’t always work either, you might have to delete the jumper tile and try again.
Note that jumper bonus tiles do not work like regular Jumpers. You cannot direct coins onto a jumper bonus tile and expect them to jump again. They only work as jumpers for the tile placed there.

Jumper bonus tiles might seem like a bad idea at first, but on smaller maps they can be very helpful, often saving another tile from being used by a Belt or Jumper.
Rotation
Any facing tile like Factories, Accelerators or Overclockers will rotate when placed here. 1 rotation is 90 degrees. So a 1 rotation tile will cause a Factory to rotate 90 degrees every cycle. A 2 rotation tile will cause it to rotate 180 degrees each cycle.

Rotation tiles are annoying. They’re only ever a bad thing. You’ll often find rotation tiles with other bonuses on them as well, such as bonus cycles or production. It’s up to you to figure out whether they’re worthwhile, and how best to position them.

If a facing tile is rotated into a position that it can’t do anything, it won’t activate until it rotates back to a place where it can.

If the other bonuses are worthwhile, you can always place a Factory or Central on one of these tiles and surround it with Belts, Jumpers, or Portals in all orthogonal directions. Placing Portals all round will teleport your coins to a more useful place, meaning you don’t lose any production. However, be careful. A recent Daily map had a +2 cycle bonus but a 2 rotation modifier as well, sitting right on the corner of the map. This meant that anything placed on there would only produce half the time, and with double cycles, that just made it a regular space.

A good way round rotation tiles is to use a non-facing tile like a Park, Bishop, or Investor. You can also use them for transporting coins, as long as the directions you don’t want them to travel are blocked by other tiles. That way your transport will slow down, but all the coins are kept between cycles, so you’ll end up with the same production just with downtime in between higher deposits.
Advanced Tips
  • Always study the map before you start. Press S to see any hidden tile bonuses, and try to build around those bonuses. Production per cycle tile bonuses are some of the best ones in the game, so find those first.
  • The timer doesn’t start until the Output is placed. You can put your free Factory down and Belts to where you want the coins then put the Output down so you start producing on the very first cycle.
  • Don’t be afraid to delete things. It seems counterintuitive when every tile and upgrade costs hard earned coins, but whenever you delete a tile, its price halves. Every time you get to a new upgrade level, your production will often double, meaning it takes half that time to get back there again.
  • Don’t be afraid to rebuild everything! Most tiles are only useful for a certain amount of time, and once they’ve stopped being useful, delete them and put something else down. You’ll want to keep Factories and Centrals in the same place as long as you can if you’re upgrading their production per second, but there comes a point when your increases mean that deleting them and starting again elsewhere won’t set you back for long.
  • Once you have enough coins for the final Central upgrade, you can put it anywhere. Look for production or cycle multiplier tiles and stick it there. You can use Portals or Jumpers to get the coins back where you need them.
  • Use the right tile at the right time. Coffee tiles are great in the early game when placed on production per cycle bonuses, but once you can afford it, it’s best to swap them to Accelerators as soon as you can. Then later on if you have multiple Factories it’s best to switch over to an Investor.
  • Upgrade tiles as soon as you can. Almost every tile’s next level upgrade will double its effect (or close to it). Most of your time waiting should be for the cheapest upgrade. There are a few exceptions, but keep an eye on your tiles to upgrade them.
  • The $200m upgrade for the Factory is possibly the best and most important upgrade in the game. It multiplies production by 10, which will make all other upgrades around the same value affordable in mere seconds. It’s worth saving a little longer for it.
  • Equally, the $1.6b upgrade for Centrals is very powerful. Expect to rearrange your map at this point, getting ready for the endgame.
  • And of course the $300b upgrade for the Investor is important. However, there are no other upgrades around that price, so you’ll likely just be waiting for that.
  • The combo of Overclocker -> Firecamp -> Accelerator -> Factory will win you games in a fraction of the time you might expect. Accelerators are the key to big numbers in the midgame, so buff them as much as you can. There’s no shame in having a few Firecamps on each Accelerator.
  • Once your Factories are making enough from the above combo, delete everything in the combo except the Factory and replace them with support tiles like Overclockers, Parks, and Bishops. Those increases are super helpful until you’re making lots of coins per cycle and have a partly upgraded Investor or two.
  • Try to unlock all the tiles before you start speedrunning. You’ll be able to manage some decent times without everything, but the act of unlocking tiles will also teach you a lot about the game, and so many are crucial to fast strategies.
  • Put down as many Bishops as you can, but make sure you’re only putting them diagonally. Bishops are cheap and even without an upgrade they increase production by 50%. While you’re saving for the £20m and $200m Factory upgrades they’ll speed things up massively.
  • Parks are great when placed orthogonally, and improve even more when paired with one or two Water tiles. Remember that Water doesn’t need to be touching the Factories, just the Parks.
  • Basketballs are an easy way to double or triple your earnings, especially on larger maps. You’ll likely have an area on a larger map where you haven’t invested in Factories or Centrals because the tile bonuses aren’t great. Direct all your producers into a blue Portal, line up a red Portal with your Output, and have all coins pop out onto a Jumper over a couple of Basketballs and into the hole. You can do this as soon as you hit $1.8m coins, and it increases your coins immediately. Buy it before buying a level 1 Investor.
  • When playing at high levels, you should rarely ever be sitting there waiting for the numbers to go up. Make use of the pause button to save time and reconfigure anything that isn’t working at the top of its game. The only times you’re likely to be waiting a short time are saving for the $200m Factory upgrade, the $300b Investor upgrade, and for the Box. But even then, most of the time you’ll be able to shift a few things around to make your production more efficient.
Tile Unlock Achievements
From here out there will be spoilers for all achievements, including hidden ones. Hints and solutions will have spoiler tags.

