Best Upgrades to Buy First
A practical breakdown of the Can 'Em All best upgrades: Premium Cans, the Industrial Vacuum, conveyor sections, and when combat spending actually pays.
Selling one more can beats killing one more creature in Can 'Em All, and that single idea reshapes how you should spend every dollar. The Can 'Em All best upgrades are the ones that turn creatures into finished, high-value deliveries — not the flashiest weapon or the most expensive node on the tree. This guide walks through the Can 'Em All best upgrades in the order they pay off, from a $12 price bump to the permanent bonuses you keep after selling the factory.
The Opening Upgrade Order That Pays Off Fastest
Your first factory earns almost nothing. A single creature yields a handful of cans, each can sells cheaply, and killing, hauling, grinding, and delivering all demand your hands. Blowing early cash on a shiny weapon slows down the only thing that actually generates income: completed sales.
| Priority | Upgrade | Cost | Why it comes first |
|---|---|---|---|
| 1 | More cans per creature | Early tree tier | Extra output from every kill, with no need for more arrivals |
| 2 | Premium Cans | $12 for the first tier | Raises can value from 0% to +200% |
| 3 | More creature arrivals | Varies | Profitable only once you can clear and process the current batch |
| 4 | Combat upgrades | Varies | Buy when creatures survive long enough to stall production |
| 5 | Conveyor sections | Varies | Worth it once hand-carrying cans eats the shift |
More cans per creature is the opening upgrade that lets one body produce two cans. It multiplies the kills you were already making. Premium Cans then raises what each of those cans sells for, and the two stack neatly: extra output plus a higher price per unit.
Before you expand arrivals, finish a shift cleanly. If bodies or cans are still on the floor when the timer hits zero, adding creatures only deepens the backlog.
Does the Baseball Bat Deserve Your First Dollars?
No — not automatically. Punching handles small groups of weak creatures fine during the opening workdays. The Bat (and later the Knife) earns its price when you spend more time fighting than collecting and processing.
Buying it before a can-value upgrade can delay your next income jump. The reverse mistake is just as costly: struggling through every wave while hoarding cash for a big production unlock wastes entire shifts. Ask whether attack speed is genuinely blocking your next delivery. If your Grinder is already the limiter, extra damage just stacks bodies beside a busy machine.
Hauling Upgrades: Basket, Vacuum, and Corpse Roombas
Early shifts vanish into carrying. A small pile of finished cans can take several trips, and every trip is time you did not spend feeding machines.
Start with the Basket sitting in the corner of the factory. It carries multiple cans at once and costs you nothing. It will not raise output or price — it just shortens the walk. Use it before you spend a dollar on automation.
Then unlock the Industrial Vacuum for $40 once manual handling becomes the real bottleneck. It sucks up bodies, cans, and other objects, then launches them toward the next stage of the line.
| Vacuum upgrade | Problem it solves | When to buy |
|---|---|---|
| Storage capacity ("Where Does It All Fit," 150 → 250 units for $20,000) | Constant unloading trips | When you gather several bodies at once |
| Suction range | Walking to distant pickups | When kills scatter across the floor |
| Firing speed | Slow unloading from a full tank | When the Vacuum is full too often |
| Firing range | Bodies landing short of a machine | When machines sit away from kill zones |
Do not sweep the whole Vacuum tree at once. Watch whether you spend more time collecting, repositioning, or unloading, and fix that specific step.
Corpse Roombas matter later. Once arrivals and weapon damage climb, bodies scatter faster than you can collect them, and a Roomba trims the time you spend on Vacuum duty. It cannot rescue a processing bottleneck, though — feeding an overloaded Grinder faster does not increase its throughput.
Match the Next Purchase to Your Bottleneck
At the end of each shift, ask one question: what stopped the next can from being sold? That answer is worth more than any generic tier list, because the Can 'Em All best upgrades change as your factory grows.
| What is slowing you down? | What to upgrade next |
|---|---|
| You process everything with time left | More creatures or higher-value creature types |
| Bodies pile up beside busy Grinders | Faster processing or a second machine |
| Processed cans wait to be delivered | Missing conveyor sections or better manual delivery |
| Creatures survive until the timer ends | Weapon damage, ammunition, or automatic turrets |
| The shift ends while production is mid-flight | Longer workdays, once processing and transport keep up |
For Grinders, read the symptom precisely. One machine that finishes early means you need arrivals or better can value, not another machine. One machine running nonstop with bodies still waiting means speed or a second Grinder. Several Grinders busy while bodies still accumulate means you need more processing capacity, not more firepower.
Cans per Creature or Grinder Speed?
Both raise output, but they stress different parts of the line. More cans per creature increases what each processed body produces — and also increases how much finished product your transport must handle. Cutting processing time helps when bodies are already queued; adding cans per creature helps when machines still have spare capacity. Buying them in the wrong order traps money in unfinished production.
Conveyors are sold in sections. The first section does not automatically give you a complete route, and a partial belt can still leave a manual pickup at the end. Connect enough sections that cans travel without being carried, then consider Conveyor Speed once output actually backs up on the belt.
