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.

PriorityUpgradeCost or effectWhy it matters
1More cans per creatureOpening upgrade tree can produce two cans from one creatureRaises output per kill without requiring more arrivals
2Premium CansFirst upgrade costs $12; can value can reach +200%More money from each can; pairs with extra cans
3More creature arrivalsAdd only after the current batch is processedNew bodies help only if the grinder and transport can handle them
4Combat improvementExtra damage, faster attacks, or an early weaponBuy when creatures survive long enough to slow processing
5Conveyor sectionsPurchased in sections; partial routes may still need manual stepsStart 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 endLikely bottleneckNext purchase
Everything processed, time remainsDemand or valueMore creatures or higher-value creature types
Bodies pile up beside busy grindersProcessingFaster grinder processing or another machine
Finished cans wait for deliveryTransportMissing conveyor sections or better manual delivery
Creatures still alive when timer endsCombatWeapon damage, ammunition, or automatic turrets
Machines still working when shift endsTimeLonger 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.

ToolUnlock or costBest useLimitation
BasketCorner of the factoryConsolidating several cans for fewer manual tripsDoes not raise can output or value
Industrial Vacuum$40Collecting and launching bodies or cans toward machinesManual aiming and unloading still take time until upgraded
Vacuum upgradesStorage, suction, firing speed, firing range; capacity 150 to 250 for $20,000Fix the part of vacuum work that is slowDo not buy every upgrade automatically
Conveyor sectionsPurchased in sectionsMoving finished cans toward the sellerA partial belt may still leave a manual step
Corpse RoombaAutomated body helperReducing vacuum work when bodies scatterNeeds 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.

UpgradeCost or effectBest useCaveat
Premium Cans$12 first upgrade; value to +200%Early value boost before heavy expansionNeeds steady production to pay off
Shiny creature chanceImproves the chance valuable Shiny creatures arriveWhen Shiny output is realisticEarly value depends on how often Shinies appear
Shiny can chance and valueMore valuable Shiny cansMidgame value stackingDo not ignore basic can production
Can duplicationOne midgame upgrade raised the chance to 10% per produced canStrong with multiple cans per creatureProbability, not a guaranteed payout
Money duplicationChance earned money duplicatesLate value scalingStill depends on completed sales
Hole in One$20,000 first upgrade; 0% to 10% bonus chance on direct shots into the sellerSmall manual deliveriesEach shot takes time away from bodies and grinders
Smoked Meat$100,000,000; smoked cans worth twice the normal amountLate-game value with fire-based productionBodies 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 defenseBest useLimitation or upgrade focus
Baseball BatEarly combat when punching is too slowDoes not deserve first money automatically
KnifeAnother early melee improvementNot every melee upgrade needs buying
PistolPractical when melee is slow or targets are hard to reachLimited ammunition; upgrade damage and ammo
ShotgunPowerful short-range attackUpgrades improve pellet count and shot delay
RPGExplosive attacksUpgrades affect radius and damage
ChainsawClose-range alternativeFuel limitation makes it unreliable as a sole weapon
Automatic TurretAttacks arriving creatures without direct aimingUpgrade 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.