The achievement images have some errors and missing files. I've uploaded blank images to avoid confusion.

Unlock Central Tile
Place your first Factory tile and you’ll unlock the Central. Place it to get the achievement.
Unlock Accelerator Tile
Place your first Central tile and you’ll unlock the Accelerator. Place it to get the achievement.
Unlock Jumper Tile
Place your first Central tile and you’ll unlock the Jumper. Place it to get the achievement.
Unlock Park Tile
Place your first Accelerator tile and you’ll unlock the Park. Place it to get the achievement.
Unlock Overclocker Tile
Place your first Accelerator tile and you’ll unlock the Overclocker. Place it to get the achievement.
Unlock Investor Tile
Place your first Overclocker tile and you’ll unlock the Investor. Place it to get the achievement.
Unlock Water Tile
Win 1 game. You’ll unlock the Water tile in the next game you play.
Unlock Bishop Tile
Win 3 games. You’ll unlock the Bishop tile in the next game you play.
Unlock Drums Tile
Win 4 games. You’ll unlock the Drums tile in the next game you play.
Unlock Blue Portal Tile
Play Aperture 01 or Aperture 02 maps. Place it to get the achievement.
Unlock Red Portal Tile
Play Aperture 01 or Aperture 02 maps. Place it to get the achievement.
Unlock Firecamp Tile
Win 5 games. You’ll unlock the Firecamp tile in the next game you play.
Unlock Casino Tile
Win 7 games. You’ll unlock the Casino tile in the next game you play.
Unlock Drill Tile
Destroy a Drill on a map and then place it to get the achievement. This is easiest on Mystery Space 03 - just wait for the Timebomb to go off.
Unlock Timebomb Tile
Destroy a Timebomb on a map and then place it to get the achievement. This is easiest on Mystery Space 01.
Hint 1
Missiles should destroy the bomb.
Hint 2
You can press S to hide placed tiles and show tile bonuses.
Solution 1
The central Missile pointing at the bomb has a 0 cycle tile bonus, meaning it’s never used.
Hint 3
Tile bonuses apply to the tile you place on them.
Hint 4
Jumper tile bonuses apply to more tiles than you’d think.
Hint 5
What would add cycles to the Missile?
Solution 2
An Overclocker tile forces cycles, and placing it on the jumper 2 tile space means its bonus is moved 2 tiles forwards. Point it at the central Missile to destroy the bomb. Don’t forget to delete the Overclocker afterwards, or it will destroy the Heart!
Solution 3
The difficult part of this map is earning 150k to get an Overclocker before the bomb goes off.
Unlock Coffee Tile
Destroy the Coffee tile on The Office map and then place it to get the achievement. You’ll need the Missile tile to destroy it.
Unlock Missile Tile
Destroy a Missile on a map and then place it to get the achievement. This is easiest on Mystery Space 03 - place a Drill next to one of the Missiles.
Unlock Underclocker Tile
Destroy the Underclocker tile on Mystery Space 03 and then place it to get the achievement.
Hint
You can just let the Timebomb blow it up for you.
Unlock Upgrader Tile
Destroy the Upgrader tile on Mystery Space 03 and then place it to get the achievement.
Hint 1
The Drill should destroy the Upgrader.
Hint 2
You can press S to hide placed tiles and show tile bonuses.
Solution 1
The Drill has a 0 cycle tile bonus, meaning it’s never used.
Hint 3
Tile bonuses apply to the tile you place on them.
Hint 4
Jumper tile bonuses apply to more tiles than you’d think.
Hint 5
Wait, haven’t we done this one before? Oh yeah, it’s the same as Mystery Space 01!
Solution 2
Place an Overclocker on the jumper 2 tile space to force cycles onto the Drill.
Solution 3
As before, the difficult part of this map is earning 150k to get an Overclocker before the bomb goes off. You’ll want to make use of the tile bonus squares on the side, shielding your Factories and Centrals with cheap tiles like other Factories or Portals. This map will involve a lot of pausing to add new tiles when they’re destroyed. It’s very annoying, but can be done.
Solution 4
If you don’t have time for that nonsense, you can blow up the Upgrader tile yourself with a Timebomb in the corner. If you play Mystery Space 01 first, you’ll unlock the Timebomb.
Construction Achievements
It’s Over 9000
Produce over 9000 coins per second. This shouldn’t take long - you’ll get it in your first run.
