Build guide

90 seconds is short. What you buy and when is the whole game.

What you can buy

NameEffectBase cost
Quick HandsMore per tap8
ScoutEarns on its own30
CartEarns a lot on its own200
MarketDoubles everything220

Every purchase raises the next price, so spamming one item gets expensive fast.

How much the order matters

I ran plenty of orders while building this. Tapping about 3 times a second:

Multipliers are fine to buy late. They double what you already earn, so they pay off more once your income is big. Buy one with no income and a double is still tiny.

What this game skips

Most clickers hand you whatever you earned while away. Miss it and it feels like a loss, and that feeling is the genre's engine. Not here.

No streaks, no nagging. A run ends and that is it; come back and you start fresh. Every run is new, so trying a different order is the fun part.

How the numbers work

Two tracks run side by side. Gain per tap grows with Quick Hands. Gain per second grows with Scouts and Carts.

Markets are different: they multiply both tracks. Each one doubles everything you bought before it. When you buy a Market is the one big decision in this game.

Prices climb as you buy

Each purchase raises the next price: x1.14 for Quick Hands, x1.16 for Scouts, x1.18 for Carts. Markets jump x1.9, so they get steep fast.

Since prices rise at different speeds, hopping to whatever is cheapest right now usually beats spamming one item. Markets climb too fast to buy without limit.

How to spend 90 seconds

  1. Tap early. With nothing bought, your auto income is 0, so tapping is all you have. A few Quick Hands first make every tap bigger.
  2. Then move to auto. Once a Scout lands, you earn even when you stop tapping. From here auto beats tapping.
  3. Carts and Markets come later. Both are pricey at first, but a Cart is worth twenty Scouts and a Market doubles everything. More time left means more payoff.

Buy nothing in the last few seconds. It has no time to pay for itself.

There is a cap

Each item has a purchase limit: 18 Quick Hands, 40 Scouts, 30 Carts, 16 Markets. It does not grow forever.

Why: with no cap, whoever leaves the tab open longest wins. Here only what you bought and when, inside 90 seconds, decides the score.

No waiting around

A run ends at 90 seconds and nothing grows after that. There is no reason to come back later, no notifications, and no day counter.

When a run ends, it is over. Want another? Start one right away.