Roof Tycoon wiki

Systems

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.

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.

Rush Order

Production ×3 for 45 seconds

Appears
From the start

Golden Nail

70% chance: credits worth 15 minutes of production (at most 15% of your balance)

30% chance: hand work ×20 for 15 seconds

Appears
From the start

Crew Overtime

Credits worth 3 minutes of production, contract rewards ×2 for 2 minutes

Appears
Own 10 Roofing Crews

Supplier Windfall

Credits worth 5 minutes of production (at most 10% of your balance), purchase costs ×0.8 for 1 minute

Appears
Own 1 Supply Yard

Perfect Weather

Hand work ×3 for 1 minute 30 seconds, production ×1.5 for 1 minute 30 seconds

Appears
Own 1 Regional Depot
Covered: an opportunity from Act VShow

Cosmic Alignment

Production ×6 for 30 seconds, research speed ×2 for 5 minutes

Appears
Reach Act 5

Act milestones

Each act ends with a milestone purchase that opens the next. Milestones are bought again in each rebuilt company.

First company license

Mr. Pell inspects every ladder, then signs. Slowly.

Cost
2 M credits
Needs
Own 10 Work Trucks
Opens
Act II

Self-repairing membrane breakthrough

Cost
50 B credits
Needs
Own 10 Roofing Franchises · Research Self-healing polymer
Opens
Act III
Covered: a milestone from Act IIIShow

The sky is a roof

Cost
1 Qa credits
Needs
Own 10 Nanomembrane Laboratories · Research Impossible reflection
Opens
Act IV
Covered: a milestone from Act IVShow

First off-world roofing contract

Cost
50 Qi credits
Needs
Own 10 Sky Scaffolds · Choose an approach at the containment console · Research Low-gravity adhesion
Opens
Act V
Covered: a milestone from Act VShow

Timelines under warranty

Cost
5 Oc credits
Needs
Own 10 Solar Canopies · Research Causal fiber weave
Opens
Act VI
Covered: a milestone from Act VIShow

The final seal

Cost
100 UDc credits
Needs
Own 25 Universal Roof Looms · Research Reality patch theory
Opens
The Final Job

Contracts

Contracts send part of your company out on a job without spending anything. Each needs a number of one kind of asset, runs for a set time even while the game is closed, and pays a lump sum based on your steady production. Contracts never fail and can be called off.

Residential

Opens
Act II
Size set by
your Roofing Crews
Can bring back
Shingle, Standing-seam metal
Covered: later parts of this entry (from the third act on)Show
Regions
Maple Street, University Heights

Maintenance

Opens
Act II
Size set by
your Apprentices
Regions
Maple Street, Dockside District
Can bring back
Standing-seam metal, Shingle

Industrial

Opens
with the first Shingle Factory
Size set by
your Shingle Factories
Covered: later parts of this entry (from the third act on)Show
Regions
Dockside District, University Heights
Can bring back
Granulated membrane, Insulation, Nanosealant

Commercial

Opens
with the first Commercial Division
Size set by
your Commercial Divisions
Covered: later parts of this entry (from the third act on)Show
Regions
Dockside District, Skyline Ridge
Can bring back
Light membrane, Dark membrane, Nanosealant

Public building

Opens
with the first Regional Depot
Size set by
your Regional Depots
Covered: later parts of this entry (from the third act on)Show
Regions
University Heights, Skyline Ridge
Can bring back
Insulation, Granulated membrane, Weatherglass
Covered: a contract type from Act VShow

Cosmic

Opens
Act V
Size set by
your Lunar Roofing Yards
Regions
High Orbit, The Boundary
Can bring back
Stellar alloy, Dimensional flashing, Causality fiber

Weather

Each region has its own weather, changing every 20 minutes and forecast ahead. Good weather raises a contract's pay or shortens it; weather never makes a contract fail. The contract's pay is fixed when you accept it.

Clear

Contracts take ×0.8 the time

Cloud cover

No effect on contracts.

Rain

Residential rewards ×1.5; Maintenance rewards ×1.5

Wind

Covered: later parts of this entry (from the third act on)Show

Residential rewards ×1.4; Maintenance rewards ×1.4; Industrial rewards ×1.4; Commercial rewards ×1.4; Public building rewards ×1.4; Cosmic rewards ×1.4; contracts take ×1.3 the time

Heat

Commercial rewards ×1.3

Snow

Public building rewards ×1.4

Hail

Maintenance rewards ×2

Covered: a kind of weather from Act VShow

Meteor shower

Cosmic rewards ×1.5

Covered: a kind of weather from Act VShow

Solar aurora

Sample chance ×2

Covered: a kind of weather from Act VIShow

Reality storm

Cosmic rewards ×2

Materials Laboratory

The laboratory researches one project at a time, also while the game is closed. Story research opens the next act; other projects improve your company for good. Samples brought back by contracts unlock more projects. Research is never lost when you rebuild.

