Codes
The game just updated and you want to know whether the code still pays.
- 2KCCU5 GemsThe one string this site has entered successfully in a live session. Enter it in the Shop, at the bottom of the code box, once per account.
Rsix Studio · incremental physics collector
The one code that still works pays 5 Gems, and the starter pusher stops clearing the pile at around 10,000 items. This page gives you that code, the order to spend Cash in, and the short planner that names the wall in front of you — instead of a guess.

The planner
Put in the count on your HUD and the items per second you actually see. This is the short version — the full ladder, the method and the worked examples are on the full planner.
Fill in both boxes and this names your next wall and the time left to it.
Open the full plannerThe game just updated and you want to know whether the code still pays.
The loop
Every wall in the planner above is a step in this loop getting more expensive than the step before it. Nothing in this game is solved by playing more; it is solved by knowing which of these six is currently limiting you.
Rigid parts spawn on a server tick. Spawn Rate is a Cash upgrade, which is why an empty platform means a spawn problem rather than a pusher problem.
Spawn RateYour Pusher is a physical hitbox. Walking a pile over the edge is the whole manual game, and Pusher Width decides how much of the pile one pass can actually move.
Pusher specsEvery item that crosses the boundary adds +1 to the 1,000,000 counter and pays Cash multiplied by your current Cash Multiplier.
How the counter worksPusher Width, WalkSpeed, Cash Multiplier and Spawn Rate all compete for the same Cash. The order you buy them in is what decides how long each wall takes.
Purchase orderGems come from drops, the Gem Dealer and codes. They roll the Ability wheel — Conveyor is the one that keeps pushing while you are not.
Ability tiers and roll oddsResetting the run trades your Cash and pusher geometry for permanent Luck and access to rarer item pools, then you climb the same ladder faster.
Rebirth timingThe modules
Five more modules, each opened by the problem that sends you to it. Every row below is taken from the page it links to, so nothing here is a claim the site does not make in full somewhere else.
You want to know what the rarity ladder actually pays.
Items bounce off your character instead of going over the edge.
You are holding Gems and do not want to waste the roll.
You are holding Cash and cannot tell which upgrade is worth it next.
You want to know which wall you are walking into next.
2KCCU pays 5 Gems. Open the Shop, scroll past the game passes to the code box at the bottom and submit it. No other string has been confirmed here, so anything else you find is unverified until it is entered.
Pusher Width. Width is what lets one pass actually move the pile. WalkSpeed past roughly 32 Studs/s makes the pusher skip over items between frames, so a maxed speed upgrade can make collection slower rather than faster.
A narrow pusher compresses the pile instead of moving it: the items push back and start sliding out sideways. The 10,000 wall is a width problem, which is why Pusher Width 8+ Studs is the fix rather than more speed.
Conveyor keeps moving items while you stand still, which is the only way to keep collecting through the stretch where Cash upgrades outrun what manual pushing pays. The roll odds and the rest of the tiers live on the Abilities page.
It is entirely your items-per-second. The planner above times your next wall; for the full run to 1,000,000, put your own rate into the wall planner. Reported anchors run from about 1.5 items/s pushing by hand, which is hundreds of hours, to about 45 items/s on a Conveyor build, which is one working session.
No, but it is how the run gets cheaper. Rebirth resets most progress in exchange for permanent Luck and access to rarer item pools, so the same ladder is climbed faster the next time.