Four Cash upgrades compete for the same balance. The order below is the one that matches the physics of the pile, not a shop sort button.
Purchase order
| Order | Upgrade | Reported cost growth | What it changes | Buy it when |
|---|---|---|---|---|
| 1 | Pusher Width | about 1.35x per rank | Wider contact face | Until the face reads 8 Studs, then keep going toward about 10 to 12 while leaks remain |
| 2 | Cash Multiplier | about 1.40x per rank | More Cash per item that enters the Void | After the face is 8 Studs and a pass already clears the platform |
| 3 | Spawn Rate | about 1.25x per rank | More items on the platform | After width covers the lanes you actually sweep |
| 4 | WalkSpeed | about 1.20x per rank | Faster travel between lanes | Almost never past the reported 24 to 28 Studs/s band |
Those growth rates are repeated measurements. They are not the next number on your button. Read the button.
How to split income after 8 Studs
One writeup suggests sending about 30 percent of income into Cash Multiplier and letting the rest pile up for the next width rank. Use that only as a starting split. If items still slip off the sides, the next purchase is width, even if the multiplier looks cheaper.
Width past about 10 Studs is described as buying reliability rather than a new tier of power. Somewhere around 16 to 20 Studs, extra width stops changing a normal sweep. That is the point to stop treating width as the default purchase.
Spawn Rate and the Extra Drop pass
Spawn Rate shortens the gap between batches. It helps after you can clear what is already there. The Extra Drop pass card says it drops 2 items at a time. A store FAQ says that doubles raw throughput alongside Spawn Rate's shorter delay. The pass is Robux and is separate from the Cash rank. Prices are on the passes guide.
WalkSpeed past 32 Studs/s
The reported failure is tunneling. Discrete frame checks miss the item, so the pusher passes through it and Cash spent on further speed ranks does not come back as items in the Void. If you already bought past that, the practical fix in the same writeups is to stop adding speed and return to width or an ability that moves items without your character.
When Cash ranks stop being the answer
Use a ten-minute test. If the next Width or Multiplier rank costs more Cash than you can push in about ten minutes, and the counter is still moving while your balance is not, you are at the Cash wall described around 100,000 items. The next guide is Rebirth, not another cheap-looking rank.
The payback form on the calculator page will turn your own cost, extra Cash per clear, and minutes per clear into a payback estimate. It will not look up the shop.
