CRANKWORKS Player wiki

Player wiki

Getting started

There is no tutorial to sit through. You turn the crank, a number goes up, and everything else opens as you go. Here is what happens in the first ten minutes, and what to do with it.

The controls, all of them

  • The crank is the power supply. Forward makes energy. Speed matters more than effort — see The crank.
  • Crank backwards and you make nothing at all. You open the vent instead: 14 cooling per second at reference speed. It is not a mistake, it is a tool.
  • A acts on the selected thing: buy it, take it, confirm it.
  • B goes back — and on several screens it walks through the sub-views instead (charts, order book, the office).
  • Left and right change tab. Everywhere. That never changes, in any act.
  • Blow into the microphone during an overheat: 1 second of recovery per second. It only does something while you are actually overheating.
  • Dock the crank while the factory is running and it recovers 6 per second. Putting the crank away is a legal move, not a pause.

The first ten minutes

  1. Turn. Anything above 30 machine rpm counts as turning. Watch the zone name change as you speed up.
  2. Buy the first machine. AUTO-CRANK I costs 60 and makes 2 e/s on its own. That is the moment the game starts playing without you.
  3. Keep buying. Each copy of a machine costs ×1.22 more than the last, so the interesting purchase is usually the next machine, not the tenth copy of this one.
  4. The market opens at 100 lifetime energy, and the lab at 2.00K. Neither needs anything from you but time spent turning.
The factory. Machines on the left, what they cost on the right.
The factory. Machines on the left, what they cost on the right.

The dial: three lanes, always 100

Everything your machines make goes down three lanes, and the three always add up to 100. You start at 70 / 20 / 10.

The three lanes your machines feed
lanewhat it does
KEEPThe energy piles up in the battery. This is what pays for upgrades and machines.
SELLThe energy leaves at the price you posted. Whatever nobody buys falls back into KEEP — nothing is ever destroyed.
LABThe energy becomes research points. Slow, and the only way to open the tree.

The lab lane is the one players under-use. It costs 25 energy per research point, which feels expensive early and is the only thing that opens the tree.

The dial: KEEP, SELL, LAB. It is the whole strategy in one gesture.
The dial: KEEP, SELL, LAB. It is the whole strategy in one gesture.

Reading the screen

The top bar is always the same shape: the thing you are counting on the left, your money on the right. When you change act, that counter changes unit — that is the strongest signal the game has, and it is deliberate. Under it sits the objective line: what the game thinks you should reach next, with the progress. It is a suggestion, not a quest. THE WIRE is the game's one communication channel. A new dispatch lands every 45 seconds or so, and there are three kinds: the world talking about your numbers, offers you can take before they expire, and the occasional word from the studio. Offers linger about 20 seconds — the wire is worth opening.

THE WIRE: the world talking about your numbers, and offers that expire.
THE WIRE: the world talking about your numbers, and offers that expire.

What to actually do first

  • Do not chase the top speed. The PERFECT zone pays ×1.5 and never burns. DANGER pays ×3.2 and cooks you in 6.3 seconds.
  • Buy GEARBOX early. Each level adds 0.5 to the gear ratio, which means the same hand speed lands in a better zone.
  • Put something in the lab. Even 10 % changes the pace of the whole run.
  • Close the game without guilt. The factory runs offline for 6 hours at 35 % efficiency from the very first minute, and both numbers go up a lot later.