Roof Tycoon wiki

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

How the story progresses

How the story progressesThe story in six acts and a finale. Each act opens with a milestone purchase and brings new production assets and worksites. Acts III onward are covered.Acts and the milestones that open themAct IThe Neighborhood3 production assets3 worksitesAct IIThe IndustrialDistrict5 production assets2 worksitesFirst companylicense2 M creditsAct IIICoveredSelf-repairingmembranebreakthrough50 B creditsAct IVCoveredCovered milestone1 Qa creditsAct VCoveredCovered milestone50 Qi creditsAct VICoveredCovered milestone5 Oc creditsFinaleCoveredCovered milestone100 UDc credits
The story in six acts and a finale. Each act opens with a milestone purchase and brings new production assets and worksites. Acts III onward are covered.
The numbers as a table
StageChapterProduction assetsWorksitesOpened by
Act IThe Neighborhood33At the start
Act IIThe Industrial District52First company license (2 M credits)
Act IIICovered——Self-repairing membrane breakthrough (50 B credits)
Act IVCovered——Covered milestone (1 Qa credits)
Act VCovered——Covered milestone (50 Qi credits)
Act VICovered——Covered milestone (5 Oc credits)
FinaleCovered——Covered milestone (100 UDc credits)
Covered: the full diagram, with every actShow
The story in six acts and a finale. Each act opens with a milestone purchase and brings new production assets and worksites.
The story in six acts and a finale. Each act opens with a milestone purchase and brings new production assets and worksites.
The numbers as a table
StageChapterProduction assetsWorksitesOpened by
Act IThe Neighborhood33At the start
Act IIThe Industrial District52First company license (2 M credits)
Act IIIThe Research Campus31Self-repairing membrane breakthrough (50 B credits)
Act IVThe Fractured Sky21The sky is a roof (1 Qa credits)
Act VThe Orbital Worksite43First off-world roofing contract (50 Qi credits)
Act VIThe Boundary of Reality32Timelines under warranty (5 Oc credits)
FinaleThe 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.