The three core upgrades
| Upgrade | Observed role | Best signal |
|---|---|---|
| Hold | Raises carried capacity | You fill before reaching a useful clearing rhythm |
| Grasp | Improves collection per action | The bag has space but each patch takes too long |
| Speed | Improves movement | Travel to sell/shop consumes most of the loop |
Pick by bottleneck, not a fixed build
Measure one full loop
Notice whether collection, bag capacity, or travel time ends the loop first.
Buy one targeted improvement
Spend on the limiting part, then run the same route again. A balanced upgrade spread can be worse than removing one severe bottleneck.
Re-evaluate after tools unlock
Area tools change the value of capacity and movement. Recheck the loop rather than following an early-game order forever.
Dynamite, Pitchfork and Vacuum
These three later tools appear in current beginner/full-run coverage. Their shared purpose is to clear or collect hay more efficiently than the starting action. Use them on dense sections and avoid spending an area effect on a nearly empty patch.
Numbers intentionally omittedExact prices, cooldowns and power values were not readable across enough dated primary captures. The guide gives decision logic that remains useful without pretending those numbers are stable.
Common upgrade mistakes
- Buying more capacity when collection speed is the actual limit.
- Stacking movement speed while staying beside one dense pile.
- Using an area tool before enough hay is inside its effective area.
- Copying an “optimal” order from a run with different class bonuses or progression.
- Ignoring the sell route: a small routing change may save more time than the next upgrade.
Evidence: current beginner footage AbPrJpNVra4 and full-run footage RBiXxLfZh60. Names and functional roles are observed; exact numerical values remain withheld.