Widget Inc. is a factory builder wearing an incremental game's clothes. You place frames — one tile each — and every frame does exactly one job: a mine that drills ore, a smelter that turns ore into ingots, a factory that turns ingots into widgets. Each frame opens a small manual minigame the first time you use it, and the whole game is the process of never playing that minigame again: workers automate it, upgrades speed it up, and placement bonuses quietly multiply it.
The reason it holds together is that the tier ladder is honest. Twelve tiers of technology, each one consuming what the last one made, and each tier's research bill paid in the previous tier's output. There is no soft gate and no artificial timer — if your factory is too small for the next tier, that shows up as a number going the wrong way in the inventory panel, not as a locked door.
This page is written against v1.5.2 (5 July 2026), the current build.
The short version, for someone starting tonight
| Developer / publisher | Leaping Turtle (solo, Tom) |
| Released | 31 October 2024, full release — not Early Access |
| Version covered | 1.5.2, 5 July 2026 (Vaults and Glitches update was 1.4.5, June 2026) |
| Price | $4.99 |
| Size of the task | 12 tech tiers, 87 achievements |
| How long it really takes | median completion 37 h 20 m; fastest completion 21 h 04 m (SteamHunters) |
| Platforms | Windows; Steam Deck (works, was patched specifically for Deck controls in 1.3.2.2) |
| Languages | English, German, French, Spanish, Portuguese (BR) |
| Saves | Demo save carries into the full game — confirmed by the developer at launch |
The one thing to understand before you place anything: frames get better when they touch frames that feed them. That is the entire optimisation game, and it is why a 3×3 block of smelters out-produces nine smelters scattered around a map at the same upgrade level.
The tier spine
Twelve tiers, in order, with the achievement gate that proves you reached each one. Tiers are unlocked by research, research is paid in the previous tier's goods, and research is instant — there is no research timer, only an affordability wait.
The gates in the second column are the game's own achievement text and are exact. The third column is only reliable where it names a bolded frame or a named research node — those come from developer patch notes. The rest of that column is inference from the achievement names (a tier called "Silicon Revolution" is the tier where silicon arrives) and should be read as a signpost, not a list.
| Tier | Milestone achievement | What it introduces |
|---|---|---|
| 1 | — | Iron Mine, Iron Smelter, Widget Factory |
| 2 | Cradle of Technology | Sand Pit, Glass Kiln, Gyroscope Fabricator, Widget Spinner; Frame Relocation |
| 3 | — | Tier 3 frames including the Napalm Charge (burns a cave off the map, permanently) |
| 4 | Electronic Age | Copper line, circuit boards |
| 5 | — | Recycler (must sit on a City or Ruin tile) |
| 6 | Silicon Revolution | Silicon, microprocessors; "Rudimentary Synapse Connectors" research |
| 7 | — | Auto-Upgrade unlocks here |
| 8 | Quantum Era | City Builder — turns nearby tiles into Cities |
| 9 | — | — |
| 10 | Age of Ascension | Leveler — grinds Cities back into Ruins, extracting items as it goes |
| 11 | — | The final frame upgrades live here |
| 12 | It Goes To 12 | Omega Widgets, the Launch Facility, rockets |
Tiers 4–12 are where this page is deliberately thin, and the reason is at the bottom: the community data that covers the whole ladder is a spreadsheet last updated in November 2024. The tier gates above are the game's own achievement text; the per-tier frame lists for 9 and 11 are not published anywhere I could verify, so they are left as gaps rather than invented.
The first hour: Tier 1, in build order
Tier 1 is three frames and one lesson.
- Build one Iron Mine, one Iron Smelter, one Widget Factory. They are free or cost nothing you do not already have.
- Play each minigame once by hand. The mine needs its four drills clicked to start. The smelter takes up to 20 Iron Ore per batch and must be re-triggered when the batch finishes. The factory converts Iron Ingot into a Basic Widget on a button press.
- Hire workers — mine first. The Iron Mine is the slowest frame to run by hand, so it is the one that pays back automation soonest. Order roughly 6 workers on the mine, then the smelter, then the factory. The smelter keeps needing a manual re-trigger until the tech tree gives you automatic restart — that research is worth taking early for exactly this reason.
