BALL x PIT mixes brick-breaking with base-building. You fire balls at enemies in a pit, and the buildings you put together help your team grow stronger over time. Buildings fall into three groups: Economy buildings gather resources, Warfare buildings boost your whole team, and Housing buildings unlock new characters to play. Knowing what each group does makes it much easier to decide what to build and upgrade first.
Category
Economy
Farm
Produces Wheat from neighboring fields.
- Building Type
- Gathering
- Build Cost
- 100 Gold
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Assign a character here to harvest up to 1 Wheat from each adjacent wheat field every 6 minutes.
- Upgrade Behavior
- Level 2: 2 Wheat per adjacent field every 5 minutes. Level 3: 3 per field every 4 minutes.
Lumberyard
Produces Wood from nearby forests.
- Building Type
- Gathering
- Build Cost
- 100 Gold, 5 Wheat
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Assign a character here to harvest up to 1 Wood from each adjacent forest every 9 minutes.
- Upgrade Behavior
- Level 2: 2 Wood per adjacent forest every 8 minutes. Level 3: 3 per forest every 7 minutes.
Stone Mine
Mines Stone from nearby boulder fields.
- Building Type
- Gathering
- Build Cost
- 100 Gold, 5 Wood
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Assign a character here to harvest up to 1 Stone from each adjacent boulder field every 10 minutes.
- Upgrade Behavior
- Level 2: 2 Stone per adjacent boulder field every 9 minutes. Level 3: 3 per field every 8 minutes.
Gold Mine
Earns Gold when bounced on during a worker's harvest.
- Building Type
- Gathering
- Build Cost
- 10 Wood, 12 Stone
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Assign a worker here to mine Gold. When this building is bounced on, they mine 1-2 Gold (Up to 100 times per harvest).
- Upgrade Behavior
- Level 2: 1-3 Gold per bounce. Level 3: 1-4 Gold per bounce.
Gatherer's Hut
Sends a worker out to harvest in a chosen direction.
- Building Type
- Gathering
- Build Cost
- 50 Gold, 5 Wheat, 2 Wood
- Blueprint Biome
- The GORYxGRASSLANDS
- Effect
- Assign a character here to automatically send them out to harvest in a preset direction every 10 minutes. Worker can harvest for 10 seconds before returning.
- Upgrade Behavior
- Level 2: every 9 minutes, harvests for 15 seconds. Level 3: every 8 minutes, for 20 seconds.
Watch Tower
Extends the time available for harvesting.
- Building Type
- Harvest Upgrades
- Build Cost
- 20 Wheat, 10 Wood
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Increase the harvest clock by 2 seconds.
- Upgrade Behavior
- Level 2: 3 seconds. Level 3: 4 seconds.
Road Keeper
Speeds up characters during harvesting.
- Building Type
- Harvest Upgrades
- Build Cost
- 20 Wheat, 5 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Increase the movement speed during harvests by 10%.
- Upgrade Behavior
- Level 2: 20%. Level 3: 30%.
Market
Lets you trade Gold for other resources.
- Building Type
- Miscellaneous
- Build Cost
- 500 Gold
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Unlocks the ability to exchange gold for other resources.
- Upgrade Behavior
- Levels 2 and 3 improve exchange rates.
Worker's Guild
Lets workers gather resources while you are away.
- Building Type
- Miscellaneous
- Build Cost
- 5,000 Gold
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- Lets workers gather up to 24 hours worth of resources while the game is closed. Resources are gathered 50% slower this way.
- Upgrade Behavior
- Level 2: offline gathering is 40% slower. Level 3: 30% slower.
Spa
Lets you spend Gold for extra harvests.
- Building Type
- Miscellaneous
- Build Cost
- 500 Gold, 10 Wheat, 2 Wood
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Spend gold to harvest more than once immediately.
- Upgrade Behavior
- Levels 2 and 3 have no additional effect listed.
Guild Hall
Lets you reroll a character's harvest upgrades using resources.
- Building Type
- Miscellaneous
- Build Cost
- 20 Wheat, 150 Wood
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Spend resources to characters' re-roll (sic) harvest upgrades.
- Upgrade Behavior
- -
Category
Warfare
Consulate
Raises Leadership to increase baby ball count and damage.
- Building Type
- Stat Bonuses
- Build Cost
- 10 Wheat
- Blueprint Biome
- The BONExYARD
- Effect
- All characters gain +1 bonus Leadership. Affects how many baby balls you have and how much damage they do.
- Upgrade Behavior
- Levels 2 to 5: +2 to +5 Leadership.
Schoolhouse
Improves Intelligence, area effects and passive ability damage.
