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.
If you are searching for Can 'Em All how to play, the first thing to understand is that this is not a run-and-gun game with a side order of factory work. The killing feeds the production line, and the production line funds better killing. A solid Can 'Em All how to play plan therefore starts with the loop, not with a weapon tier list.
The game carries an Overwhelmingly Positive rating from 849 reviews, and the full release adds more weapons, turrets, permanent upgrades, lore, gambling, and an ending to discover. Those extras matter, but they do not change the opening question: how do you turn a truckload of creatures into steady income without letting the factory stall?
The Core Loop: Kill, Crush, Can, Sell, Reinvest
The heart of any Can 'Em All how to play session is a five-step chain. A truck delivers a fresh batch of creatures, you clear the factory with your weapons, you throw the bodies into the crusher, you send the finished cans into the tube, and you spend the money on stronger weapons, turrets, and permanent upgrades or a better vacuum. Each step depends on the one before it, so the factory only improves when you fix the slowest part of that chain.
| Order | Stage | What Happens | Your Job | Main Upgrade Lever |
|---|---|---|---|---|
| 1 | Delivery | A truck brings in a new batch of creatures | Get ready to clear the factory | Weapons and defenses |
| 2 | Clear | Creatures become your income source only after they are dead | Kill quickly and safely | Stronger weapons, turrets |
| 3 | Process | Bodies go into the crusher and become cans | Collect and feed the crusher | Vacuum, machines |
| 4 | Sell | Cans travel through the tube | Keep cans moving out | Conveyors, tube flow |
| 5 | Reinvest | Money goes back into the business | Buy the upgrade that fixes your bottleneck | Permanent upgrades, automation |
The key word is “bottleneck.” If creatures survive too long, better weapons matter more than extra conveyors. If bodies are not reaching the crusher, a vacuum upgrade matters more than another damage boost. If cans are not leaving the factory, production upgrades will not help until transport catches up.
Early Priorities: Fix the Weakest Link First
The best Can 'Em All how to play advice for the opening hour is simple: do not buy upgrades at random. Watch the factory for a few delivery cycles and identify the step where progress slows down. The game gives you several ways to reinvest, including weapons, vacuum capacity, machines, and conveyors, but spending on the wrong step can leave you with a stronger first half of the line and a backed-up second half.
| Weak Link | What You Notice | First Fix to Consider | Why It Matters |
|---|---|---|---|
| Clear speed | Creatures take too long to die | Stronger weapons or turrets | Production cannot start until creatures are cleared |
| Collection | Bodies are not reaching the crusher | Vacuum upgrade | The crusher cannot process what it never receives |
| Processing | Bodies are waiting around the crusher | Unlock or improve machines | Cans are the product you actually sell |
| Transport | Finished cans are not reaching the tube | Build or adjust conveyors | A can that never leaves is not income |
| Sales flow | Cans are not converting into spendable money | Improve the tube and output flow | No cash means no reinvestment |
A common mistake is overbuilding one section because it looks impressive. A fast crusher does nothing if your vacuum cannot feed it. A long conveyor line does nothing if the crusher cannot produce cans fast enough. Early on, every purchase should shorten the gap between “creature delivered” and “money earned.”
Weapons, Vacuum, Machines, Conveyors: Spending Priorities
A practical Can 'Em All how to play rule is to spend on the step that is currently costing you the most time. Weapons and turrets protect the start of the loop. The vacuum supports the middle. Machines and conveyors support the end. Permanent upgrades can improve your long-term efficiency, but they should not distract you from an obvious traffic jam in the factory.
| Upgrade Area | Best Early Use | Best Later Use | Risk of Overfocus |
|---|---|---|---|
| Weapons | Clear creatures faster so processing can begin | Handle larger or tougher deliveries | You kill quickly but cannot collect or process the bodies |
| Turrets | Add support while you focus on collection or movement | Cover areas while automation runs | You rely on defenses but neglect the production chain |
| Vacuum | Move bodies into the crusher more reliably | Keep a busy line fed | You collect bodies faster than the crusher can handle them |
| Machines | Turn bodies into cans at a steady rate | Increase throughput as deliveries grow | You produce cans faster than you can move or sell them |
| Conveyors | Move cans toward the tube | Automate longer production lines | You build transport for products that are not being made yet |
| Permanent upgrades | Smooth out repeated weak points | Support a more automated factory | You buy long-term power before fixing a basic flow problem |
Turrets are part of the full release, and they can be useful when you need extra help clearing the factory. They are not a replacement for the whole loop, though. If your crusher is starved, a new turret will not feed it. If your tube is blocked, a new weapon will not sell the cans already waiting.
