Can Em All factory: Step-by-Step Production Guide - Factory

Can Em All factory: Step-by-Step Production Guide

Learn how to run the Can Em All factory, prioritize upgrades, automate sales, and maximize earnings in the demo.

2026-10-31
Can Em All Wiki Team
Quick Guide
  • Can Em All factory runs on a loop of catching creatures, processing them, and selling cans.
  • Early upgrades should improve damage, production count, and can value before expensive weapons.
  • Vacuum collection groups creatures and cans, making short production days more efficient.
  • Conveyor belts reduce manual handling and help move finished cans toward automatic sales.
  • Demo progression ends after several creature tiers, weapons, machines, and factory upgrades.

Can Em All factory: Core Production Loop

The Can Em All factory is an incremental production system built around a simple but demanding cycle: bring creatures into the processing area, defeat or collect them, feed them into the grinder, and sell the resulting cans. Your earnings fund upgrades that increase production speed, creature value, storage, movement, and automation.

The central challenge is time. Each workday gives you a limited window to process incoming creatures, while the factory may continue producing for a short period after the active shift. Efficient play means planning what to attack first, loading machines quickly, and collecting finished cans before the next upgrade decision.

Video Highlights:

  • The factory begins with manual creature processing and a basic can-selling loop.
  • Damage, production quantity, can value, and creature spawn upgrades shape early progression.
  • The vacuum, conveyor belts, multiple machines, and firearms transform the factory later in the demo.
Factory StageMain TaskBest Focus
Opening shiftsProcess basic creatures by handDamage and movement speed
Early expansionProduce more cans per creatureProduction count and can value
Automation phaseMove creatures and cans fasterVacuum, belts, and machine capacity
Advanced demoHandle stronger creature tiersWeapon damage, ammo, and processing speed
Production Rule

Prioritize upgrades that either increase the number of cans per creature or raise the value of every can. These bonuses scale together and usually outperform small convenience upgrades early on.

Manual Processing

  • Low starting cost
  • Requires direct movement and attacks
  • Best during the first few shifts

Vacuum Collection

  • Groups several creatures or cans
  • Improves loading speed
  • Benefits from capacity and range upgrades

Factory Automation

  • Uses machines and conveyor belts
  • Reduces walking between stations
  • Creates stronger late-demo income

Early Upgrade Path for Better Earnings

The first few shifts establish the economy of the factory. At the beginning, one creature can produce a single can, and the player must handle nearly every task manually. The most efficient opening is to improve damage enough to process creatures before the timer expires, then increase production and selling value.

A useful early sequence is to buy damage or attack speed first, followed by a two-cans-per-creature upgrade when available. After production rises, can value becomes more important because every processed creature now generates multiple sellable items.

Upgrade AreaEarly BenefitPriority
Punch damageDefeats basic creatures in fewer hitsHigh
Attack speedReduces time spent on each targetHigh
Production countAdds extra cans per creatureVery high
Can valueImproves income from every finished canVery high
Running speedShortens travel between stationsMedium
Creature arrivalsIncreases possible production volumeMedium
1

Secure Basic Damage

Buy enough attack power or attack speed to process the common starter creatures within the daily timer. Faster defeats create more room for loading and selling.

2

Increase Production Count

Choose an upgrade that produces two cans from one creature when possible. This gives every successful processing action a stronger return.

3

Raise Can Value

Once production has increased, improve the value of each can. Multiplying output and value together creates a noticeable jump in daily earnings.

4

Improve Mobility

Add running speed, stamina, or throwing strength when manual movement becomes the main bottleneck. These upgrades help you finish more actions before the shift ends.

Avoid Early Overspending

Do not rush toward the most expensive weapon if your factory still produces only a small number of cans. A stronger attack helps, but production and value upgrades can generate the money needed for advanced weapons sooner.

Automation, Vacuum Use, and Conveyor Layout

Automation becomes valuable when the factory produces more cans than you can comfortably carry or place by hand. The vacuum helps gather creatures and finished cans, while conveyor belts shorten the path from processing machines to the selling area.

Use the vacuum tactically rather than treating it as a simple collection tool. Grouping several creatures near the processing area lets you spend more of the workday attacking instead of chasing targets. After the creatures are processed, use the vacuum to gather cans in batches and deliver them to the correct machine or sales route.

Automation ToolFunctionRecommended Upgrade
VacuumCollects creatures and cansCapacity, range, suction radius
Conveyor beltMoves items between stationsLength, speed, connections
Processing machineConverts creatures into cansProcessing speed and additional machines
Sales routeSends cans toward sellingBelt extensions and direct routing
Automation Check

When cans begin piling up beside a machine, stop adding only combat upgrades. Increase vacuum capacity, processing speed, or belt coverage so your factory can convert production into actual income.

