AIZVU · CAN 'EM ALL

Can 'Em All production calculator.

Balance the rates you enter for a Can 'Em All line.

Can 'Em All, the Steam game by LuisDev, is a first-person factory loop: creatures arrive, weapons clear them, a vacuum picks up bodies, a crusher turns them into cans, and a tube sells the cans so you can buy the next upgrade. This page does the arithmetic for rates you type in. It does not look up a hidden stat table, and it is not an official companion.

YOUR FACTORY WORKSHEETRATES → BOTTLENECK
01 / Rates you enterNO SIGN-UP

Unofficial fan tool for Can 'Em All by LuisDev. Not affiliated with LuisDev, Valve, or Steam. Every figure starts blank except the planning window. Nothing here is a Steam price, review score, or player count.

Upgrades, compared one at a time1/6

Calculated in your browser. This tool does not call a model. Privacy details

02 / The limiting stageADD A RATE

The line starts with your counts.

Enter a stage you measured. The slowest can rate you include becomes the limit.

Fan arithmetic for Can 'Em All. Your rates, not an official patch.
THREE CLEAR STEPS

From your rates to a slower stage.

  1. 01

    Type the rates you can see

    Count creatures, bodies, or cans for a minute in your own session, or use a sample worksheet that is labelled as fiction. Leave a stage blank when you have not measured it.

  2. 02

    Add the ratio and a price

    Cans per body and the sale price are your assumptions. The public store page describes the loop and does not publish those figures, so the calculator will not fill them in for you.

  3. 03

    Compare one upgrade

    Enter the new rate and what it costs in the money unit you are using. The payback is only for that change, measured against the line you already typed.

A WORKED EXAMPLE

Numbers you supply.

The sample below is arithmetic practice. It is not a stat dumped from Can 'Em All, Steam, or a patch note.

INPUT
EXAMPLE

Sample worksheet, not game data: 30 weapon defeats per minute, 20 crusher bodies per minute, 18 cans per minute through the tube, and 1 can per body.

THE EDITABLE OUTPUT

The tube is the limit at 18 cans per minute. A sample tube upgrade to 24 cans per minute only reaches the crusher’s 20, so the line gains 2 cans per minute until you also raise the crusher.

WHY THIS TOOL

A planner that stays in the browser.

01 / A USEFUL DETAIL

Blank means unmeasured

An empty vacuum does not become zero throughput. Zero is a rate you can type when a stage is actually stopped. The bottleneck is the slowest stage you chose to include.

02 / A USEFUL DETAIL

Upgrades are not stacked

Each upgrade row replaces one stage and leaves the others as you entered them. Buy order, discounts, and simultaneous purchases stay in your notes, because this page cannot see your save.

03 / A USEFUL DETAIL

A link for your own sheet

Copy the plan or copy a link that stores the numbers in the address bar. Nothing is sent to a model, and the link is only as private as the place you paste it.

WHEN IT HELPS

When a scribbled rate is enough.

A first factory pass

You cleared the room and watched the tube for a minute. Put that count next to the weapon and crusher counts and see which stage actually sets the pace.

A weapon that feels stronger

A higher defeat rate only sells more cans when pickup, crushing, and the tube can absorb it. The comparison shows the extra cans, or tells you the weapon was not the limit.

A conveyor you might buy

Type the tube’s current cans per minute, the rate you expect after the upgrade, and the cost on the purchase button. Payback uses your sale price, not a price from the store page.

A note for a friend

Share the link when you want someone else to check the arithmetic. Tell them the figures came from your session. The page repeats that it is an unofficial fan tool.

A PRACTICAL FIELD GUIDE

How to read a line without inventing the game.

01

What the Steam page actually establishes

The public store description of Can 'Em All presents a single-player incremental factory by LuisDev. A delivery brings creatures, weapons clear the floor, bodies go into a crusher, cans go into a tube, and the money is meant for weapons, a vacuum, machines, and conveyors. That is a production sequence, not a spreadsheet. The same page lists a planned release and ordinary PC requirements. It does not list damage, fire rate, vacuum radius, crusher bodies per minute, conveyor speed, can value, or the price of any upgrade. SteamDB can disagree with a store clock by a time zone, and neither source is a balance patch. This calculator therefore refuses to ship a default loadout. If a field is empty, that stage is left out of the minimum. If you need cans per body, you type the ratio you are willing to assume. Treating a missing official number as zero would pretend the stage is broken. Treating it as a guessed ‘average build’ would invent a Steam statistic. Both would make the bottleneck look more authoritative than the inputs.

02

From creatures to cans, in the order the factory runs

The worksheet follows the loop you can see: arrivals, weapon defeats, vacuum pickup, crusher, then the tube that stands in for canning and selling. Arrivals and weapons are creatures per minute. The vacuum and crusher are bodies per minute. The tube is already cans per minute, because that is the unit leaving the line. A cans-per-body figure converts the earlier stages into the same unit so they can be compared. When you enter both arrivals and weapon defeats, each becomes a can rate and the smaller one limits that part of the line. The vacuum cannot sell a body the weapon never dropped, and the crusher cannot outrun the vacuum if you included both. The tube cannot sell a can the crusher never made. The reported pace is the lowest can rate among the stages you filled. Tied stages are both marked, because either one can hold the line. Money per minute is that pace times the sale price you entered. A planning window, ten minutes unless you change it, only stretches that rate across a longer sit. It is not a round length from the game. Change the window when you care about a five-minute burst or a half-hour session, and read the total as a projection of the rates, not as a score.

