All Weapons Guide: Unlocks & Upgrades
Plan your Can 'Em All all weapons spending: when to buy firepower, when to upgrade the factory, and how to keep the kill-to-crush loop running.
What "All Weapons" Really Means in This Factory Game
The truck keeps arriving, the creatures keep piling up, and your income only moves when they stop moving. If you are searching for Can 'Em All all weapons, the useful question is not which gun looks coolest — it is which purchase keeps your kill-to-crush pipeline flowing. This Can 'Em All all weapons guide treats firepower as a business expense, because that is exactly what it is in a factory where adorable creatures are raw material.
Every dollar you spend on a stronger weapon is a dollar not spent on your vacuum, your machines, or your conveyors. That trade-off is the entire game. Weapons are one line item in a reinvestment menu that also includes hauling capacity, processing equipment, automation, and permanent upgrades.
One honest limitation up front: specific weapon names, damage values, and exact unlock conditions are not documented in the available game material. So instead of inventing a roster, this guide focuses on the decisions you actually control — when to buy, what to buy before it, and how to tell the difference.
The Loop That Pays for Every Weapon
Nothing in your arsenal is free. Understanding the full loop makes it obvious where a weak weapon is actually costing you money.
| Stage | What happens | Why it matters for your arsenal |
|---|---|---|
| Delivery | A truck drops a fresh batch of creatures into your factory | More creatures means more income potential and more pressure on your weapon |
| Clearing | You kill the creatures with your current weapons | A slow clear stalls the entire factory behind you |
| Hauling | You grab the bodies and move them to the crusher | Slow hauling wastes the time your weapon just bought you |
| Processing | Bodies become cans | Processing capacity caps how much value each kill produces |
| Shipping | Cans go into the tube and get sold | Unsold cans earn nothing |
| Reinvestment | Buy stronger weapons, upgrade the vacuum, unlock machines, build conveyors | This is the only way the loop gets faster |
Read that table top to bottom and the lesson is clear: a weapon upgrade only pays off if the stages after it can absorb the extra throughput. Buy a bigger gun while your crusher and vacuum are already backed up, and you have simply created a bottleneck farther upstream.
Where Your Money Can Actually Go
The reinvestment menu is broader than most new players expect, and each category solves a different problem. The full release is built around stronger weapons, turrets, permanent upgrades, and factory automation, so treat your spending as a portfolio rather than a single purchase.
| Upgrade type | What it changes | Buy it when |
|---|---|---|
| Stronger weapons | How fast creatures stop being a problem | You spend more time shooting than hauling |
| Vacuum upgrades | How efficiently you move what you have already killed | Bodies are stacking up faster than you can carry them |
| Machines | How much processing capacity the factory has | Cans are being produced slower than bodies arrive |
| Conveyors | How much movement happens without you | You are the bottleneck at multiple stations at once |
| Turrets | Extra firepower added with the full release | You need kills to keep happening while you handle logistics |
| Permanent upgrades | Long-term power that sits outside your normal run spending | You want gains that carry forward rather than a single-run fix |
The pattern to internalize: weapons solve the killing problem, and everything else solves the "what happens after the killing" problem. A factory with great weapons and terrible logistics looks busy and earns little.
Buy a Weapon or Fix the Line? A Diagnostic
Before you drop money on firepower, run a quick check of where your time actually goes. The symptoms below point to different fixes, and only one of them is a weapon.
| Symptom you notice | Likely bottleneck | Better first move |
|---|---|---|
| Creatures survive long enough to crowd the floor | Not enough damage | Buy a stronger weapon |
| Creatures die fast but bodies sit around | Hauling capacity | Upgrade the vacuum |
| Bodies pile up beside the crusher | Processing throughput | Unlock or improve machines |
| You constantly run between stations | Layout and logistics | Build conveyors |
| Everything above is fine but income still feels slow | Volume | Push for more creatures and more automation |
| You cannot keep up while also managing the line | Coverage | Consider turrets so firepower runs without your full attention |
Run this check after every few purchases. It takes thirty seconds and prevents the most common waste in the game: buying a weapon to fix a problem that a vacuum upgrade would have solved for less.
