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.

StepActionWhat to watch
1Let the truck unloadClear the factory before bodies pile up.
2Defeat creaturesUse your current weapon and keep moving.
3Vacuum bodies into the crusherBodies become cans; do not leave them on the floor.
4Send cans into the selling tubeCans become money only after they are sold.
5ReinvestBuy 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.

TimePriorityWhy it matters
0–3 minLearn controls and clear the first deliveryYou need a safe kill zone before processing.
3–7 minVacuum bodies and feed the crusherBodies are potential cans, not clutter.
7–10 minSell the first batchCash unlocks the first useful upgrade.
10–14 minBuy Long Shot or New CreatureRange and value improve every later delivery.
14–20 minRepeat the loop and test a short vacuum pathLess 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 unlockRequirementEffectBest use
Long Shot$50Vacuum range 3 m to 4 mEarly if you walk too much
New Creature$40Can value 1 to 5Early if you want more money per body
Triple Trouble$100Output 2 to 3 cans per creatureAfter crusher and selling are steady
Baseball BatCombat skill treeMelee weaponClose-range clearing
KnifeSkill-tree nodeBlade weaponMelee combat
PistolSkill treeFirearmRanged combat
Explosive BulletsDefeat 10 creatures at onceCollateral Damage achievementGrouped 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.

StageBuild or changeWhy it helps
1Shorten the vacuum routeLess travel between kill zone and crusher.
2Add processing capacityMore bodies become cans.
3Add conveyor belts when availableCans keep moving toward the selling tube.
4Expand creature intakeMore deliveries support more machines.
5Add turrets and permanent upgrades in the full gameThe 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.

FeatureDemoFull release
Core factory loopPractice the first loopFull loop with more equipment
Weapons and vacuumEarly upgradesNew weapons and permanent upgrades
TurretsNot the demo focusAdded
Lore and gamblingNot the demo focusAdded
EndingNot the demo goalEnding 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.

AchievementTarget
First BloodDefeat your first creature
Feeding the FutureReach 100 children fed
Ending World HungerReach 10,000 children fed
World's Greatest HumanitarianReach 100,000 children fed
A Fresh StartComplete your first factory sale
The Perfect EmployeeBuy the complete set of permanent upgrades
Freedom at LastDiscover 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.