Upgrade Guide
All 18 upgrades, what they actually change, and the order worth buying them in.
Upgrades are bought with droplets and reset every time you prestige. That sounds punishing and is not: prestige points buy permanent multipliers, so each pass through the upgrade list is faster than the last. Rebuying is the loop, not a setback.
How costs scale
Every upgrade has a base cost and a growth rate, and the cost of the next level is the previous cost multiplied by that rate. Core upgrades grow at about 1.65x per level, offline upgrades at 1.9x, and equipment at 2.5x.
The practical consequence: the expensive-looking upgrade is often the correct buy, because a cheap upgrade you have already levelled thirty times is no longer cheap. Compare the price of the next level, not the base cost.
Tier bonuses
Certain levels grant a milestone multiplier on top of the normal per-level effect — level 10, 25, 50, 100 and 200 all carry a jump. If you are two levels away from one of those, it is almost always worth pushing through before switching to something else.
Core
The upgrades that touch every droplet, whoever collects it. If you are unsure what to buy, buy something from here.
| Upgrade | Effect | Max level | Base cost |
|---|---|---|---|
| Droplet Value | Points per droplet collected | unlimited | 1 |
| Spawn Rate | Droplet spawn frequency | 500 | 100 |
| Fall Speed | Droplet fall rate | 1000 | 20K |
| Swipe Power | Point multiplier on swipe | 1000 | 2K |
| Max Droplets | Max droplets on screen | 400 | 5K |
- Droplet Value — The single most important upgrade in the game and the one you should almost never stop buying. It is additive, it is cheap to start, and everything else multiplies on top of it.
- Spawn Rate — More rain. Straightforward early, and it pairs with Max Droplets - raising the spawn rate without raising the on-screen cap just means droplets queue up.
- Fall Speed — Faster falling means faster turnover, and it compounds with anything that collects at the bottom. It is expensive to start, so it is rarely a first purchase.
- Swipe Power — Multiplies what a swipe is worth. Only pays off if you actually play actively; if you mostly leave the game running, spend elsewhere.
- Max Droplets — Raises the cap on droplets on screen at once. The hidden partner to Spawn Rate - buying one without the other wastes half the money.
Offline
What happens after you close the app. Cheap relative to their effect if you play in short sessions.
| Upgrade | Effect | Max level | Base cost |
|---|---|---|---|
| Offline Time | Max offline earning duration | 320 | 30K |
| Offline Rate | Offline earnings rate | 500 | 50K |
- Offline Time — Extends how long the game keeps earning after you close it. If you check in once or twice a day, this is one of the highest-value purchases available.
- Offline Rate — Raises the rate of those offline earnings. Buy alongside Offline Time - duration without rate, or rate without duration, both underperform.
Equipment
Collectors, trays and droplet physics — the machinery that plays the game while you are not looking.
| Upgrade | Effect | Max level | Base cost |
|---|---|---|---|
| Swipe Area | Swipe hitbox radius | 200 | 10K |
| Max Size | Max droplet radius | 400 | 50K |
| Big Drop Chance | Chance to spawn larger droplets | 200 | 100K |
| Bouncing Collector | Unlocks auto-collecting trail | 1 | 4K |
| Collector Speed | Collector movement speed | 400 | 50K |
| Collector Size | Collector hitbox radius | 400 | 75K |
| Bottom Tray | Unlocks collection tray | 1 | 10K |
| Tray Length | Tray width coverage | 400 | 75K |
| Tray Speed | Collection speed bonus | 400 | 75K |
| Collector Value | Bonus value from collector | unlimited | 75K |
| Tray Value | Bonus value from tray | unlimited | 75K |
- Swipe Area — Widens the swipe hitbox. Quality-of-life more than raw power, but at high levels a single drag clears a large slice of the screen.
- Max Size — Lets merged droplets grow larger before they stop absorbing. Bigger droplets are worth more and fall faster, so this quietly boosts two things at once.
- Big Drop Chance — Chance for a droplet to spawn already large. Skips the merging step, which matters most in sparse worlds where merges are rare.
- Bouncing Collector — The single purchase that turns the game from active to idle. Buy it as soon as you can afford it.
- Collector Speed — How fast the collector sweeps. More sweeps per minute, more droplets.
- Collector Size — How wide its catch radius is. In sparse, high-value worlds this usually beats speed.
- Bottom Tray — A catcher along the bottom edge. Complements the collector rather than replacing it - the tray catches what falls, the collector goes and gets it.
- Tray Length — How much of the bottom edge the tray covers. Straight percentage of droplets that no longer escape.
- Tray Speed — A collection-speed bonus for the tray.
- Collector Value — A multiplier on everything the collector picks up. Uncapped, and it scales with how much of your income is already automated.
- Tray Value — The same idea for the tray. Between them, these two are where late-game idle income actually comes from.
A reasonable buying order
- Droplet Value, repeatedly, until something else is obviously cheaper per point gained.
- Spawn Rate and Max Droplets together — neither works well alone.
- Bouncing Collector the moment you can afford it. This is the upgrade that makes the game idle.
- Offline Time and Offline Rate if you play in short sessions.
- Bottom Tray, then Tray Length for coverage.
- Collector Value and Tray Value once most of your income is automated — these are uncapped and scale indefinitely.
Once you unlock Auto-Buy from the prestige tree, the game will spend for you, always taking the cheapest available upgrade. That is a reasonable default and a poor optimum — it is worth turning off when you are deliberately pushing for a tier bonus.