Incremental RTS guide

Factory Costs, Saving Time & Purge

Each building raises the cost of all buildings, according to the developer. Buying a cheap factory can therefore also delay a different factory you are saving for. Calculate affordability using the current price and balance; it does not reveal a factory’s payback or a safe reset time.

Independent fan guideUpdated 2026-09-18

One purchase can change another factory’s price

Factory inflation applies across buildings, so the next price matters more than a price remembered from the start of the run. The official controls let you hold Ctrl, or Cmd on Mac, to buy multiple factories. Use a single purchase when you need to inspect the next price before committing more money. Official economy and controls.

Early Incremental RTS screen with an Income counter and factory prices on the right
Official Steam image: Income is shown per second at the upper left, while factory purchase prices appear on the right. These screenshot prices are an example state, not a current price list.

How long until the next factory?

Use max(0, price − current balance) ÷ income per second. Price, balance and income must refer to the same currency. The result is a saving-time estimate with unchanged income and no intervening spending.

Example inputsCalculationMeaning
Price 3,000; balance 1,000; income 50 per second(3,000 − 1,000) ÷ 50 = 40 secondsYou need another 2,000, not the full purchase price.
The same price; balance 3,000No shortfall: 0 secondsThe price is already covered; this says nothing about whether the factory is a good combat choice.
A positive shortfall; income 0No finite saving time at that rateWaiting alone cannot close the shortfall under the assumed inputs.

These are worked examples, not measured game prices. Use the saving-time calculator with your own numbers. If the next factory changes the price or your income changes, enter the new values.

A combat factory produces fighting units; its purchase price divided by your existing income is not its investment return. A payback calculation would require the additional income attributable to that factory.

Sunflowers replace Briars as resource producers

The September 9 update describes Sunflowers as resource producers replacing Briars. This is a different role from sending another fighting unit to the frontline. If an older guide tells you to build Briars, that name and role may no longer match the updated roster. Official Sunflower change.

For the saving-time calculation, use the income currently displayed by your build after its production changes. Do not enter a unit’s damage or its factory’s unit-production rate as currency income. The announcement gives no Sunflower income amount or purchase-cost formula, so it does not establish a payback time or an optimal producer-to-combat ratio.

Coins, interest and skipped levels

Base-victory coin rewards depend on which levels you actually play. Interest has an earning window before the money is spent. A historical prototype discussion raised both issues when a restart skipped early levels; see the coin-versus-interest comparison for the conditions. No fixed “+3k” income amount or universal purchase priority is assumed here.

Purge and death are not interchangeable instructions

The developer recommends periodically purging because building prices rise. The public description does not specify a separate Purge button location, a refund formula, a complete retained-resource list or a trigger price. That description alone is insufficient for step-by-step reset instructions.

The explicitly documented death result is different information: upgrades and war points remain, factories are lost, and the run returns to an earlier level. See what persists after death.

Do not reset because the calculator shows a long wait. It measures affordability only. If the action in your build does not state what will be lost, keep the run intact and use the developer’s game page to find the appropriate support route.