Tips and Tricks for a Profitable Factory
Use these Can 'Em All tips and tricks to prioritize upgrades, automate your factory, and turn every creature into reliable profit.
These Can 'Em All tips and tricks are built around one question: what stopped the next can from being sold? A profitable factory is not the one with the most expensive weapon or the biggest pile of bodies. It is the one that keeps creatures moving from the kill floor to the grinder, then to the seller, with as little wasted travel as possible.
Good Can 'Em All tips and tricks focus on value, throughput, and timing. Spend early money on upgrades that improve completed deliveries, then add automation only when manual handling becomes the bottleneck. That approach keeps each shift from ending with unfinished production.
Early Can 'Em All Tips and Tricks: Value Before Volume
Your opening factory is deliberately inefficient: one creature yields few cans, cans sell for little, and nearly every task needs manual work. The first purchases should make each successful delivery more valuable, not just add more creatures to an already slow line.
| Priority | Upgrade | Cost or effect | Why it matters |
|---|---|---|---|
| 1 | More cans per creature | Opening upgrade tree can produce two cans from one creature | Raises output per kill without requiring more arrivals |
| 2 | Premium Cans | First upgrade costs $12; can value can reach +200% | More money from each can; pairs with extra cans |
| 3 | More creature arrivals | Add only after the current batch is processed | New bodies help only if the grinder and transport can handle them |
| 4 | Combat improvement | Extra damage, faster attacks, or an early weapon | Buy when creatures survive long enough to slow processing |
| 5 | Conveyor sections | Purchased in sections; partial routes may still need manual steps | Start when carrying cans by hand consumes too much of the shift |
These early Can 'Em All tips and tricks are a starting point, not a fixed shopping list. End a shift by checking what remains: bodies beside the grinder, cans waiting on the floor, or creatures still alive. If everything is processed and sold with time left, add arrivals or value. If not, improve the step that is already behind.
Do Not Buy the Baseball Bat Automatically
The Baseball Bat is an early combat unlock, but punching handles small groups of weak creatures. A bat becomes worthwhile when kills take so long that collection and processing stall. Buying it before a can-value upgrade can delay the income that makes later purchases easier. The Knife is another early melee option; firearms later bring ammunition costs, so there is little reason to collect every melee upgrade on autopilot.
Find the Real Bottleneck Before Upgrading
Factory growth changes the value of upgrades. Early on, another kill equals more money. Later, another kill can equal another body waiting beside a full grinder. A stronger weapon can even make a factory less efficient if processing and delivery cannot keep up.
| What you see at shift end | Likely bottleneck | Next purchase |
|---|---|---|
| Everything processed, time remains | Demand or value | More creatures or higher-value creature types |
| Bodies pile up beside busy grinders | Processing | Faster grinder processing or another machine |
| Finished cans wait for delivery | Transport | Missing conveyor sections or better manual delivery |
| Creatures still alive when timer ends | Combat | Weapon damage, ammunition, or automatic turrets |
| Machines still working when shift ends | Time | Longer workdays, once processing and transport can keep up |
A useful rule in Can 'Em All tips and tricks is to walk the floor after the final delivery. Check the grinder queue, the conveyor gaps, and the number of creatures left alive. That quick inspection is more useful than buying every upgrade as soon as it appears.
When Should You Buy Another Grinder?
A grinder handles one creature at a time. If it finishes early, you need more arrivals or higher can value. If it runs continuously while bodies remain, improve processing speed or add another machine. If multiple grinders are busy and bodies still accumulate, extra processing capacity may beat another combat upgrade. If grinders finish but cans remain unsold, transport is the next problem.
Before buying another machine, inspect the existing ones. Spending heavily on processing capacity while your current grinders sit idle will not increase output.
Automate Body and Can Movement
Carrying bodies and cans by hand consumes the shift. Before automation, use the Basket in the factory corner to consolidate multiple cans and cut trips. It does not raise output or value; it simply reduces travel time.
Unlock the Industrial Vacuum ($40) when manual handling becomes the bottleneck. It can suck up bodies, cans, and other objects, then launch them toward the next machine or collection point. Its upgrades affect storage, suction range, firing speed, and firing range. One capacity upgrade raises storage from 150 to 250 for $20,000, which helps when collecting several bodies together.
| Tool | Unlock or cost | Best use | Limitation |
|---|---|---|---|
| Basket | Corner of the factory | Consolidating several cans for fewer manual trips | Does not raise can output or value |
| Industrial Vacuum | $40 | Collecting and launching bodies or cans toward machines | Manual aiming and unloading still take time until upgraded |
| Vacuum upgrades | Storage, suction, firing speed, firing range; capacity 150 to 250 for $20,000 | Fix the part of vacuum work that is slow | Do not buy every upgrade automatically |
| Conveyor sections | Purchased in sections | Moving finished cans toward the seller | A partial belt may still leave a manual step |
| Corpse Roomba | Automated body helper | Reducing vacuum work when bodies scatter | Needs upgrades; cannot fix an overloaded grinder |
The most practical Can 'Em All tips and tricks for transport start with connection, not speed. Conveyors are purchased in sections, and the milestone is a connected route from processing machine to selling area. After output rises, conveyor speed becomes worthwhile if a connected line carries a backlog. Check each production line separately because one automated route does not mean the whole facility is connected.