- Expand to 3–4 Iron Mines, 3 Iron Smelters, 2 Widget Factories. That is the balance point the community beginner guide lands on for pushing out of Tier 1: enough ore to keep three smelters fed, enough ingots to keep two factories from idling.
- Watch the inventory panel, not the animation. It shows live production and consumption per item, which is the only bottleneck readout the game gives you. Anything whose consumption is higher than its production is the thing to build next.
Base ratios in Tier 1 are clean 1 : 1 : 1 — one ore makes one ingot makes one widget. Remember that sentence, because upgrades are what break it.
Tier 2 and the four new minigames
Tier 2 adds Sand Pit, Glass Kiln, Gyroscope Fabricator and Widget Spinner. Each has its own mechanic, and each mechanic is a throughput ceiling until you automate it:
| Frame | Minigame | Trap |
|---|---|---|
| Sand Pit | Press the button to start sand production | — |
| Glass Kiln | Raise the temperature on the right, then smelt | Each craft lowers the temperature, so an unattended kiln drifts cold |
| Gyroscope Fabricator | Press "Create Gyroscope" twice | It takes Glass and Basic Widget — Tier 1 keeps running |
| Widget Spinner | Hit the button as the needle passes the gold arrow | Success raises the rotation speed, so the minigame speeds itself up |
The balanced Tier 2 block the same guide recommends: 6 Sand Pits, 5 Glass Kilns, 4 Gyroscope Fabricators, 3 Widget Spinners, built up from one of each.
Two Tier 2 unlocks change how you play rather than what you build:
- Frame Relocation. Frames can be moved after placement, which is the whole prerequisite for placement bonuses.
- Placement bonuses themselves. These are unlocked through research at Tier 2, and they are where the game's real multipliers live.
Placement bonuses are the actual game
A placement bonus is a multiplier on a frame that depends on what its neighbours are. The clearest worked example is the Iron Smelter, whose bonus keys off adjacent smelters — so a solid block of smelters beats a line of them:
| Smelter position in a block | Speed |
|---|---|
| Corner | 75% |
| Side (edge, not corner) | 125% |
| Middle (fully surrounded) | 200% |
That is from the community ratio sheet, and it matches the achievement ladder: Placement Initiate (10 frames with a bonus), Efficiency Expert (250), Legend of Optimization (1,500), and Maximum Exploitation — "unlock and utilize all Placement upgrades". If you are not deliberately arranging frames for their bonuses, you are playing at roughly half speed by Tier 4.
The Logistics Hub (added in 1.2.4) is the other half of this: one hub boosts the crafting speed of every frame around it, and with the right prestige upgrades also their productivity. It draws serious power, so it is a mid-game tool, not an opening one. There is an achievement for surrounding a single frame with 8 hubs (Hyperfocused Logistics) and one for 100 hubs in total.
Ratios: the 1:1 rule and how upgrades break it
At base, almost every early chain is 1 : 1. The sheet prints both the consumption and the production side for every item at 60 base throughput, and the pairs match until upgrades:
| Item | Inputs per output (no upgrades) |
|---|---|
| Iron Ingot | 1 Iron Ore → 1 Ingot |
| Basic Widget | 1 Iron Ingot → 1 Widget |
| Glass | 1 Sand → 1 Glass |
| Copper Ingot | 1 Copper Ore → 1 Ingot |
| Gyroscope | Glass + Basic Widget → 1 Gyroscope |
| Uranium | 4 Uranium Ore → 1 Uranium |
| Fuel Rod | 1 Uranium + 9 of a second input → 1 Fuel Rod |
Now the same table with every upgrade bought: Basic Widget production goes to 743.76 against a consumption of 303.75 — roughly 2.4 widgets per ingot where the base game wanted 1. Speed upgrades run at 1.4×–1.6× per frame and compound across five upgrade slots, so a factory you balanced at Tier 2 is a factory out of balance by Tier 4.
Practical consequence: do not chase perfect ratios early. Build to the inventory panel's production/consumption readout and re-balance when you notice a stall. The full upgraded table is the community ratio sheet linked from the Steam guide — it is dated November 2024, so treat its absolute numbers as a map of the chains and its ratios as "before the last three patches".
