Progression
How Dig & Clean growth works long-term: tool balance, cash engine, and map unlocks with a clear spend order.
Fast route: finish fast. Decision helper: shovel vs spray.
Progression is tool-led and cash-fed. Detectors find better spots, shovels dig them, spray reveals value, museum and sells create cash, gear shop converts cash into the next bottleneck upgrade—then the second map raises the ceiling.
Growth model
| Layer | Job | Pages |
|---|---|---|
| Find | Detector quality | Detector · Rarity |
| Dig | Shovel throughput | Shovel · Dig faster |
| Clean | Reveal capacity | Spray · Clean faster |
| Value | Museum + sell cash | Cash · Sell or museum |
| Spend | Gear shop | Gear shop · Best shovel |
Phases
- 1. Onboarding. One full loop — beginner · how to play
- 2. Cash engine. Fill museum, sell surplus — cash
- 3. Tool race. Shovel then detector then spray — finish fast
- 4. Map unlock. Bank pirate travel — Shipwreck Cove
- 5. Second map reset. Repeat order on new shop line
Balance rules
Helpers: tier list · upgrade planner.
| Symptom | Buy |
|---|---|
| Digs slow / incomplete | Shovel |
| Only weak glows | Detector |
| Dirty backlog | Spray / pressure washer |
| Empty museum slots | Place finds before more shop spam |
Late progression
- Confirm travel cost in-game before all-in banking
- On second map, re-max dig first
- Replace weak museum pieces with higher generators
- Ignore auto dig / auto farm scripts — scripts
Next in this topic
Closest related pages for this intent—not a full sitemap.
FAQ
What is the Dig & Clean progression order?
Default is shovel → detector → spray on each map, funded by museum and sell cash, then unlock the second map and repeat.
When do I stop upgrading the starter map?
When dig/clean are balanced and you can bank the pirate travel cost—then move to Shipwreck Cove and re-run the order.