Craft Anything turns a handful of base resources into an absurd escalation of toilets, tanks, kingdoms, and nuclear bombs. The entire loop is built on recipes: combine low-tier items into better components, drop the finished object in your base, and watch the money-per-second counter climb.
The game currently has 150+ craftable objects. Each one has a fixed recipe and a fixed payout rate, so once you understand how the chains are structured you can decide whether to push deeper into the tech tree or duplicate what you already have.
How crafting works in Craft Anything
Progress starts in your yard. Generators produce raw ingredients over time, and those ingredients are the only inputs you ever use for recipes.
Step 1: Place a generator in your yard. You start with a Soil Extractor, which produces low-tier materials. As income grows, replace or supplement it with generators that output rarer items like Copper or Marble.

Step 2: Let generators run until you have the ingredient counts you need. The counts in recipes are absolute; there are no patterns or positional tricks, only quantities.
Step 3: Walk to the Craft Board in your base and open the crafting menu.

Step 4: Select an object from the list. The interface shows its ingredient requirements and the money-per-second value it will generate.
Step 5: Hit the craft button. The required items are consumed, and the new object is added to your inventory so you can place it inside your base.

Once placed, each object passively generates its listed income indefinitely. There is no degradation or upkeep; the only limit is how quickly you can climb the recipe ladder to more profitable builds.
Early-game recipes: from Poop to basic structures
The first tier is intentionally crude. You are given Poop and simple soil-based inputs, then pushed to turn them into useful building blocks.
| Object | Ingredients | Money |
|---|---|---|
| Mud | 6× Poop | $3/s |
| Trash Can | 10× Poop, 1× Mud | $5/s |
| Clay | 6× Mud | $8/s |
| Soil | 4× Clay, 1× Wood | $8/s |
| Pile of Waste | 80× Poop, 10× Mud | $60/s |
From there, you branch into both sanitation and basic decor:
| Object | Ingredients | Money |
|---|---|---|
| Trash Bin | 3× Trash Can, 3× Mud, 20× Poop | $15/s |
| Porcelain | 2× Clay, 2× Wood, 2× Mud | $15/s |
| Planks | 4× Wood | $20/s |
| Paper | 2× Planks | $25/s |
| Toilet | 4× Clay, 2× Wood, 3× Trash Can | $65/s |
Soil and Clay also gate most of your greenery. Grass and Plants depend on them, and those later unlock Trees, Growth, and eventually large farming structures.
| Object | Ingredients | Money |
|---|---|---|
| Grass | 3× Soil, 6× Mud | $30/s |
| Plant | 2× Grass, 2× Soil | $45/s |
| Flower | 2× Plant | $70/s |
| Tree | 3× Plant, 6× Soil | $110/s |
| Growth | 6× Soil, 2× Vines | $130/s |

Stone, metal, and infrastructure chains
The midgame pivots from dirt to stone and metals. Basalt and Marble feed directly into Steel and Titanium, which then fuel the game’s defensive structures and heavy industry.
| Object | Ingredients | Money |
|---|---|---|
| Basalt | 6× Marble | $50/s |
| Marble | 5× Basalt | $100/s |
| Steel | 5× Marble, 1× Planks | $115/s |
| Titanium | 6× Steel | $210/s |
| Fuel | 6× Basalt, 3× Steel | $225/s |
Once Steel and Titanium are online, you can start building the core of your base layout: walls, floors, and infrastructure for transport and storage.
| Object | Ingredients | Money |
|---|---|---|
| Wall | 1× Brick, 8× Clay | $100/s |
| Stone Wall | 90× Planks, 6× Basalt | $300/s |
| Solid Wall | 24× Planks, 12× Titanium | $250/s |
| Fundation | 5× Titanium, 48× Steel | $450/s |
| Floor | 3× Solid Wall, 2× Fundation | $1,000/s |
Paths and transport come next, built almost entirely from Planks, Marble, Basalt, Steel, and Titanium:
| Object | Ingredients | Money |
|---|---|---|
| Pathway | 120× Planks, 65× Marble, 60× Basalt | $550/s |
| Road | 240× Planks, 30× Steel | $1,125/s |
| Railway | 6× Titanium, 2× Road | $2,950/s |
| Train | 120× Planks, 60× Basalt, 60× Steel, 18× Fuel | $2,000/s |