Power, because nothing runs without it
Power has its own rules and its own scaling, and it is the most common mid-game stall.
| Source | Base | Scales with |
|---|---|---|
| Power (Oil) | 1 Oil → 1 Power equivalent | — |
| Power (Nuclear) | 2,340 at 0 water tiles | +25% per adjacent water tile — 2,925 / 3,510 / 4,095 / 4,680 … at 1–4 tiles |
| Power (Perpetual) | 1,200 at 0 tiles | +300 per tile, 8 tiles = 3,600 |
A nuclear plant built against open water and one built in a desert are not the same building. There is also an overcharge mechanic with its own achievement (I Know What I'm Doing), and two power milestones: Terawatt at 1,000 power per second, Glowing Green And Purple at 50,000.
Cities: the Recycler → City Builder → Leveler cycle
Three frames form a loop that rewards you twice for the same tile.
- Recycler (Tier 5) — must be placed on a City or Ruin tile. Sifts the city's waste into Iron Ingots, Batteries and Circuit Boards.
- City Builder (Tier 8) — converts nearby tiles into Cities. Every City tile built is a permanent productivity bonus for all your other frames, and the cost of the next tile rises as you add them.
- Leveler (Tier 10) — grinds City tiles (built or natural) back into Ruins, pulling random items out as it goes.
So the intended shape is: manufacture Cities for the global productivity bonus, run Recyclers on them for free materials, then Level them for a second extraction pass. Two achievements mark the extremes: Repurposed (build on every tile of a City) and Lakefront Property (build on every tile around a lake).
The other terrain mechanic worth knowing: Indentured Servitude makes frames built on Cities — and later Ruins — faster and more productive, at the cost of humans dying and leaving Human Remains in your storage, which you then have to dispose of (Graveyards, or Incinerators). Two achievements reward refusing the whole system: Humanitarian (finish without the tech) and Dignified Disposal (finish without Incinerators).
Caves, Troglodytes, Artifacts and Vaults
Since 1.4.x the underground is a second map layer with its own economy.
- Troglodytes emerge as your factory grows and attack frames. Fortresses kill them — and a Fortress adjacent to a Dig Site stops them spawning there at all.
- Caves are limited. The Napalm Charge (Tier 3) will burn a cave and everything in it off the map permanently, once fed enough Oil. It is the answer to "this cave is in the way of my symmetry", and it costs you a cave forever — there is no way to get it back except the Tunnel Borer prestige node, which digs a new tunnel to a napalmed cave.
- Artifacts are the reward for going underground: each unique artifact collected gives an ever-increasing bonus to rocket productivity. Duplicates can be donated to the Artifact Science Center (a prestige node) for further bonus. Ladder: 1 / 50 / 100 unique artifacts, plus Pristine and Exotic Pristine tiers above that.
- Vaults (1.4.5) appear on the world map behind puzzle locks — keypad, glyph decoding, maze. Each can be deconstructed if you would rather not solve it. 1 / 10 / 50 vaults is the ladder.
- The Glitched Frame is a hidden find in the overworld (ERROR: BUFFER OVERFLOW). Finding it unlocks a set of abilities you spend Glitched Widgets on, and 1.4.5 added Glitch Sparks that spawn around the world, reset your entropy and refill Glitched Widget storage.
The rocket, Prestige and Ascension
The endgame is a launch facility and a rocket, and then the same game again with multipliers.
| System | What it does |
|---|---|
| Launch Facility | Endgame build. The Sky Is The Limit. Can be built inside a cave for a separate achievement |
| Launch a rocket | +100% production per rocket launched, permanently, in that career |
| Rocket cost | +10% per rocket — 10,000 → 11,000 → 12,100 → … and it does not reset on ascension |
| Prestige | Nodes bought with prestige points; 10 / 32 different nodes = Prestigious Prodigy / Prestigious Master; Prestige 25 / 50 / 100 for the tier of the ladder |
| Ascend | Restart the run with the prestige multiplier. Ascension, then Transcendence for 10 in one career |
Because the rocket price climbs 10% each time while production doubles, the honest answer to "when do I ascend" is: when rebuilding stops being fun, and the player reports line up with that. One long-time player ascended first around Prestige 10, again around 30, and reported 8–10 hours to rebuild the base the third time. Another hit his first rocket at about 14 hours on a blind run with no human-labour techs; the achievement for doing it under 16 hours (Ludicrous Speed) is therefore reachable first try, and under 12 (Unfathomable Speed) is a deliberate run.