- Building Type
- Stat Bonuses
- Build Cost
- 5 Wheat, 2 Stone
- Blueprint Biome
- The BONExYARD
- Effect
- All characters gain +1 bonus Intelligence. Affects area of effect (AOE) and passive ability damage.
- Upgrade Behavior
- Levels 2 to 5: +2 to +5 Intelligence.
Shoemaker
Improves Speed for faster movement and ball speed.
- Building Type
- Stat Bonuses
- Build Cost
- 3 Wood, 1 Stone
- Blueprint Biome
- The BONExYARD
- Effect
- All characters gain +1 bonus Speed. Affects your move speed and ball speed.
- Upgrade Behavior
- Levels 2 to 5: +2 to +5 Speed.
Gunsmith
Improves Dexterity for faster fire, reloads and critical hits.
- Building Type
- Stat Bonuses
- Build Cost
- 2 Wood, 2 Stone
- Blueprint Biome
- The BONExYARD
- Effect
- All characters gain +1 bonus Dexterity. Affects fire rate, reload time, and critical hit chance.
- Upgrade Behavior
- Levels 2 to 5: +2 to +5 Dexterity.
Barracks
Improves Strength to boost special ball damage.
- Building Type
- Stat Bonuses
- Build Cost
- 2 Wheat, 3 Wood
- Blueprint Biome
- The BONExYARD
- Effect
- All characters gain +1 bonus Strength. Affects the damage that special balls deal.
- Upgrade Behavior
- Levels 2 to 5: +2 to +5 Strength.
Clinic
Improves Endurance to raise maximum health.
- Building Type
- Stat Bonuses
- Build Cost
- 3 Wheat, 2 Wood
- Blueprint Biome
- The BONExYARD
- Effect
- All characters gain +1 bonus Endurance. Affects your max health.
- Upgrade Behavior
- Levels 2 to 5: +2 to +5 Endurance.
Hospital
Raises Endurance as you upgrade it.
- Building Type
- Infinitely Upgradeable
- Build Cost
- 100 Wheat, 40 Wood
- Blueprint Biome
- The VASTxVOID
- Effect
- Gain +1 bonus Endurance. Can be upgraded infinitely. Gain an additional +1 Endurance per level.
- Upgrade Behavior
- Each level adds +1 Endurance.
Warrior's Guild
Raises Strength as you upgrade it.
- Building Type
- Infinitely Upgradeable
- Build Cost
- 300 Gold, 60 Stone
- Blueprint Biome
- The VASTxVOID
- Effect
- Gain +1 bonus Strength. Can be upgraded infinitely. Gain an additional +1 Strength per level.
- Upgrade Behavior
- Each level adds +1 Strength.
Capitolium
Raises Leadership as you upgrade it.
- Building Type
- Infinitely Upgradeable
- Build Cost
- 80 Wheat, 20 Wood
- Blueprint Biome
- The VASTxVOID
- Effect
- Gain +1 bonus Leadership. Can be upgraded infinitely. Gain an additional +1 Leadership per level.
- Upgrade Behavior
- Each level adds +1 Leadership.
Wagon Factory
Raises Speed as you upgrade it.
- Building Type
- Infinitely Upgradeable
- Build Cost
- 50 Wood, 30 Stone
- Blueprint Biome
- The VASTxVOID
- Effect
- Gain +1 bonus Speed. Can be upgraded infinitely. Gain an additional +1 Speed per level.
- Upgrade Behavior
- Each level adds +1 Speed.
Marksman's Guild
Raises Dexterity as you upgrade it.
- Building Type
- Infinitely Upgradeable
- Build Cost
- 60 Wood, 20 Stone
- Blueprint Biome
- The VASTxVOID
- Effect
- Gain +1 bonus Dexterity. Can be upgraded infinitely. Gain an additional +1 Dexterity per level.
- Upgrade Behavior
- Each level adds +1 Dexterity.
Grand Museum
Raises Intelligence as you upgrade it.
- Building Type
- Infinitely Upgradeable
- Build Cost
- 500 Gold, 40 Stone
- Blueprint Biome
- The VASTxVOID
- Effect
- Gain +1 bonus Intelligence. Can be upgraded infinitely. Gain an additional +1 Intelligence per level.
- Upgrade Behavior
- Each level adds +1 Intelligence.
Wheelwright
Improves Speed scaling so Speed boosts related stats faster.
- Building Type
- Stat Scaling
- Build Cost
- 150 Gold, 20 Wheat, 5 Stone
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Increase Speed scaling to D (As your Speed gets higher, related stats like Move Speed will improve faster).
- Upgrade Behavior
- Speed scaling: Level 2 C, level 3 B, level 4 A, level 5 S.
Military Academy
Improves Strength scaling so Strength boosts related stats faster.
