Reference / Mixed versions
Can ’Em All Wiki
Find the core systems in the creature-to-can production loop. This directory covers the entries below; it is not a complete item or upgrade database.
Recorded 16 entries · Updated 2026-10-31 · Mixed versions
Put the systems to work
Current release: first sale, Skill Tree and vacuum →
Demo v0.1: a continuous factory route to the Uzi →
Day ending too fast? Arrange the work →
Production Systems
7 recordedEntryQuick answer
CrusherQuick referenceFull release · PCThrow dead creatures into the crusher to turn bodies into cans.Feed the hopper during daylight →
Selling tubeQuick referenceFull release · PCPut finished cans into the large tube to sell them. Cans still on the floor are not sold.Check the selling destination →
ConveyorsQuick referenceFull release · PCCarry processed cans away from machines as part of the factory’s transport and automation chain.Separate transport from processing →
Skill TreeQuick referenceFull release · PCShows connected upgrade nodes and the NEXT DAY [SPACE] prompt for starting the next day.Match an upgrade to the blocked stage →
Factory ExpansionQuick referenceDemo v0.1The Demo’s $1,000 unlock adds Machine 2; its can output needs a separate transport route.Add Machine 2 to the Demo route →
Night ShiftQuick referenceDemo v0.1The cited Demo $50 card extends after-dark factory running from 0 to 10 seconds.Separate night processing from cleanup →
Faster ProcessingQuick referenceDemo v0.1The Demo card reduces processing time; the cited $250 upgrade shows speed 0% → +25%.Diagnose processing against transport →
Equipment & Upgrades
9 recordedEntryQuick answer
Industrial VacuumPC launch releaseUnlock the $40 Industrial Vacuum, collect cargo with right-click, switch bodies and cans with the wheel, and throw with left-click.Learn the vacuum controls and cargo selection →
Professional YeeterQuick referencePC launch releaseThe launch scene shows $3 for throwing force changing from 0% to +50%.Follow the route to the Industrial Vacuum →
CardioQuick referencePC launch releaseThe launch scene shows $8 for maximum stamina duration changing from 5 to 6 seconds.See its place in the equipment route →
Move ItQuick referencePC launch releaseThe launch scene shows $6 for running speed changing from 0% to +5%.See its place in the equipment route →
Steel FistQuick referenceDemo v0.1The Demo opening punch upgrade adds 1 damage per punch; the observed post-purchase value is 2.Compare the Demo weapon unlocks →
Baseball BatQuick referenceDemo v0.1The Demo’s $40 weapon unlock follows the opening melee progression.Compare the Demo weapon unlocks →
KnifeQuick referenceDemo v0.1The Demo’s $500 melee unlock appears on the connected combat branch.Compare the Demo weapon unlocks →
PistolQuick referenceDemo v0.1The Demo’s $3,000 ranged weapon uses ammunition shown beside the equipment display.Compare the Demo weapon unlocks →
UziQuick referenceDemo v0.1The Demo’s $50,000 weapon goal is reached after building the factory’s income route.Compare the Demo weapon unlocks →
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