Use this layout logic:

  • Keep the creature drop-off area close to the first processing machine.
  • Place the vacuum collection route where several creatures can be grouped quickly.
  • Extend conveyor belts toward the sales point instead of leaving finished cans in a central pile.
  • Add a second machine when one processor cannot keep up with the incoming creature volume.
  • Upgrade capacity before attempting very large collection runs.

The demo shows how automation changes the rhythm of the game. Early shifts are dominated by punching and carrying. Later shifts become a logistics problem: machines must process enough creatures, belts must move enough cans, and collection capacity must be large enough to prevent backlogs.

Creature Tiers, Weapons, and Shift Priorities

Creature tiers have different durability and payout values. Basic creatures are easy to defeat but provide modest returns. Stronger blue, green, and pink creatures require more damage or ammunition, yet their processed cans can produce substantially better income.

The correct target priority depends on your current weapon. With fists or a knife, weaker creatures may provide the best time-adjusted return. With the gun or Uzi, tougher creatures become more attractive because their higher value justifies the ammunition cost and processing time.

Creature TierRelative DifficultyPractical Strategy
Basic starter tierLowProcess quickly during early shifts
Blue tierModerateTarget after basic damage upgrades
Green tierHighUse firearms or strong weapon upgrades
Pink tierVery highFocus fire and improve damage first
Shiny variantVariableCollect when convenient for bonus value

Fists

Reliable at the start, but slow against stronger creatures. Use while building the first upgrade budget.

Club

Improves early combat speed and helps process common creatures more consistently.

Knife

A faster option for mid-progression targets, especially when ammunition is limited.

Firearms

Guns and the Uzi greatly increase clearing speed, but ammunition and damage upgrades matter.

Weapon selection should follow the production bottleneck:

  • If creatures survive too long, upgrade weapon damage.
  • If targets die quickly but cans remain unfinished, upgrade machine speed.
  • If ammunition disappears before the shift ends, add ammo capacity or use a melee weapon for weaker targets.
  • If stronger creatures consume the whole workday, process valuable targets first and ignore low-value stragglers when necessary.
  • If the factory is full of cans, improve vacuum capacity and conveyor speed before buying another combat upgrade.
Target Priority

During a crowded shift, process the highest-value creatures that your current weapon can defeat efficiently. A difficult target is not automatically profitable if it prevents several easier creatures from reaching the machines.

Factory Checklist and Demo Progression Goals

The demo rewards steady scaling rather than a single perfect purchase. Your long-term objective is to connect combat, collection, processing, and sales into one reliable production chain. The best factory is not merely the one with the strongest weapon; it is the one that converts incoming creatures into sellable cans without a major idle point.

GoalWhat to WatchCompletion Signal
Improve combatCreatures take too many hitsCommon targets fall quickly
Increase outputOne creature creates too few cansProduction count rises
Raise valueIncome lags behind outputEach can sells for more
Expand collectionItems remain scatteredVacuum gathers larger groups
Automate movementCans stop near machinesBelts carry items toward sales
Expand processingMachine queue becomes longAdditional machine handles overflow

Essential Factory Milestones:

  • Increase damage or attack speed during the opening shifts
  • Unlock a higher can output per creature
  • Purchase and upgrade the vacuum for grouped collection
  • Connect conveyor belts to reduce manual can delivery
  • Add processing capacity when machines cannot keep up
  • Use firearms against high-value creature tiers
  • Increase can value before major late-demo purchases

A strong shift routine looks like this:

  1. Prepare the factory before the truck or creature delivery arrives.
  2. Attack the most valuable practical targets first.
  3. Use the vacuum to group creatures and finished cans.
  4. Feed machines continuously instead of waiting for a large pile.
  5. Route cans toward sales with conveyor belts.
  6. Spend the next upgrade on the largest current bottleneck.

The demo eventually reaches a point where additional progression is restricted. Several skills, weapons, machine improvements, and creature tiers become available, but the full range of upgrades is not accessible within the demonstrated demo progression. Treat the final available upgrades as a testing ground for factory design rather than a finished endgame build.

Best Final-Demo Approach

For the strongest late-demo economy, combine high creature value, multiple cans per creature, expanded vacuum capacity, faster processing, conveyor coverage, and enough weapon damage to clear premium targets quickly.

Q: What is the main purpose of the Can Em All factory?

The factory converts captured creatures into cans that can be sold for money. Earnings are then used to improve combat, production, collection, processing, and automation.

Q: Which upgrades should I buy first?

Start with damage or attack speed, then increase cans per creature and can value. Add movement upgrades when travel becomes the main time loss.

Q: When should I buy the vacuum?

Buy the vacuum when manual carrying or scattered creatures slow down production. Capacity and range upgrades become increasingly useful as more creatures and cans appear.

Q: Are stronger creatures always the best targets?

Not always. Strong creatures pay more, but they can consume valuable time and ammunition. Target them when your current weapon can defeat them efficiently.