Self-healing polymer

Story research: required for the next act.

Cost
20 B credits
Takes
30 minutes
Needs
Own 5 Regional Depots
Covered: a research project from Act IIIShow

Impossible reflection

Story research: required for the next act.

Cost
300 T credits
Takes
1 hour
Needs
Own 5 Nanomembrane Laboratories
Covered: a research project from Act IVShow

Low-gravity adhesion

Story research: required for the next act.

Cost
20 Qi credits
Takes
2 hours
Needs
Own 5 Sky Scaffolds
Covered: a research project from Act VShow

Causal fiber weave

Story research: required for the next act.

Cost
2 Oc credits
Takes
3 hours
Needs
Own 5 Solar Canopies
Covered: a research project from Act VIShow

Reality patch theory

Story research: required for the next act.

Cost
50 UDc credits
Takes
4 hours
Needs
Own 10 Universal Roof Looms

Granule chemistry

All production +10%

Cost
500 M credits
Takes
10 minutes
Needs
Own 1 Commercial Division

Cold-weather adhesives

Crews keep working 2 h longer while you're away

Cost
4 B credits
Takes
20 minutes
Needs
Own 1 Regional Depot
Covered: a research project from Act IIIShow

Membrane welding

All production +15%

Cost
20 T credits
Takes
45 minutes
Needs
Own 10 Automated Factories
Covered: a research project from Act IIIShow

Drone swarm logistics

Drone Fleet and Automated Factory output ×2

Cost
800 T credits
Takes
1 hour
Needs
Own 25 Drone Fleets
Covered: a research project from Act IVShow

Pressure mapping

All production +20%; Crews work at +10% efficiency while you're away

Cost
500 Qa credits
Takes
1 hour 30 minutes
Needs
Own 10 Weather Foundries
Covered: a research project from Act VShow

Vacuum curing

All production +25%

Cost
10 Sx credits
Takes
2 hours
Needs
Own 10 Lunar Roofing Yards
Covered: a research project from Act VShow

Stellar alloys

Orbital Roofworks and Solar Canopy output ×2

Cost
50 Sp credits
Takes
2 hours 30 minutes
Needs
Own 10 Orbital Roofworks
Covered: a research project from Act VIShow

Seam topology

All production +30%; Crews keep working 4 h longer while you're away

Cost
100 No credits
Takes
3 hours
Needs
Own 10 Dimensional Flashing Gates
Covered: a research project from Act IIIShow

Adaptive membrane

Cost
10 T credits
Takes
40 minutes
Needs
Collect the light membrane sample · Collect the dark membrane sample
Covered: a research project from Act IIIShow

Nanosealant

Cost
50 T credits
Takes
50 minutes
Needs
Collect the nanosealant sample
Covered: a research project from Act IVShow

Weather shaping

Cost
100 Qa credits
Takes
1 hour 20 minutes
Needs
Collect the weatherglass sample
Covered: a research project from Act VShow

Low-gravity installation

Cost
5 Sx credits
Takes
1 hour 50 minutes
Needs
Collect the stellar alloy sample
Covered: a research project from Act VIShow

Dimensional sealing

Cost
500 Oc credits
Takes
2 hours 30 minutes
Needs
Collect the dimensional flashing sample
Covered: a research project from Act VIShow

Causality scheduling

Cost
50 No credits
Takes
2 hours 50 minutes
Needs
Collect the causality fiber sample

Rebuilding and Legacy

Once this company has earned 100 billion credits you can rebuild: start again from the shed with Legacy Blueprints. Every blueprint ever earned adds 1.5% production for good; spend them on legacy nodes. Specializations only work while equipped, and the loadout can change once every four hours or freely after a rebuild.

Retained Expertise

The Foreman remembers every shortcut.

Kind
Route (counts only when equipped in the loadout)
LevelBlueprintsEffect
11Tap power ×1.5 (not the share of production)
23Tap power ×2 (not the share of production)
39Tap power ×2.5 (not the share of production)
427Tap power ×3 (not the share of production)
581Tap power ×3.5 (not the share of production)

Inherited Crew Knowledge

Veterans train the new hires on day one.

