Demo Walkthrough: Automate Your Factory
Use this Can 'Em All demo walkthrough to learn the first factory loop, buy smarter early upgrades, set up conveyor automation, and plan full-game goals.
Can 'Em All demo walkthrough guides are most useful when they focus on the loop you actually repeat: kill, crush, can, sell, and reinvest. The free demo gives you a low-risk way to learn that rhythm before the full factory opens up. A strong Can 'Em All demo walkthrough should help you spend your first dollars wisely, understand the vacuum, and see when automation is worth the setup.
Can 'Em All is a first-person incremental factory game from LuisDev. A truck delivers creatures, you clear them with weapons, move the bodies into the crusher, send the finished cans into the selling tube, and use the money to improve weapons, vacuum range, machines, and conveyors. It is available for Windows on Steam, and the full release adds turrets, permanent upgrades, lore, gambling, and an ending. Before you start, download the free demo and check that your PC meets the minimum specs.
What the Demo Wants You to Learn
Your Can 'Em All demo walkthrough should begin with the core loop, not with endgame goals. The demo is for learning how deliveries arrive, how creatures are cleared, how bodies become cans, and how cans become cash. If you can complete those four beats without wasting movement, you are ready to think about upgrades.
| Step | Action | What to watch |
|---|---|---|
| 1 | Let the truck unload | Clear the factory before bodies pile up. |
| 2 | Defeat creatures | Use your current weapon and keep moving. |
| 3 | Vacuum bodies into the crusher | Bodies become cans; do not leave them on the floor. |
| 4 | Send cans into the selling tube | Cans become money only after they are sold. |
| 5 | Reinvest | Buy weapons, vacuum range, machines, or conveyors. |
Treat every body as money in transit. If you kill a wave and leave bodies on the floor while you hunt for the next target, you are delaying the crusher and the selling tube. The cleanest habit is to clear, vacuum, and process in one pass. That rhythm matters even more later, when conveyors and extra machines stretch the distance between each step.
A few habits keep the early demo from feeling slow:
- Clear a group before you start vacuuming.
- Feed the crusher before you explore the factory.
- Sell cans before you spend money on a new upgrade.
- Keep your vacuum path short instead of crossing the room twice.
First 20 Minutes: A Step-by-Step Demo Route
Use this Can 'Em All demo walkthrough route to avoid the common early stall: killing creatures but leaving bodies on the floor, or producing cans without selling them.
| Time | Priority | Why it matters |
|---|---|---|
| 0–3 min | Learn controls and clear the first delivery | You need a safe kill zone before processing. |
| 3–7 min | Vacuum bodies and feed the crusher | Bodies are potential cans, not clutter. |
| 7–10 min | Sell the first batch | Cash unlocks the first useful upgrade. |
| 10–14 min | Buy Long Shot or New Creature | Range and value improve every later delivery. |
| 14–20 min | Repeat the loop and test a short vacuum path | Less walking means more cans per minute. |
The first purchase is a judgment call. Long Shot adds one meter of vacuum range for $50, which reduces walking. New Creature raises can value from 1 to 5 for $40, improving each body you process. Triple Trouble raises output from 2 cans to 3 per creature for $100, but it costs more than the other two. If you are still learning the layout, range and value are easier to feel than raw output.
Do not buy an upgrade just because it is available. Buy the one that fixes your current bottleneck. If you keep walking back and forth, take Long Shot. If the crusher is fed but each can sells for too little, take New Creature. If the line is clean and you are processing quickly, save for Triple Trouble.
Best Early Upgrades and Weapon Choices
The best Can 'Em All demo walkthrough advice is to buy upgrades that remove friction. Movement, suction, and can value matter more than a flashy weapon if you are still learning the factory.
| Upgrade or unlock | Requirement | Effect | Best use |
|---|---|---|---|
| Long Shot | $50 | Vacuum range 3 m to 4 m | Early if you walk too much |
| New Creature | $40 | Can value 1 to 5 | Early if you want more money per body |
| Triple Trouble | $100 | Output 2 to 3 cans per creature | After crusher and selling are steady |
| Baseball Bat | Combat skill tree | Melee weapon | Close-range clearing |
| Knife | Skill-tree node | Blade weapon | Melee combat |
| Pistol | Skill tree | Firearm | Ranged combat |
| Explosive Bullets | Defeat 10 creatures at once | Collateral Damage achievement | Grouped targets |
Weapons are part of the loop, but they are not the whole loop. A melee weapon such as the Baseball Bat or Knife can handle early clearing; the Pistol gives you ranged options when unlocked through the skill tree. Explosive Bullets are tied to a challenge: defeat 10 creatures at once to earn Collateral Damage. Do not spend on a weapon first if your vacuum range or can value is holding back every delivery.
