Step 1 · First hours: throwers before everything
Your first hires — the noobs that throw trash — are the cheapest income in the game, and documented runs buy several before touching anything else (a second thrower cost $5 in the referenced video; prices scale fast, so treat exact figures as dated). Cash comes from selling what you collect; gum drops alongside it — "every time I collect a piece of paper, I get bubble gum" is how the recorded run put it. Rats auto-collect and trash cans raise your capacity, so early skill-tree nodes that buff them quietly raise your floor.
Step 2 · The skill tree: where gum goes
The tree mixes three node types: income multipliers (paper value, poop value), chance rolls (double throw, golden-drop odds), and unlocks (rats, horses, unicorns, the thunderstone gun, gorillas, dinosaurs). Recorded play maxes nodes at fixed level caps, and the efficient pattern is to keep producers ahead of multipliers: buy the animal, then the value nodes that make its drops worth selling. Chance nodes compound — a 20% "poop twice" roll stacks with value upgrades on every subsequent drop.
Step 3 · The four animal families (the era climb)
| Family | Era badge | Produce | Observed upgrades | Jackpot roll |
|---|
| Horses | Cenozoic Era | Poop | Poop income x2, more horses, horses pooping twice (20% chance), poop value tiers | Golden poop ~2% chance at 100x value; neon poop; diamond 'pure carbon' poop |
| Unicorns | Mythological Creatures | Poop (upgraded lines) | Unicorn chance (2% observed), rainbow horses described as bright reskins | Unicorns as a rare horse-population roll |
| Gorillas | Miocene Epoch Era | Banana peels | Banana value, triple bananas, quadruple bananas, double-thrown bananas (100% chance observed at max) | Golden bananas (15% chance observed at max tier) worth 100,000x |
| Dinosaurs | Mesozoic Era | Eggs | Egg income (~123,000 per egg observed), double eggs (20% chance), egg value | Diamond egg ~0.05% chance observed |
Source: Creators (LITTY, 2026-08-21) — mechanics may have shifted under the 2026-08-25 rebirth and 2026-09-27 PRESTIGE updates. Era names: Official (badges.roblox.com API, universe 10494847029 — award counts checked 2026-10-17 (unchanged from the 2026-10-09 reading); win rates checked 2026-10-03, masked on the 2026-10-09 and 2026-10-17 rechecks).
Step 4 · The SEA wall
After dinosaurs, the game asks for a stockpile: the recorded SEA entry cost was 1,000,000 gum, a whole different area behind a single number. The badge data shows how real that wall is — 46% of joiners reach the dinosaur era but only 27% ever unlock the SEA (Official (badges.roblox.com API, universe 10494847029 — award counts checked 2026-10-17 (unchanged from the 2026-10-09 reading); win rates checked 2026-10-03, masked on the 2026-10-09 and 2026-10-17 rechecks)). Budget it with the cleanup goal calculator: enter your measured gum-per-minute and it converts the remaining stack into sessions. The SEA update guide covers what waits on the other side.
Step 5 · Your first rebirth
The TIME TRAVELER badge — "REBIRTH FOR THE FIRST TIME" — was added on August 25, 2026 alongside the game's rebirth system, and at 32.6% win rate it is the rarest earned award in the game. Simulator convention holds: reset when income growth stalls, in exchange for a permanent multiplier. Two documented changes make rebirthing friendlier now: PRESTIGE removed pay-to-win (all Robux upgrades are free-to-play since September 27), and the badge counts show half a million players have crossed the line before you. What rebirth resets and preserves exactly is undocumented — plan your first rebirth after a stockpile, and note what you personally keep so you can repeat it.