Your first Builder is free
It costs $0. The second is $3,500 and the price keeps climbing. Plenty of new players never open the hire screen at all and wonder why nothing is being built.
Systems / Economy
Everything in this game is funded by fifty buildings and five builders. Get this part right and the missiles pay for themselves. Get it wrong and you are stuck at the bottom of the ladder forever.
The hire screen states it in plain text — “Broken Building produce no gold”. When your base gets bombed, those buildings stop earning entirely until someone fixes them. Lose half your fifty buildings and your income halves with them.
A Build Repairman costs $5,000, caps at five, and repairs automatically. At a full-base income of 7,355 $/s it pays for itself in under a second of protected earnings. No other guide mentions this.
Workers
| Worker | What it does | Cap | First hire |
|---|---|---|---|
| Builder | Automatically builds buildings | 5 | Free |
| Build Repairman | Repairs bombed buildings | 5 | $5K |
| AntiAir Repairman | Repairs anti-air | 3 | $50K |
| Shield Repairman | Repairs the shield generator | 3 | Needs Mini-Shield |
| Mine Repairman | Repairs the Gold Mine | 3 | Needs Gold Mine |
It costs $0. The second is $3,500 and the price keeps climbing. Plenty of new players never open the hire screen at all and wonder why nothing is being built.
Shield Repairman needs the 320 Robux Mini-Shield first. Mine Repairman needs the 320 Robux Gold Mine. Without those purchases the slots simply cannot be filled.
Progression
Upgrading a builder unlocks a more valuable building — and makes it slower to construct. Build time rises ten seconds per level and stops at ninety.
| Level | Unlocks | Build time | Upgrade cost | Cost x5 builders |
|---|---|---|---|---|
| Lv.1 | Farmstead | 30s | — | — |
| Lv.2 | not yet confirmed | 40s | — | — |
| Lv.3 | not yet confirmed | 50s | — | — |
| Lv.4 | Ironworks | 60s | — | — |
| Lv.5 | Office Building | 70s | $881K | $4.4M |
| Lv.6 | Central Business Tower | 80s | $1.9M | $9.5M |
| Lv.13 | Quantum Lab | 90s | — | — |
You have five builders and each one upgrades separately. The panel says $881K for level 5 → 6; doing all five is $4.4M. Level 6 → 7 reads $1.9M and actually costs $9.5M. Budget accordingly.
Levels 2 and 3 never appeared in any footage we could find, so their building names and upgrade prices are blank above rather than invented. Build times are marked as inferred from the clean +10s pattern. We will fill these in when we can see them.
Measured
Six real readings taken off the HUD at different stages. From a fresh spawn to a maxed base the income multiplies by roughly 1,100x.
Highest reading we have: 7,355 $/s with level 13 builders and all fifty buildings standing. Work out your own time-to-afford →
Hard caps
Destroy payouts
Blowing something up pays out instantly. Five tiers observed, scaling with the value of what you hit — this is how pirate islands make money.
Robux
| Item | What it is | Price |
|---|---|---|
| Peace Keeper | Missile. 10,000 DMG, 250 radius, 5,000 health. | R$ 480 |
| Gold Mine | Generates 1.5K every 6s (250/s). Cannot be destroyed. | R$ 320 |
| Mini-Shield | 50 radius, 5,000 life, 1,000 shield. Cannot be destroyed. | R$ 320 |
| Obsidian | Warship. 784 DPS, 46,000 health. | R$ 800 |
| Hornet | Anti-sea. 330 DPS, 6,000 health. 399 list, 320 with Premium. | R$ 320 |
Gold Mine is the standout. 1.5K every six seconds is 250 $/s that cannot be destroyed — the only income in the game immune to being bombed. Everything else on this list is firepower; that one is insurance.