A Simple Spending Split You Can Adjust
There is no published optimal ratio, so treat the percentages below as a starting framework rather than a rule. The logic behind it: keep firepower ahead of the incoming creatures, but never so far ahead that the rest of the factory chokes.
| Phase of your factory | Weapons | Vacuum and logistics | Machines and conveyors | Permanent upgrades |
|---|---|---|---|---|
| Early, single-station operation | High priority | Medium | Low | Skip for now |
| Factory is flowing but you are rushed | Medium | High | Medium | Low |
| Multiple stations running at once | Medium | Medium | High | Medium |
| You are automating and scaling volume | Situational | Low | High | High |
Two habits make this work. First, buy the cheapest upgrade that removes your current bottleneck rather than the most exciting one. Second, revisit the split whenever the truck's deliveries start outpacing your clear speed — that is the clearest signal that the weapon line of your budget needs a bump.
Turrets and Permanent Upgrades: The Long Game
Turrets and permanent upgrades change how you think about firepower. A stronger handheld weapon scales your personal output; turrets and permanent upgrades scale the factory's output even when you are busy hauling, crushing, or rebuilding a conveyor line.
That distinction matters for planning. If you find yourself constantly abandoning the kill zone to fix logistics, extra firepower in your hands will not help much — coverage will. If your line runs smoothly and creatures still survive too long, the opposite is true.
Permanent upgrades deserve their own budget line. They are listed separately from the weapons, vacuum, machines, and conveyors you invest in during normal play, which means they compete with your factory spending for the same money. Skipping them entirely for a whole session feels efficient in the moment and leaves you weaker later.
Four Mistakes That Stall Your Arsenal
- Buying weapons in a vacuum. Firepower without processing capacity just creates a prettier backlog.
- Ignoring the vacuum. Hauling is half the job. A fast kill with slow pickup is a slow factory.
- Chasing every new purchase. Each upgrade resets your bottleneck to a new station. Fix one thing at a time and confirm the improvement.
- Treating turrets as a replacement for aiming. Coverage helps, but your own weapon still handles the kills you are standing next to.
Full Version at a Glance
If you are deciding whether to commit time to the full arsenal, the release details are worth knowing.
| Detail | Information |
|---|---|
| Release date | October 30, 2026 |
| Price | $6.99, with an introductory 10% discount to $6.29 through November 6 |
| Review standing | Overwhelmingly Positive across roughly 850 player reviews |
| Headline additions | New weapons, turrets, permanent upgrades, lore, gambling, and an ending |
| Demo | A playable demo is available |
| Minimum specs | Windows 10 64-bit, Ryzen 3 1200 or i3-7100, 8 GB RAM, RX 460 or GTX 950, 1 GB storage |
A demo is a smart way to feel the kill-to-crush rhythm before you plan any long-term spending. Because the full release is described as adding new weapons, treat the demo as an early slice rather than the complete arsenal.
FAQ
How do I unlock all weapons in Can 'Em All? Weapons come from reinvesting in your business. You clear the factory, process the creatures into cans, sell them, and put the money back into stronger weapons along with your vacuum, machines, and conveyors. Keep the loop efficient and the arsenal follows. No complete Can 'Em All all weapons roster with names and unlock conditions is documented, so avoid assuming any list you see is exhaustive.
Is there a Can 'Em All all weapons tier list with damage numbers? Not in the available material. There are no published damage values, fire rates, or per-weapon stats to rank. The reliable approach is diagnostic: identify whether your bottleneck is killing, hauling, processing, or movement, then buy the upgrade that addresses it.
Should I buy a weapon first or upgrade the vacuum? Upgrade the vacuum first if bodies are accumulating faster than you can move them. Buy a weapon first if creatures are surviving long enough to crowd the floor. The cheapest fix for your current bottleneck is almost always the better purchase.
Do turrets replace my main weapon? Treat turrets as added coverage rather than a substitute. They were introduced with the full release as part of a broader toolset that includes new weapons and permanent upgrades, and the smartest Can 'Em All all weapons plans use them to keep pressure on while you manage the line rather than to replace your own shooting.
Does the demo include all weapons? That is not documented. The full release is described as adding new weapons, so the demo is best treated as a preview of the core loop rather than the finished arsenal.
Get the loop right and the weapons take care of themselves. Kill efficiently, haul quickly, process constantly, and spend on the station that is actually holding you back — that is the whole strategy behind Can 'Em All all weapons, and it holds whether you are on your first delivery or your hundredth.