
Rush Order
Production ×3 for 45 seconds
- Appears
- From the start
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.
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.

Production ×3 for 45 seconds

70% chance: credits worth 15 minutes of production (at most 15% of your balance)
30% chance: hand work ×20 for 15 seconds

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

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

Hand work ×3 for 1 minute 30 seconds, production ×1.5 for 1 minute 30 seconds
Production ×6 for 30 seconds, research speed ×2 for 5 minutes
Each act ends with a milestone purchase that opens the next. Milestones are bought again in each rebuilt company.

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

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.





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.

Contracts take ×0.8 the time

No effect on contracts.

Residential rewards ×1.5; Maintenance rewards ×1.5

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

Commercial rewards ×1.3

Public building rewards ×1.4

Maintenance rewards ×2
Cosmic rewards ×1.5
Sample chance ×2
Cosmic rewards ×2
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.

Story research: required for the next act.
Story research: required for the next act.
Story research: required for the next act.
Story research: required for the next act.
Story research: required for the next act.

All production +10%

Crews keep working 2 h longer while you're away
All production +15%
Drone Fleet and Automated Factory output ×2
All production +20%; Crews work at +10% efficiency while you're away
All production +25%
Orbital Roofworks and Solar Canopy output ×2
All production +30%; Crews keep working 4 h longer while you're away
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.

The Foreman remembers every shortcut.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 1 | Tap power ×1.5 (not the share of production) |
| 2 | 3 | Tap power ×2 (not the share of production) |
| 3 | 9 | Tap power ×2.5 (not the share of production) |
| 4 | 27 | Tap power ×3 (not the share of production) |
| 5 | 81 | Tap power ×3.5 (not the share of production) |

Veterans train the new hires on day one.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 1 | Apprentice to Shingle Factory output ×1.25 |
| 2 | 3 | Apprentice to Shingle Factory output ×1.5 |
| 3 | 9 | Apprentice to Shingle Factory output ×1.75 |
| 4 | 27 | Apprentice to Shingle Factory output ×2 |
| 5 | 81 | Apprentice to Shingle Factory output ×2.25 |

Work keeps piling up in the yard while you are away.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 1 | Crews keep working 2 h longer while you're away; Crews work at +5% efficiency while you're away |
| 2 | 3 | Crews keep working 4 h longer while you're away; Crews work at +10% efficiency while you're away |
| 3 | 9 | Crews keep working 6 h longer while you're away; Crews work at +15% efficiency while you're away |
| 4 | 27 | Crews keep working 8 h longer while you're away; Crews work at +20% efficiency while you're away |
| 5 | 81 | Crews keep working 10 h longer while you're away; Crews work at +25% efficiency while you're away |
| 6 | 243 | Crews keep working 12 h longer while you're away; Crews work at +30% efficiency while you're away |
| 7 | 729 | Crews keep working 14 h longer while you're away; Crews work at +35% efficiency while you're away |
| 8 | 2187 | Crews keep working 16 h longer while you're away; Crews work at +40% efficiency while you're away |
| 9 | 6561 | Crews keep working 18 h longer while you're away; Crews work at +45% efficiency while you're away |
| 10 | 19683 | Crews keep working 20 h longer while you're away; Crews work at +50% efficiency while you're away |

Old accounts, better prices.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 2 | Production assets cost 2% less |
| 2 | 6 | Production assets cost 4% less |
| 3 | 18 | Production assets cost 6% less |
| 4 | 54 | Production assets cost 8% less |
| 5 | 162 | Production assets cost 10% less |

Clients ask for you by name.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 2 | Room for 1 more active contract; Contracts pay 20% more |
| 2 | 6 | Room for 1 more active contract; Contracts pay 40% more |
| 3 | 18 | Room for 1 more active contract; Contracts pay 60% more |
| 4 | 54 | Room for 1 more active contract; Contracts pay 80% more |
| 5 | 162 | Room for 1 more active contract; Contracts pay 100% more |

Last company’s lab notes, neatly filed.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 2 | Research finishes 1.25× faster |
| 2 | 6 | Research finishes 1.5× faster |
| 3 | 18 | Research finishes 1.75× faster |
| 4 | 54 | Research finishes 2× faster |
| 5 | 162 | Research finishes 2.25× faster |

You can smell rain three periods out.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 2 | See the weather 1 period further ahead; Weather bonuses on contracts 10% bigger |
| 2 | 6 | See the weather 2 periods further ahead; Weather bonuses on contracts 20% bigger |
| 3 | 18 | See the weather 3 periods further ahead; Weather bonuses on contracts 30% bigger |
| 4 | 54 | See the weather 4 periods further ahead; Weather bonuses on contracts 40% bigger |
| 5 | 162 | See the weather 5 periods further ahead; Weather bonuses on contracts 50% bigger |
Whatever you chose at the console, you get better at it.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 5 | Containment approaches 25% stronger; switching is free |
| 2 | 15 | Containment approaches 50% stronger; switching is free |
| 3 | 45 | Containment approaches 75% stronger; switching is free |
| 4 | 135 | Containment approaches 100% stronger; switching is free |
| 5 | 405 | Containment approaches 125% stronger; switching is free |

Some tools never go back to the rental shop.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 10 | Keep 1 chosen upgrade when rebuilding |
| 2 | 30 | Keep 2 chosen upgrades when rebuilding |
| 3 | 90 | Keep 3 chosen upgrades when rebuilding |
The blueprints start drawing themselves.
| Level | Blueprints | Effect |
|---|---|---|
| 1 | 50 | Rebuilding earns 10% more Legacy Blueprints; 1 more specialization slot |
| 2 | 150 | Rebuilding earns 20% more Legacy Blueprints; 1 more specialization slot |
| 3 | 450 | Rebuilding earns 30% more Legacy Blueprints; 1 more specialization slot |
After the epilogue, six warranty claims each rebuild the company under one rule. Every completed claim adds 5% blueprint gain for good.
Only Apprentices, Roofing Crews and Work Trucks — and your own hands.
Taps do nothing; the crews do it all.
Everything costs three times as much.
Weather neither helps nor hinders contracts.
Buy the final seal within six hours of starting.
No more than eight kinds of production asset at once.



