Kind
Route (counts only when equipped in the loadout)
LevelBlueprintsEffect
11Apprentice to Shingle Factory output ×1.25
23Apprentice to Shingle Factory output ×1.5
39Apprentice to Shingle Factory output ×1.75
427Apprentice to Shingle Factory output ×2
581Apprentice to Shingle Factory output ×2.25

Long-Term Storage

Work keeps piling up in the yard while you are away.

Kind
Always on
LevelBlueprintsEffect
11Crews keep working 2 h longer while you're away; Crews work at +5% efficiency while you're away
23Crews keep working 4 h longer while you're away; Crews work at +10% efficiency while you're away
39Crews keep working 6 h longer while you're away; Crews work at +15% efficiency while you're away
427Crews keep working 8 h longer while you're away; Crews work at +20% efficiency while you're away
581Crews keep working 10 h longer while you're away; Crews work at +25% efficiency while you're away
6243Crews keep working 12 h longer while you're away; Crews work at +30% efficiency while you're away
7729Crews keep working 14 h longer while you're away; Crews work at +35% efficiency while you're away
82187Crews keep working 16 h longer while you're away; Crews work at +40% efficiency while you're away
96561Crews keep working 18 h longer while you're away; Crews work at +45% efficiency while you're away
1019683Crews keep working 20 h longer while you're away; Crews work at +50% efficiency while you're away

Reliable Suppliers

Old accounts, better prices.

Kind
Route (counts only when equipped in the loadout)
LevelBlueprintsEffect
12Production assets cost 2% less
26Production assets cost 4% less
318Production assets cost 6% less
454Production assets cost 8% less
5162Production assets cost 10% less

Contract Reputation

Clients ask for you by name.

Kind
Route (counts only when equipped in the loadout)
LevelBlueprintsEffect
12Room for 1 more active contract; Contracts pay 20% more
26Room for 1 more active contract; Contracts pay 40% more
318Room for 1 more active contract; Contracts pay 60% more
454Room for 1 more active contract; Contracts pay 80% more
5162Room for 1 more active contract; Contracts pay 100% more

Research Archives

Last company’s lab notes, neatly filed.

Kind
Route (counts only when equipped in the loadout)
LevelBlueprintsEffect
12Research finishes 1.25× faster
26Research finishes 1.5× faster
318Research finishes 1.75× faster
454Research finishes 2× faster
5162Research finishes 2.25× faster

Weather Insight

You can smell rain three periods out.

Kind
Route (counts only when equipped in the loadout)
LevelBlueprintsEffect
12See the weather 1 period further ahead; Weather bonuses on contracts 10% bigger
26See the weather 2 periods further ahead; Weather bonuses on contracts 20% bigger
318See the weather 3 periods further ahead; Weather bonuses on contracts 30% bigger
454See the weather 4 periods further ahead; Weather bonuses on contracts 40% bigger
5162See the weather 5 periods further ahead; Weather bonuses on contracts 50% bigger
Covered: a legacy node from Act IVShow

Anomaly Stewardship

Whatever you chose at the console, you get better at it.

Kind
Route (counts only when equipped in the loadout)
LevelBlueprintsEffect
15Containment approaches 25% stronger; switching is free
215Containment approaches 50% stronger; switching is free
345Containment approaches 75% stronger; switching is free
4135Containment approaches 100% stronger; switching is free
5405Containment approaches 125% stronger; switching is free

Permanent Equipment

Some tools never go back to the rental shop.

Kind
Always on
LevelBlueprintsEffect
110Keep 1 chosen upgrade when rebuilding
230Keep 2 chosen upgrades when rebuilding
390Keep 3 chosen upgrades when rebuilding
Covered: a legacy node from Act IIIShow

Architect’s Legacy

The blueprints start drawing themselves.

Kind
Capstone
LevelBlueprintsEffect
150Rebuilding earns 10% more Legacy Blueprints; 1 more specialization slot
2150Rebuilding earns 20% more Legacy Blueprints; 1 more specialization slot
3450Rebuilding earns 30% more Legacy Blueprints; 1 more specialization slot
Covered: a system that opens after the storyShow

Warranty claims

After the epilogue, six warranty claims each rebuild the company under one rule. Every completed claim adds 5% blueprint gain for good.

Hand tools only

Only Apprentices, Roofing Crews and Work Trucks — and your own hands.

Goal
Earn 1 Qa credits in this company

No hands

Taps do nothing; the crews do it all.

Goal
Reach Act 3

Shoestring

Everything costs three times as much.

Goal
Reach Act 4

Storm season

Weather neither helps nor hinders contracts.

Goal
Reach Act 5

Speed seal

Buy the final seal within six hours of starting.

Goal
Complete the milestone: The final seal

Minimal crew

No more than eight kinds of production asset at once.

Goal
Reach Act 6