The skill tree is not a shopping list. It is a set of choices that should support the factory. If a weapon helps you clear faster but leaves you with less money for suction and processing, it is not the better first move.
How to Automate the Factory in the Demo
Automation is where a Can 'Em All demo walkthrough shifts from combat to layout. The industrial vacuum, processing machines, and conveyor belts work as a chain: collect creatures and cans, turn bodies into cans, and move finished cans away from the machines. Your goal is to reduce manual carrying, not to build a giant factory before you can afford it.
| Stage | Build or change | Why it helps |
|---|---|---|
| 1 | Shorten the vacuum route | Less travel between kill zone and crusher. |
| 2 | Add processing capacity | More bodies become cans. |
| 3 | Add conveyor belts when available | Cans keep moving toward the selling tube. |
| 4 | Expand creature intake | More deliveries support more machines. |
| 5 | Add turrets and permanent upgrades in the full game | The full release adds turrets, permanent upgrades, lore, gambling, and an ending. |
Placement matters more than volume. Put the crusher near where bodies drop, point the vacuum along the path you already run, and keep the selling tube close to the end of the conveyor line. If a machine sits far from the action, you will spend more time feeding it than earning from it. Add one machine at a time and watch whether cans pile up or bodies pile up. That tells you which part of the line is too slow.
In the demo, automation should feel like relief, not a second job. If a new machine creates more walking, more waiting, or more manual sorting, it is not ready yet. Fix the route first, then add capacity.
Demo Limits, Full-Game Goals, and Achievements
A complete Can 'Em All demo walkthrough should be clear about scope. The demo is a free sample of the factory loop; the full game is where permanent upgrades, turrets, lore, gambling, and the ending live. Do not judge the whole progression by the demo's first factory.
| Feature | Demo | Full release |
|---|---|---|
| Core factory loop | Practice the first loop | Full loop with more equipment |
| Weapons and vacuum | Early upgrades | New weapons and permanent upgrades |
| Turrets | Not the demo focus | Added |
| Lore and gambling | Not the demo focus | Added |
| Ending | Not the demo goal | Ending to discover |
Achievements give you long-term targets once you move beyond the demo. There are 12 Steam achievements in the full game, and the progression milestones are worth tracking.
| Achievement | Target |
|---|---|
| First Blood | Defeat your first creature |
| Feeding the Future | Reach 100 children fed |
| Ending World Hunger | Reach 10,000 children fed |
| World's Greatest Humanitarian | Reach 100,000 children fed |
| A Fresh Start | Complete your first factory sale |
| The Perfect Employee | Buy the complete set of permanent upgrades |
| Freedom at Last | Discover the ending |
These are full-game goals, not demo chores. Use the demo to build clean habits, then carry those habits into the larger factory. A player who understands the kill-crush-can-sell loop will handle turrets, permanent upgrades, and the ending far better than a player who only chases new weapons.
FAQ
What should a Can 'Em All demo walkthrough cover first?
Start with the core loop. A useful Can 'Em All demo walkthrough should explain the delivery, kill, crush, can, sell, and reinvest cycle before it talks about late-game builds. Once that loop is automatic, upgrade choices become much easier to judge.
How long is the demo?
No official demo length is listed, so avoid treating any exact hour count as confirmed. Use the demo to practice the first factory loop and test early upgrades rather than to complete a checklist.
Can you automate the factory in the demo?
The demo is built around early factory automation and upgrades, including the vacuum, crusher, selling tube, machines, and conveyors. The full release expands the automation with turrets and permanent upgrades.
What is the best first upgrade?
For most new players, Long Shot at $50 or New Creature at $40 is the safer first buy because it improves movement or can value immediately. Triple Trouble at $100 is stronger once your crusher is fed and your selling tube is moving steadily.
Related Guides
First 30 Minutes: Beginner Factory Guide
A practical Can 'Em All first 30 minutes guide: clear the factory, crush creatures, sell cans, and choose smart early upgrades.
Full Game Guide: Upgrades & Automation
Use this Can 'Em All full game guide to plan upgrades, automate your factory, connect conveyors, pick weapons, and boost can income.
Full Walkthrough & Achievement Guide
A complete Can 'Em All walkthrough covering the factory loop, all 12 achievements, hidden unlocks, feeding milestones, and the ending.
How to Play: Factory Automation Guide
Learn Can 'Em All how to play with a practical factory loop guide covering weapons, vacuum upgrades, crushers, conveyors, and automation.