Coin Maker
Produce more than 500,000,000 coins per second. This sounds like a lot, but you need 10,000,000,000,000 coins to complete a map. With one or more Investors increasing production by 1%, you’ll get this no problem.
Look Mom, No Belts!
Win a map without placing any Belts. Use Jumpers, Portals or Casinos, but no Belts. This is easiest on the 3x3 map where two tiles already have the jumper bonus.
Like in the Old Times!
Place a Companion Cube! There’s only one. It’s on the Aperture 02 map. Destroy the Companion Cube already on the map to unlock it. You can place it down again to unlock the achievement.
Aquaman
Place 50 Water tiles. These unlock later than Parks, but you’ll still get it just through playing.
Place 100 Parks
You might have to place Parks specifically in order to get this one, but realistically if you’re trying to complete all maps or get all achievements, you’ll get this without trying.
Bomberman
Place 100 Bombs. Note that these are the Bomb tiles that are used in the Daily and Nightly maps, and not Timebombs. You get 3 Bombs per Daily or Nightly map, so this will involve playing those maps at least 34 times. This one is a bit of a slog and can’t be sped up.
Central Upgrader
Upgrade 500 Centrals. Should happen as a matter of course when playing the game.
Time Traveller
Upgrade 150 Overclockers. Overclockers only have 1 upgrade each, so you’ll either have to place 150 of them, or come up with some clever automatic solution involving Missiles and Upgraders. But really you won’t need to - Overclockers are an extremely useful part of any good strategy, so you’ll probably get this just through playing.
Upgraded 1000 Factories
If you play through the rest of the maps and try for the other achievements, you’ll unlock this as a matter of course.
The Real Investor
Upgrade 10,000 Investors. Yes, ten thousand. You’re unlikely to get this one just through playing. The good news is that each Investor can be upgraded 3 times, so you only need 3,334 Investors to get it.
You can do what I started with and top out your coins on the Huge map and just keep placing Investors and upgrading them. That would take a while. You aren’t meant to do it that way. Instead… why not try something smarter?
Hint 1
You need to unlock some extra tiles to do this.
Hint 2
Some way to automate upgrades would be helpful.
Hint 3
But you’ll also need a way to automate downgrades as well. Read the tile descriptions carefully.
Solution 1
Use Upgraders and Missiles to produce an upgrading engine. Use the Huge map to put as many Investors down as you can. You can speed up the process by using Overclockers. Use fast speed!
Solution 2

Shout out to Daevor on the Discord server for this strategy! I thought “there must be a way to do this with Upgraders…” and sure enough, Daevor had already come up with one.

Hot Coffee
Use a Firecamp on a Coffee tile 10 times. It can be the same Firecamp on the same Coffee - it just needs to run for 10 cycles.
Bitcoin Miner
Use a Drill on a Bitcoin tile 10 times. This has to be done on a Seasonal map, as that’s the only place Bitcoins appear. They multiply themselves sometimes, so you can potentially just wait around and Drill the new ones that pop up. Remember that Drills also make the targeted tile unusable, so you might want to reach $10t first to make sure you can win if you accidentally destroy all your tiles!
Completionist Achievements
Win Your First Game
Earn $10t and place your first Box. Well done!
That Took Long
Win a map after spending 120 minutes on it. You might get this just through playing. I ended up spending about 90 minutes on a map early on, and then put it on fast speed and played on my phone for 15 minutes until it was done. XD
That’s What I’m Talking About
Win a map in under 20 minutes. You should be able to get this one without much guidance once you’ve unlocked all the tiles. The Aperture maps are nice and easy for this, and the Daily and Nightly maps are great, though take a little more skill.
Win a Game Under 5 Minutes
Now this is where it gets really tough, and is probably the reason you opened this guide in the first place. 5 minutes is hard, and probably seems entirely impossible at first.