Value Upgrades That Multiply Every Can
Once bodies move reliably, income jumps come from making each creature and each can worth more. The value-focused Can 'Em All best upgrades are multipliers, so they scale with whatever quantity you already produce.
| Upgrade | Cost | Effect | Best timing |
|---|---|---|---|
| Premium Cans | $12 first tier | Can value +200% | As soon as production is steady |
| Shiny creature chance | Varies | More valuable arrivals | When you can process them quickly |
| Shiny can chance and value | Varies | Better Shiny output | After Shiny supply exists |
| Can duplication | Varies; midgame tiers reach 10% per can | Chance each can duplicates | When several cans come from each creature |
| Money duplication | Varies | Chance earnings duplicate | Later, once volume is high |
| Hole in One | $20,000 first tier | 0% → 10% chance of bonus money on direct shots into the seller | Small manual deliveries only |
| Smoked Meat | $100,000,000 | Smoked cans worth double | Late game, paired with the Flamethrower |
Shiny upgrades and duplication upgrades are not interchangeable. Shiny creature chance, Shiny can chance, Shiny value, can duplication, and money duplication each touch a different link in the chain. Stacking probability bonuses while ignoring basic can production stalls you, because expensive output only pays when enough finished product reaches the seller.
Hole in One is tempting but risky. A 10% bonus chance does not pay on every shot, and each shot costs time you could spend collecting bodies. Once multiple Grinders produce continuously, connected belts usually beat manual trick shots.
Weapons, Turrets, Workdays, and Prestige Upgrades
When Combat Spending Actually Helps
Combat upgrades belong on this list — but only when kills are the bottleneck.
| Weapon | Strength | Limitation |
|---|---|---|
| Bat and Knife | Cheap early melee, no ammo needed | Falls off as creatures toughen |
| Pistol | Fixes slow melee and hard-to-reach targets | Limited ammunition |
| Shotgun | Strong close-range burst; pellet and shot-delay upgrades | Short range only |
| RPG | Explosive damage with radius upgrades | Costly |
| Chainsaw | Close-range damage | Fuel runs out mid-shift |
| Flamethrower | Combines killing with smoked-can production | Requires the Smoked Meat investment |
| Automatic Turret | Clears arrivals while you run production | Needs damage and ammo upgrades to keep pace |
Ammunition upgrades matter more than unlocking another gun. Running dry mid-shift is worse than never buying the weapon, so raise starting ammo and your chance to recover a bullet after a kill before adding firearms.
Turrets shine when large groups arrive together and you need your hands free for the Vacuum and Grinders. They are also the practical Can 'Em All best upgrades for players who keep dying with creatures still alive at the bell.
Another cheap fix: workday extensions. Early tiers stretch the shift from 60 seconds to 1 minute 45 seconds, which pays off if machines are still running when the timer gets low. If everything is already processed and you are waiting for the next truck, skip it. Also check for survivors — creatures may not respawn while stragglers remain on the floor.
Permanent Upgrades Worth Saving Points For
Once you sell your factory for permanent upgrade points, the regular tree resets and only the permanent perks carry over.
| Permanent upgrade | Effect |
|---|---|
| Starting Cash | Begin a run with $100, $5,000, or $20,000 |
| Profit Boost | +100% earnings |
| Brute Force | +100% damage |
| Grinder Speed | Double processing speed |
| Shiny Shipment (25 points) | Every creature in the first truck each day is Shiny |
| Luxury Cans | Double the value of Shiny creatures |
| Lucky Hits | Double critical hit chance |
| Cold Storage (100 points) | Creatures and cans no longer clear overnight |
Shiny Shipment is the strongest early pick because it guarantees a valuable first delivery every single day, and ordinary can-value upgrades build on top of it. Grinder Speed fixes the conversion problem that kills most rebuilds. Cold Storage is a later luxury that lets loaded Grinders resume work in the morning.
Offer sizes swing wildly — from as low as 16 points to several hundred. Check the confirmation screen and only reset when the points fund the upgrade you actually want.
FAQ
Which of the Can 'Em All best upgrades should I buy first? More cans per creature, then Premium Cans for $12. Together they raise both the quantity and the price of every delivery, and they cost far less than a weapon that does not speed up production.
Is the Baseball Bat worth buying early? Only when punching is clearly slowing your kills. If creatures die quickly and your Grinder is the real limiter, the Bat just creates a bigger pile of bodies.
Should I buy more cans per creature or faster Grinders? If bodies are already queued beside busy machines, cut processing time. If machines sit idle between batches, add cans per creature instead.
Do the Can 'Em All best upgrades change after you Prestige? Yes. Permanent perks like Shiny Shipment and Grinder Speed reshape the opening, but the regular Vacuum, conveyor, and can-value purchases must all be rebuilt from scratch.
Related Guides
Best Production Upgrades to Buy First
Prioritize cans per creature, Premium Cans, the $40 Industrial Vacuum, grinders, conveyors, and turrets to fix bottlenecks in Can 'Em All.
Best Upgrade Order for Factory Growth
Plan a profitable Can 'Em All upgrade order: prioritize can value, the Industrial Vacuum, Grinders, conveyors, and weapons without wasting cash.
Can 'Em All Permanent Upgrades Guide
Plan Can 'Em All permanent upgrades with first-buy priorities, point-saving tips, and smart prestige timing for faster factory rebuilds.
Vacuum Upgrades Worth Buying First
Buy the Industrial Vacuum at the right time, choose capacity, range, and firing upgrades wisely, and avoid wasted cash in Can 'Em All.