03

Why the slow stage is the only one that pays

An upgrade raises sold cans only when the stage you improve is the one setting the pace, and only up to the next slowest stage. Imagine a crusher at 20 bodies per minute, one can per body, and a tube at 18 cans per minute. The tube is the limit. Raising the tube to 24 does not yield 24 sold cans, because the crusher still produces 20. The gain is 2 cans per minute. Raising the vacuum while the tube is slower changes nothing about sales, and the row says so instead of showing a flattering payback. Payback is the cost divided by the extra money per minute. Extra money is the extra cans times your sale price. A blank price, or a price of zero, can still show the can gain and will not invent a payback. A new rate that is lower than the current rate is not treated as progress. Each row is independent: two upgrades on the same sheet are two separate questions, not a combined build. That is deliberate. Stacking them would require an order, a shared budget, and knowledge of whether one purchase unlocks the next. The store copy mentions unlocking machines and building conveyors, but it does not publish that tree. Keep the purchase order in your own notes and rerun the sheet after each buy.

04

How to measure a minute without a datamine

Stand where you can see one stage and count for sixty seconds. Creatures defeated is the weapon rate. Bodies lifted into the vacuum is the pickup rate. Bodies accepted by the crusher is the crusher rate. Cans that disappear down the tube are the selling rate. Write the number down before you open this page, then type it. If the factory is idle at the start of the minute, your count includes ramp-up and will look worse than a steady state. If a truck arrives halfway through, arrivals spike and a single minute will not represent the next ten. Take a second minute when the first one looks strange, and use the rate you believe, not the rate that makes an upgrade look essential. Cans per body is the awkward input. If one body becomes one can in your session, type 1. If you see a body produce more or less, type what you see. Do not copy a ratio from a video title or a comment unless you are willing to label it as someone else’s assumption. The same rule applies to price. Read the payout on a can in your game, if the game shows one, and type that. This page will multiply it. It will not confirm it.

05

What this fan tool will not pretend to know

There is no weapon tier list here, no ‘best first upgrade,’ and no claim that a particular conveyor is worth a particular stack of cans. Those answers depend on a balance pass LuisDev can change before or after release. A planned Steam release date is a store fact, not a promise that today’s demo, stream, or screenshot uses the same numbers as launch. System requirements on the store page describe a PC that can run the game. They say nothing about production math, and this tool does not repeat them as if they were balance data. Player counts, review scores, and discount prices are absent on purpose. If the store later shows reviews, they still do not belong in a throughput sum. Names of weapons and machines are yours to type into the upgrade label so your sheet stays readable. The label is a note, not a catalog. Affiliation is equally plain: Aizvu is not LuisDev, not Valve, and not Steam. Can 'Em All and Steam are named so you can tell which game the arithmetic is about. The full name is kept in the title so a shortened ‘can em all’ does not drift into an unrelated acronym.

06

Sharing a sheet, and keeping it honest

The copy button writes the limiting stage, the can rate, the money estimate, every stage you entered, and each upgrade note. The text repeats that the figures are yours and that they are not official prices. The share link encodes those same fields in the page address so someone can open your assumptions. It does not upload them. If you used a sample worksheet, the banner on the form still says the sample is not from the game; clear it before you share a real session. A link in a public chat is readable by anyone with the URL, so avoid putting a personal note in an upgrade name. The calculator runs entirely in the browser. It has no daily model allowance because it never calls the writing or vision service used by the prompt tools. Reloading the page without the query string clears the form, aside from the ten-minute planning window. If a result looks too round, check for a blank stage you meant to include, a cans-per-body value of 1 that you did not mean, or an upgrade that was compared alone while you were imagining two purchases. The math is small on purpose. A smaller sum you can audit is more useful than a simulator that hides its guesses.

GOOD TO KNOW

Before you plan a run.

01Is this an official Can 'Em All tool?+

No. It is an unofficial fan calculator published by Aizvu. It is not made, endorsed, or sponsored by LuisDev, Valve, or Steam. Game names belong to their owners.

02Where do the weapon and conveyor numbers come from?+

They come from you. The public Steam materials describe the factory loop and do not publish a stat table, so this page ships no default damage, speed, or price.

03Why is cans per body required?+

Weapons, the vacuum, and the crusher are easier to count as creatures or bodies. The tube is easier to count as cans. The ratio is the bridge, and only you know which ratio matches the version you are playing.

04Does a blank stage count as zero?+

No. A blank stage is ignored. Type zero only when that stage is truly stopped and should limit the line.

05Can I stack two upgrades?+

Not in one row. Each upgrade is compared with the current line on its own. After you buy one, type the new current rate and compare the next purchase.

06Does the page save my factory or call an AI model?+

No. Rates stay in the form and, if you copy a link, in that link. There is no account, no image upload, and no model request on this tool.