Speed achievements, as a target table:
| Achievement | Requirement |
|---|---|
| Head Start | Reach Tier 2 in under 18 minutes (Prestige 0) |
| Ludicrous Speed | Launch a rocket in under 16 hours (Prestige 0) |
| Unfathomable Speed | Launch a rocket in under 12 hours (Prestige 0) |
| I've Been Here Before | Reach Tier 12 within one hour of prestiging |
| Overachiever | 2,500% speed multiplier on any one frame |
The 2,500% one has a known recipe: reach Tier 12, then apply the Glitched Warped Speed ability directly to an Oil Field, with City Builder tiles feeding the placement bonus.
Common mistakes
- Scattering frames. Placement bonuses are worth more than an extra frame. Cluster.
- Chasing 1:1 ratios after upgrades. The chains stop being 1:1 around Tier 4. Build to the inventory readout.
- Leaving the Glass Kiln unattended. Every craft drops the temperature; a cold kiln is a dead chain.
- Manual-playing the Widget Spinner to the end. It speeds up as you succeed — automate it.
- Building a nuclear plant away from water. Up to +25% per adjacent water tile, free.
- Skipping Fortresses. Troglodytes do not stop coming; a Fortress next to a Dig Site also stops spawns.
- Napalming a cave casually. Caves are a finite spawn; each one destroyed is gone for the run unless you buy Tunnel Borer.
- Ascending late and often for the wrong reason. Rocket prices do not reset, so each ascension is a real rebuild (8–10 hours at the third).
- Ignoring Auto-Upgrade at Tier 7. It is the difference between managing 30 frames and 300.
- Forgetting the world map. The Glitched Frame, Vaults and Glitch Sparks are all out there, and two ability systems live behind them.
What this page does not know
Named honestly, because Widget Inc. is 22 months old and has had three content patches since the data most guides are built on:
- The full frame list for Tiers 4–12. The tier gates above are achievement text and are certain; the per-tier frame rosters for Tiers 9 and 11 in particular are not published anywhere verifiable, so they are given as "where things unlock" rather than a complete list.
- The absolute numbers in the ratio sheet date to November 2024 — before 1.2.4, 1.4.x and 1.4.5. The chains and the 1:1 base ratios still match the game; the upgraded multipliers may not.
- Rocket cost scaling (10% per launch, 10k first) is player-reported from the Steam discussions, not from a developer note.
- Whether the 1-hour post-prestige Tier 12 run and the 10-ascensions achievement behave as described — the achievement Transcendence had open bug reports about its counter.
- Artifact productivity values were reduced in 1.4.1 and are now multiplicative as of 1.4.3. The current per-artifact figure is not published.
How this page was made, and what it does not claim
This is a compiled guide, not a played-through walkthrough. Its sources are: the game's own Steam store page and 24 official developer announcements from launch (31 October 2024) through v1.5.2 (5 July 2026), the game's 87 achievement names and descriptions read from Steam's own schema — which is where every tier gate, the rocket-cost ladder and the count thresholds on this page come from — the community beginner guide on Game Vault for the Tier 1 and Tier 2 build orders and minigame mechanics, the ratio spreadsheet by XMrNiceguyX (November 2024) for the chain table and the placement-scaled power numbers, and Steam discussion threads for the prestige timing and rocket-cost behaviour, which are labelled as player reports rather than facts.
The site's rule is that a page names its sources and its gaps. This one was not played through, and it says so here rather than borrowing the claim. What it is good for is the tier spine, the placement-bonus maths, the ratio correction and the prestige ladder — the parts that come from the game's own data. Where those sources run out, the page names the gap instead of filling it.
Widget Inc. still gets patched. When a recipe moves, the in-game panels and the ratio sheet are the authority, and this page will be behind until it is rebuilt.
Guide changelog
What has changed in this guide, newest first.
- 2026-10-30First publish. Twelve-tier spine and every tier gate taken from the game's 87 achievements; Tier 1 and Tier 2 build orders and minigame mechanics from the Game Vault beginner guide; base ratios and the placement-scaled power numbers from the XMrNiceguyX ratio sheet (Nov 2024); rocket cost and prestige timing from Steam discussions, labelled as player reports. Compiled guide, not a playthrough - the page says so and names five gaps.