CRANKWORKS Player wiki

Player wiki

Modes, directives and kits

2 modes, 10 directives, 4 kits and 25 named pairings. This is the page that decides whether your tenth run resembles your first.

The 2 modes

Game modes
modewhat it does
STANDARDHeat, overdrive, full risk.
ZENNo overheating. -15% output.

ZEN produces ×0.85 and caps heat at 95. Both modes keep their own records.

Directives

A directive is a constraint you accept in exchange for cores. You are offered 10 in total and draw from them at a crossing; the core bonus is the price the game pays you for the trouble.

Run directives
directivewhat it doescore bonuseffects
WORLD SHORTAGEMaterials cost double. Everything you sell is worth more.+15 %sale premium +1.5 · materials only · price of some goods +2
ENDLESS STRIKEThe machines idle. Your arm does not.+20 %crank power +2 · machine output +0.7
WILD MARKETPrices swing three times harder and refuse to settle.+15 %pull back to base price +0.3 · volatility +3
HEAT SPELLCooling struggles all run. Overdrive pays better.+15 %cooling +0.6 · factory boost while in overdrive +0.25
NO SAFETYEvery overheat costs twice the downtime.+20 %overheat duration +2
GOLDEN AGEEverything runs sweeter. Fewer cores at the end.-25 %everything +1.3
HIGH GRAVITYHeavier gearing, slower machines. Turn harder.+15 %gear ratio -1 · machine output +0.8
INVISIBLE HANDThe market prices itself. Your crank counts for less.+10 %prices itself · crank power +0.7 · sale premium +1.25
COLD FORGEHalf the heat, but the perfect zone is a needle.+15 %heat produced +0.5 · perfect zone width (rpm) -60
NIGHT SHIFTThe factory earns while you sleep, and dawdles awake.+10 %machine output +0.85 · offline efficiency +0.5 · offline efficiency ceiling +0.25

Some are pure hardship (NO SAFETY, HEAT SPELL); one is a gift you pay for (GOLDEN AGE is the only one with a negative core bonus, because it makes the run easier); and a few rewrite the market rather than the factory (WILD MARKET, INVISIBLE HAND). The patent node f8 lets you run two at once.

Starting kits

Kits are bought with cores and change how a run opens.

Starting kits
kitwhat it doescoreseffects
WORKSHOPEvery machine feeds your arm. Overdrive doubled, more cores.10cores earned +1.5 · crank power per machine +0.03 · factory boost while in overdrive +2
TRADING POSTSell at a premium. Bought energy counts. Machines cost more.8purchases count as lifetime energy · machine cost growth +1.35 · sale premium +1.75
LABORATORYHalf-price research. The perfect zone becomes a lab. Poor sales.10sale premium +0.5 · technology cost +0.5 · research trickle +10
BOILER ROOMOverdrive doubles the factory. Overheats last far longer.12cooling +0.7 · factory boost while in overdrive +1 · overheat duration +25

Named pairings

40 pairings exist; 25 of them are named and do something neither half does alone. The rest are affinities, tensions — harder to play, therefore paid more in cores — or frankly neutral. A system where every pairing is a bonus is a system where none of them is. The name of the pairing is shown on the kit card, at the moment you choose. A synergy nobody sees does not exist.

Named kit × directive pairings
pairingtypename
WORKSHOP + ENDLESS STRIKESYNERGYTHE MANUFACTORY
WORKSHOP + HEAT SPELLSYNERGYTHE FOUNDRY
WORKSHOP + NO SAFETYTENSION
WORKSHOP + GOLDEN AGEAFFINITY
WORKSHOP + HIGH GRAVITYSYNERGYLIMITED RUN
WORKSHOP + INVISIBLE HANDTENSION
WORKSHOP + COLD FORGEAFFINITY
TRADING POST + WORLD SHORTAGESYNERGYTHE GREY MARKET
TRADING POST + ENDLESS STRIKETENSION
TRADING POST + WILD MARKETSYNERGYTHE TRADING FLOOR
TRADING POST + GOLDEN AGESYNERGYVENTURE CAPITAL
TRADING POST + INVISIBLE HANDAFFINITY
TRADING POST + NIGHT SHIFTAFFINITY
LABORATORY + WORLD SHORTAGESYNERGYSUBSTITUTION
LABORATORY + WILD MARKETTENSION
LABORATORY + GOLDEN AGEAFFINITY
LABORATORY + HIGH GRAVITYSYNERGYSKUNKWORKS
LABORATORY + COLD FORGESYNERGYTHE CLOISTER
LABORATORY + NIGHT SHIFTAFFINITY
BOILER ROOM + HEAT SPELLSYNERGYTHE ENGINE ROOM
BOILER ROOM + NO SAFETYSYNERGYTHE MAD BOILER
BOILER ROOM + GOLDEN AGEAFFINITY
BOILER ROOM + HIGH GRAVITYSYNERGYTHE ARM FORGE
BOILER ROOM + COLD FORGEAFFINITY
BOILER ROOM + NIGHT SHIFTTENSION

Challenges and repeatables

Challenges are self-imposed conditions that pay in patents. They are the cleanest source of the second currency.

Challenges
challengewhat it doespatents
CLEAN HANDSAscend without a single overheat.6
SILENT FLOORReach 100K lifetime with no machine at all.10
COPPER BARONEarn $100K selling materials, never energy.8
SPRINTAscend in under two hours of play.8
TREASURERHold a million in cash at the moment you ascend.6
BLUE COLLARMake a third of your energy by hand.10
NO PAPERWORKEarn $500K without ever placing a limit order.6
THE FULL SETOwn every starting kit.10

Repeatable objectives are the late-run sink: they never stop, and each level costs ×growth more than the last.

Repeatable objectives
objectivewhat it doesper levelbase costgrowth
OVERCLOCKING+25% all output+0.2510.0B×3.5
DEEP LOGISTICS+35% machines+0.3520.0B×4
FORWARD SALES+30% sale price+0.315.0B×4
CRYOGENICS+25% cooling+0.2530.0B×5