Electronics and high-tech structures
Copper and Silicon are your entry points into computing. From there you build CPUs, Motherboards, Computers, and finally Servers and Data Centers.
| Object | Ingredients | Money |
|---|---|---|
| Silicon | 6× Copper | $300/s |
| CPU | 3× Silicon | $500/s |
| Motherboard | 3× CPU | $1,000/s |
| Computer | 30× Copper, 1× Gold, 2× Motherboard | $2,000/s |
| Server | 5× Computer | $5,500/s |
Cables and Power Lines extend that chain into your city’s power grid. They combine with Copper, Silver, and structural elements to create the backbone for late-game economic buildings.
| Object | Ingredients | Money |
|---|---|---|
| Cables | 9× Copper, 2× Silicon, 1× CPU | $800/s |
| Power Lines | 9× Cables, 2× Copper, 2× Silver, 60× Copper | $3,250/s |
| Power Plant | 5× Gold, 100× Copper, 50× Silver, 3× Skytower, 9× Power Lines | $15,000/s |
| Data Center | 5× Server, 3× Skytower, 3× Power Lines | $19,000/s |
These tech buildings feed into specialized late-game constructs like the Military Server and Digital Complex, which sit at the top of the income curve.
Farming, housing, and territorial builds
Trees, Soil, Barns, and Farms define the agricultural branch. They don’t reach the same raw payout as industrial builds, but they are required ingredients for some of the weirder endgame objects.
| Object | Ingredients | Money |
|---|---|---|
| Barn | 2× Brick, 2× Tree | $300/s |
| Farm | 2× Barn, 4× Tree | $725/s |
| Garden | 2× Growth, 5× Plant, 3× Sun Flower, 3× Pile of Waste, 21× Soil | $600/s |
| Agriculture | 3× Fork, 3× Garden | $4,350/s |
| Neon Mushroom | 50× Soil, 10× Tree, 50× Barn, 2× Garden, 2× Farm | $5,000/s |
Parallel to that, you grow your residential footprint. Cabins and Tree Houses lead into Houses, Land, Mansions, and finally urban constructs like City and Kingdom.
| Object | Ingredients | Money |
|---|---|---|
| Cabin | 50× Planks, 1× Room | $600/s |
| Tree House | 1× Brick, 25× Planks, 6× Cabin, 1× Tree | $800/s |
| Huge Cabin | 5× Cabin | $1,850/s |
| House | 1× Roof, 3× Room | $1,150/s |
| Land | 1× House, 1× Yard | $1,750/s |
| Masion | 1× Tree House, 6× Huge Cabin, 2× Land, 3× Furnace, 5× Tree | $10,000/s |
Kingdom-scale objects mix housing with fortifications. Castle, Border, and Shelter combine into Kingdom, while City fuses factories, roads, towers, and data centers into the densest “civilization” recipe in the game.
| Object | Key Components | Money |
|---|---|---|
| Castle | 6× Shelter | $3,250/s |
| Border | 9× Planks, 5× Pathway, 4× Shelter | $3,250/s |
| Kingdom | 3× Castle, 3× Castle, 3× Border, 2× Castle, 4× Shelter | $17,000/s |
| City | 2× Factory, 10× Road, 5× Skytower, 5× Railway, 2× Chimney, 20× Building, 5× Data Center | $80,000/s |