It’s totally doable though. My current fastest time is 3:10 on normal and 3:36 on hardcore. Check out my other guides for some hints & tips and explanations of synergies for each tile. Those should give you a good start.

Daily and Nightly maps are a good place to try for 5 minutes, though not all of them will work. The reason they’re good is that they have loads of tile bonuses, which are required to beat this challenge. The other map with lots of these?

3x3

This is the map I got my lowest times on, and remains my favourite. There are loads of ways you can play this, but pay close attention to all of the tile bonuses.

Hint 1
Your Output could go on either of the jumpers or the +0.1 production per cycle. That might seem crazy, but with a +1 production per cycle bonus in the centre, you won’t need it.
Hint 2
Use Coffee in the centre tile as soon as you hit $50, and replace it with an Accelerator as soon as possible.
Hint 3
You’ll only need 1 Factory and 1 Central throughout the game, but don’t be afraid to place a few to start with, and move them around as you need.
Hint 4
Production multiplier tiles are less useful at the start than the flat +20 production tile. But pretty soon that +20 becomes pointless.
Hint 5
Delete things as much as you need. You should be pausing and reconfiguring every few seconds.
Hint 6
Since you only need 1 Factory, there’s no point in taking an Investor until you can afford the final upgrade on it. Seems crazy, but it’s a waste of space.
Solution
Here’s a method that completes the map in under 5 minutes. It’s not the most efficient, but it’s easy and will get you there.
Start off with a Factory on the +20 production tile.
Add a couple more Factories. These tiles work well. You can use the +5 cycles instead - that’s a bit better.
Add Coffee in the centre for +1 production per cycle.
Add a Central on the +20 production tile when you can afford the first upgrade. The tile bonus doesn’t help that much, but bordering 2 Factories is good.
When you can afford an Accelerator, buy it for the centre. Now that the right Factory will increase massively, move the Central down to make the most of the x2 cycles at the bottom. The top Factory is mostly for show here. Upgrade everything when you can.
Get rid of that top Factory and add some support tiles to boost your production.
Save for a Firecamp and Overclocker, then upgrade everything as soon as you can. A Park with Water either side buffs the Factory more than a Bishop.
Face your Overclocker to the Firecamp until you hit around 300. This should be enough to get that important $200m Factory upgrade.
Once you’ve taken some more upgrades, you can replace the Firecamp with an Overclocker. Focus here on making as many coins as possible.
When you can afford the $300b upgrade, by the Investor. It’s useless before that upgrade. Once you have it, Overclock it as much as you can!
When you’re happy with your production numbers, change things round to focus on production again. It should only take a few seconds to reach $10t.
Shout out to Linkchu_Markus on the Discord server for his strategy! This is a simpler version. There are lots of optimisations to be made, but I’ll leave you to figure those out yourselves.

Speedrunner
Win 20 games in under 5 minutes. If you can do it once, you can do it 20 times! It’s nice to push yourself on the other maps and the Daily/Nightly ones, but you can also just spam the 3x3. That’s how I got the top score on Hardcore - once you have a strategy down, you don’t even need to pause!
Win 100 Games
With 20 speedrun games, 30 Daily/Nightly runs, and 13 other maps, you’re already 75% of the way there. Just keep playing and you’ll eventually unlock this one. There’s no shortcut, you just have to put in the work.
Outro
That's it! If you made it this far, thanks for reading!

Massive thank you to Lino for making such a great game and providing me with the unlock requirements of the tiles I was missing. Don't forget to join the Discord if you like the game.

I hope this guide has been helpful to you. As mentioned, these are just my thoughts, findings, and opinions after playing way too much of the game. Just because I have a hot take on some tiles, doesn't mean I'm right! I'm sure you can find some clever new synergies I've missed.

Good luck getting those times down to under 5 minutes! If you find some crazy new strategies or errors/things I've overlooked, let me know in the comments.

Have fun watching those numbers go up!