Roof Tycoon wiki
Roof Tycoon is an idle game about a small roofing company that keeps taking bigger jobs — from a leaky garden shed to roofs no one has a name for yet. Tap the roof to work, hire crews that work on their own, and grow the company one roof at a time. This wiki is generated from the game's own content, so every number here is the number the game uses.
Entries from the third act onward are covered. Open one to read it, or show all spoilers at once; nothing covered is downloaded until you do.
Sections
Production
Production assets do the roofing while you are away. Each one costs a little more than the last, and owning many of one kind doubles its output at set milestones.Upgrades
Upgrades come in families of up to five tiers. A family opens once its condition is met; each tier needs the one before.Achievements
Achievements give Mastery points, and every point raises production. Some are secret until you find them.Systems
Systems open as the company grows: contracts with the First company license, the laboratory with the first Commercial Division, dispatch and weather with the first Regional Depot.Formulas
The rules behind the numbers, computed from the game's own constants.Story
The people of the company and the chapters of its story.Help
How the game works, and what to do when something goes wrong.
How the story progresses
The numbers as a table
| Stage | Chapter | Production assets | Worksites | Opened by |
|---|---|---|---|---|
| Act I | The Neighborhood | 3 | 3 | At the start |
| Act II | The Industrial District | 5 | 2 | First company license (2 M credits) |
| Act III | Covered | — | — | Self-repairing membrane breakthrough (50 B credits) |
| Act IV | Covered | — | — | Covered milestone (1 Qa credits) |
| Act V | Covered | — | — | Covered milestone (50 Qi credits) |
| Act VI | Covered | — | — | Covered milestone (5 Oc credits) |
| Finale | Covered | — | — | Covered milestone (100 UDc credits) |
Covered: the full diagram, with every actShow
The numbers as a table
| Stage | Chapter | Production assets | Worksites | Opened by |
|---|---|---|---|---|
| Act I | The Neighborhood | 3 | 3 | At the start |
| Act II | The Industrial District | 5 | 2 | First company license (2 M credits) |
| Act III | The Research Campus | 3 | 1 | Self-repairing membrane breakthrough (50 B credits) |
| Act IV | The Fractured Sky | 2 | 1 | The sky is a roof (1 Qa credits) |
| Act V | The Orbital Worksite | 4 | 3 | First off-world roofing contract (50 Qi credits) |
| Act VI | The Boundary of Reality | 3 | 2 | Timelines under warranty (5 Oc credits) |
| Finale | The Final Job | — | — | The final seal (100 UDc credits) |
Getting started
Roof jobs
Every job tears off the old roofing from the ridge down, then lays new courses from the eave up. Tapping, clicking or holding on the roof does work; your company works on its own all the time. Finishing a job pays a bonus of a tenth of the job's size, and the next roof arrives straight away. A job is sized at about a minute and a quarter of your production, but every site has a minimum size: on a bigger site, or with your hands alone, a job can take longer.
Production assets
Each production asset earns credits every second. Prices rise by 15% with every one you own; owning 25, 50, 100, 200, 300, 400 and 500 of one kind doubles its output each time. The next kind appears as a silhouette when you are close to affording it.
Upgrades and Mastery
Upgrades multiply what one kind of production asset or your taps earn, or improve a system. Every achievement is also worth Mastery points (1 to 4 by frame), and every point adds 1% to all production.
Time away
While the game is closed your company keeps producing for up to two hours at half rate (Long-term storage and some research raise both). Timers — research and contracts — always run in full. Opportunities only appear while you are watching.
Saving and backups
The game saves in this browser every 30 seconds, when you leave, and after important steps. It keeps five rolling backups and snapshots before imports and rebuilds; restore any of them from Settings. Export a save code to keep a copy elsewhere or to move to another device.
Opportunities and boosts
Every few minutes an opportunity may appear on the worksite for a short while. Taking it gives credits or a temporary boost. The same boost never stacks with itself — taking it again keeps the stronger and the longer — but different boosts multiply. A hand-work boost and a production boost at the same time show as a combo.