Weapons, defense, and military escalation
Once you unlock Basalt, Marble, Steel, and Silver, the game opens an entire military branch. It starts with basic arms and armor and ends in Nuclear Bombs and Rocket Launchers.
| Object | Ingredients | Money |
|---|---|---|
| Armor | 2× Planks, 4× Basalt, 2× Marble | $300/s |
| Gunpowder | 3× Sand, 6× Planks, 9× Basalt | $250/s |
| Gun | 10× Basalt, 3× CPU, 4× Silver | $16,250/s |
| Machine Gun | 3× Gun, 50× Basalt | $31,500/s |
| Rocket Launcher | 6× Hydrogen Bomb, 1× Machine Gun, 10× CPU | $55,000/s |
Defensive structures scale even harder, combining walls, Titanium, Fuel, and high-tier materials:
| Object | Key Components | Money |
|---|---|---|
| Tank Tower | 6× Solid Wall, 150× Titanium, 20× Planks, 25× Fuel | $4,500/s |
| Dam | 2× Crane, 50,000× Steel, 250× Solid Wall, 2× Sewers, 250× Titanium | $60,000/s |
| Bunker | 1× Toxic Needle, 4× Skytower, 2× Silver | $11,500/s |
| Military Server | 8× Bunker, 1× Data Center, 2× Nuclear Tank, 5× Power Lines | $82,500/s |
Vehicles and heavy hardware, such as Tanks and Nuclear Tanks, sit near the top of this tree, often requiring Cyborgs, Helicopters, multiple Toxic Needles, and radioactive materials.
Gems, cosmic items, and endgame towers
The late game leans into gem crafting and cosmic tech. Silver, Gold, Topaz, Jade, Sapphire, Ruby, Emerald, and Diamond form a long refinement chain that terminates in Shadow Stone and Moonstone.
| Object | Ingredients | Money |
|---|---|---|
| Silver | 6× Copper, 1× Silicon | $750/s |
| Gold | 3× Copper, 6× Silicon | $800/s |
| Topaz | 2× Silver, 3× Gold | $2,250/s |
| Jade | 2× Topaz, 9× Gold | $4,500/s |
| Sapphire | 2× Jade, 10× Silver | $8,500/s |
| Ruby | 2× Sapphire, 15× Gold, 30× Silver | $14,500/s |
| Emerald | 2× Ruby, 25× Silver, 2× Sapphire, 3× Jade | $24,500/s |
| Diamond | 2× Emerald, 2× Ruby, 10× Topaz, 10× Jade, 10× Silver | $40,000/s |
| Shadow Stone | 3× Diamond | $75,000/s |
| Moonstone | 2× Shadow Stone, 1× Poop Gem | $185,000/s |
These gems plug directly into late-game towers and space infrastructure. Some highlights:
| Object | Key Components | Money |
|---|---|---|
| Poop Gem | 1,000,000× Pile of Waste, 4× Diamond | $125,000/s |
| Artificial Tower | 2× Skytower, 1× Diamond, 22× Power Lines, 2× Data Center | $90,000/s |
| Satellite | 1× Space Station, 1× Shadow Stone, 10× Topaz, 1× Jet | $152,500/s |
| Simulation Tower | 1× Railway, 1× City, 2× Helicopter, 5× Shadow Stone, 2× Airplane, 1× Artificial Tower | $250,000/s |
| Chemical Factory | 2× Chemical Tower, 2× Truck, 10× Data Center, 15× Chemical Tower, 3× Syringe, 500× CPU | $475,000/s |
| Digital Complex | 4× Cyborg, 1× Moonstone, 1× Simulation Tower, 10× Railway, 10× Data Center, 10× Military Server | $615,000/s |
Digital Complex is the current peak: a digital megastructure that pulls from nearly every other branch of the game and delivers the highest money-per-second value at $615K/s. Reaching it requires not just raw materials but a mature ecosystem of cities, servers, military infrastructure, and gem processing.

Choosing what to craft next
With 150+ recipes available, the main challenge is deciding where to invest your early and midgame resources. A few simple filters help narrow it down:
Step 1: Prioritize objects that unlock new branches. Examples are Steel (opens Titanium and Fuel), CPU (unlocks all computing), and Barn/Farm (for agriculture). These usually have modest income but are required for later jumps.
Step 2: Once a branch is open, favor recipes that reuse your strongest generators. If you already produce Marble and Steel faster than anything else, Solid Walls and Tank Towers are more efficient than low-tier decor.
Step 3: In the late game, pivot into high-value composites like City, Power Plant, Military Server, and eventually Digital Complex. At that point, ingredient throughput matters more than raw variety, since most recipes consume existing buildings rather than base resources.
The system never hides its math. Every recipe lists its input counts and money-per-second output, so you can always compare a new object against your current best performer and decide whether the increase is worth the ingredient sink.