Corpse Roombas help when bodies spread faster than you can collect them, especially with several machines needing material. They are not an immediate replacement for your full handling setup, and moving more bodies into an already overloaded grinder does not increase throughput.
Raise Can Value and Combat Power
Once bodies move reliably, value upgrades multiply the payoff. Value-focused Can 'Em All tips and tricks begin with Premium Cans: the first upgrade costs $12 and can push can value to +200%. Additional cans per creature make that bonus stronger because every extra can benefits from the higher price.
| Upgrade | Cost or effect | Best use | Caveat |
|---|---|---|---|
| Premium Cans | $12 first upgrade; value to +200% | Early value boost before heavy expansion | Needs steady production to pay off |
| Shiny creature chance | Improves the chance valuable Shiny creatures arrive | When Shiny output is realistic | Early value depends on how often Shinies appear |
| Shiny can chance and value | More valuable Shiny cans | Midgame value stacking | Do not ignore basic can production |
| Can duplication | One midgame upgrade raised the chance to 10% per produced can | Strong with multiple cans per creature | Probability, not a guaranteed payout |
| Money duplication | Chance earned money duplicates | Late value scaling | Still depends on completed sales |
| Hole in One | $20,000 first upgrade; 0% to 10% bonus chance on direct shots into the seller | Small manual deliveries | Each shot takes time away from bodies and grinders |
| Smoked Meat | $100,000,000; smoked cans worth twice the normal amount | Late-game value with fire-based production | Bodies still need processing and delivery |
Inspect three things before buying another value bonus:
- Whether finished cans reach the seller.
- Whether bodies wait beside grinders.
- Whether Shiny or duplicated output appears often enough to benefit.
Hole in One rewards direct shots into the seller with a chance at bonus money. The 10% chance is not a guaranteed extra payout, and manual shots take time. Once multiple grinders produce continuously, connected conveyors usually let you spend more time supplying machines.
Smoked Meat is a late-game purchase: $100,000,000 for smoked creatures that produce cans worth twice as much. The Flamethrower is relevant because fire-based production can combine combat with the smoked-output bonus. Higher-priced cans still need the production chain to keep up.
Which Weapons and Turrets Deserve Attention?
Weapons do not all solve the same problem. Early melee clears weak creatures; firearms add range and damage but depend on ammunition; turrets reduce direct shooting.
| Weapon or defense | Best use | Limitation or upgrade focus |
|---|---|---|
| Baseball Bat | Early combat when punching is too slow | Does not deserve first money automatically |
| Knife | Another early melee improvement | Not every melee upgrade needs buying |
| Pistol | Practical when melee is slow or targets are hard to reach | Limited ammunition; upgrade damage and ammo |
| Shotgun | Powerful short-range attack | Upgrades improve pellet count and shot delay |
| RPG | Explosive attacks | Upgrades affect radius and damage |
| Chainsaw | Close-range alternative | Fuel limitation makes it unreliable as a sole weapon |
| Automatic Turret | Attacks arriving creatures without direct aiming | Upgrade firepower, behavior, and ammo; add turrets as the factory grows |
Automatic turrets are most useful when large groups arrive, when you need to operate the vacuum or feed grinders, or when ammunition is a concern. Prioritize turret damage and ammunition if creatures regularly survive to the end of the shift. Once turrets clear batches reliably, spend on the factory step delaying sales.
Manage Workdays, Gambling, and Late-Game Spending
Longer workdays are valuable only when productive work remains. One early progression raised the day from 60 seconds to 1 minute 45 seconds; that extra time helps if machines are still running or bodies are waiting. If everything is processed and you are waiting for arrivals, a different upgrade may do more.
Before the shift ends, decide whether another sale can be completed. A body that cannot reach processing and delivery before the timer may add nothing. Normally creatures and cans clear overnight, so prioritize finishing deliveries before buying Cold Storage.
The Slot Machine in your living quarters is optional. It can pay out, but a failed bet removes money that could fund a guaranteed upgrade. Secure your next grinder, conveyor connection, or weapon upgrade before gambling. There is no demonstrated betting pattern that guarantees a positive return.
Late-game Can 'Em All tips and tricks must account for steep costs; one creature unlock was priced at $50 million. Before spending that much, run a full shift with the current setup. Bodies waiting beside occupied grinders or cans stranded before the seller mean the existing line needs work before more arrivals. After expanding the ordinary tree, you can sell the factory for permanent upgrades or work toward Freedom. Check the 12 Steam achievements too; several require specific equipment interactions rather than ordinary production.
FAQ: Can 'Em All Tips and Tricks
What are the most important Can 'Em All tips and tricks for beginners?
The best Can 'Em All tips and tricks start with more cans per creature and Premium Cans, then move to the Industrial Vacuum when manual handling slows the shift. Improve combat only when creatures are delaying production.
Is the Baseball Bat worth buying early?
Buy it when punching is slowing kills and collection. If your grinder is already the bottleneck, a stronger melee weapon may simply create more bodies waiting for processing.
When should I buy another grinder?
Add another machine when one grinder runs continuously and bodies still accumulate. If a single grinder finishes early, spend on arrivals or can value instead.
Is the Slot Machine worth using?
Treat it as optional. A failed bet can delay a guaranteed factory upgrade, so secure your next essential purchase before risking money.
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.