A Simple Automation Build Order
Use this Can 'Em All how to play checklist as a practical order of operations. You do not need to automate everything at once. The goal is to make each stage reliable before you connect it to the next one.
| Phase | Main Goal | Actions to Take | Exit Condition |
|---|---|---|---|
| 1 | Stable clearing | Improve weapons until creatures are handled consistently | You are not spending most of your time chasing the same kills |
| 2 | Reliable collection | Upgrade the vacuum so bodies reach the crusher | The crusher is regularly fed instead of waiting |
| 3 | Steady processing | Unlock or improve machines that turn bodies into cans | Cans are being produced at a useful rate |
| 4 | Controlled transport | Build and adjust conveyors so cans reach the tube | Finished cans are not sitting around the line |
| 5 | Gradual automation | Connect the stages and reinvest in permanent upgrades | The line runs with less manual correction |
A few habits make this smoother:
- Upgrade the bottleneck, not the stage that already works.
- Watch a full delivery cycle before deciding what to buy next.
- Keep the crusher fed before adding more production capacity.
- Make sure cans can leave the factory before increasing output.
- Treat automation as a series of small fixes, not a single late-game switch.
Automation is strongest when each part of the line already works on its own. If you build conveyors before your crusher can keep up, you simply move the problem farther down the factory. If you upgrade machines before your vacuum can supply them, you create idle equipment.
Bottleneck Troubleshooting and Upgrade Mistakes
Most Can 'Em All how to play setbacks come from spending money in the wrong place. The fix is usually not a full rebuild; it is one targeted upgrade at the point where the line slows down.
| Symptom | Likely Cause | Practical Fix | Avoid This Mistake |
|---|---|---|---|
| Creatures take too long to clear | Weapon damage or defense is lagging | Invest in stronger weapons or add turret support | Buying conveyors before the factory is clear |
| Bodies are left behind | Vacuum collection is too weak | Upgrade the vacuum | Assuming the crusher is the problem |
| Crusher is not producing cans | Bodies are not arriving or machines are too slow | Feed the crusher first, then improve machines | Buying more weapons with no processing behind them |
| Cans are not reaching the tube | Conveyor path or transport is insufficient | Build or adjust conveyors | Increasing production before fixing movement |
| Money is not growing | Cans are not being sold efficiently | Check the tube and output flow | Spending on side content while the main line stalls |
When a line stalls, watch the full journey from delivery to sale. Find the first place where progress stops, then buy the upgrade that removes that stop. Permanent upgrades can be valuable, and lore or gambling can be interesting side content, but they should not pull attention away from an unstable production line.
FAQ
What is the first upgrade in Can 'Em All how to play?
There is no single mandatory first purchase. For Can 'Em All how to play, the safest first move is to watch your factory and fix the earliest bottleneck. If creatures die too slowly, improve weapons. If bodies are missed, upgrade the vacuum. If cans back up, improve conveyors or the tube.
Do I need to automate everything right away?
No. Automate after each stage is stable. A conveyor system is most useful when the crusher is already producing cans and the tube can handle them. Build in stages so you can see which part of the line still needs manual help.
Are turrets worth using?
Turrets are part of the full release and can support your factory defense, but they are only one part of the loop. Pair them with weapons and production upgrades. If your crusher or tube is the weak point, a turret will not solve that problem.
Can a Can 'Em All how to play run ignore lore and gambling?
You can treat lore and gambling as side content while your factory is unstable. The core loop is clearing creatures, processing bodies, selling cans, and reinvesting. Once that loop is steady, you have more room to explore the extra systems in the full release.
Related Guides
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.
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.