- Building Type
- Stat Scaling
- Build Cost
- 200 Gold, 50 Wheat
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Increase Strength scaling to D (As your Strength gets higher, related stats like Base Damage will improve faster).
- Upgrade Behavior
- Strength scaling: Level 2 C, level 3 B, level 4 A, level 5 S.
Alchemist
Improves Endurance scaling so Endurance boosts related stats faster.
- Building Type
- Stat Scaling
- Build Cost
- 100 Gold, 15 Wood, 5 Stone
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Increase Endurance scaling to D (As your Endurance gets higher, related stats like HP will improve faster).
- Upgrade Behavior
- Endurance scaling: Level 2 C, level 3 B, level 4 A, level 5 S.
University
Improves Intelligence scaling so Intelligence boosts related stats faster.
- Building Type
- Stat Scaling
- Build Cost
- 200 Gold, 20 Wood, 5 Stone
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Increase Intelligence scaling to D (As your Intelligence gets higher, related stats like AOE Power will improve faster).
- Upgrade Behavior
- Intelligence scaling: Level 2 C, level 3 B, level 4 A, level 5 S.
Archery Range
Improves Dexterity scaling so Dexterity boosts related stats faster.
- Building Type
- Stat Scaling
- Build Cost
- 12 Wheat, 12 Wood
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Increase Dexterity scaling to D (As your Dexterity gets higher, related stats like Reload Length will improve faster).
- Upgrade Behavior
- Dexterity scaling: Level 2 C, level 3 B, level 4 A, level 5 S.
Diplomacy Hall
Improves Leadership scaling so Leadership boosts related stats faster.
- Building Type
- Stat Scaling
- Build Cost
- 125 Gold, 10 Wood, 4 Stone
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Increase Leadership scaling to D (As your Leadership gets higher, related stats like Baby Ball Damage will improve faster).
- Upgrade Behavior
- Leadership scaling: Level 2 C, level 3 B, level 4 A, level 5 S.
Boneyard Trophy
Boosts Status Effect Power for characters who clear The BONExYARD.
- Building Type
- Completion Bonus
- Build Cost
- 100 Gold, 4 Stone
- Blueprint Biome
- The BONExYARD
- Effect
- Gain +0.05 Status Effect Power for each character you've completed the BONExYARD with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.005 bonus per character.
- Upgrade Behavior
- -
Snowy Trophy
Boosts AOE Power for characters who clear The SNOWYxSHORES.
- Building Type
- Completion Bonus
- Build Cost
- 200 Gold, 8 Stone
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Gain +0.05 AOE Power for each character you've completed the SNOWYxSHORES with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.005 bonus per character.
- Upgrade Behavior
- -
Desert Trophy
Boosts critical hit chance for characters who clear The LIMINALxDESERT.
- Building Type
- Completion Bonus
- Build Cost
- 300 Gold, 12 Stone
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Gain +0.1% critical hit chance for each character you've completed the LIMINALxDESERT with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.01% bonus per character.
- Upgrade Behavior
- -
Shroom Trophy
Boosts HP for characters who clear The FUNGALxFOREST.
- Building Type
- Completion Bonus
- Build Cost
- 400 Gold, 16 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Gain +1 HP for each character you've completed The FUNGALxFOREST with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.1 bonus per character.
- Upgrade Behavior
- -
Gory Trophy
Boosts Ball Speed for characters who clear The GORYxGRASSLANDS.
- Building Type
- Completion Bonus
- Build Cost
- 500 Gold, 20 Stone
- Blueprint Biome
- The GORYxGRASSLANDS
- Effect
- Gain +0.05 Ball Speed for each character you've completed the GORYxGRASSLANDS with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.005 bonus per character.
- Upgrade Behavior
- -
Smoldering Trophy
Boosts Baby Ball Damage for characters who clear The SMOLDERINGxDEPTHS.
- Building Type
- Completion Bonus
- Build Cost
- 600 Gold, 24 Stone
- Blueprint Biome
- The SMOLDERINGxDEPTHS
- Effect
- Gain +1 Baby Ball Damage for each character you've completed the SMOLDERINGxDEPTHS with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.1 bonus per character.
- Upgrade Behavior
- -
Heavenly Trophy
Boosts Passive Power for characters who clear The HEAVENLYxGATES.
- Building Type
- Completion Bonus
- Build Cost
- 800 Gold, 30 Stone
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- Gain +0.05 Passive Power for each character you've completed the HEAVENLYxGATES with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.005 bonus per character.
- Upgrade Behavior
- -
Void Trophy
Boosts Base Damage for characters who clear The VASTxVOID.
- Building Type
- Completion Bonus
- Build Cost
- 800 Gold, 30 Stone
- Blueprint Biome
- The VASTxVOID
- Effect
- Gain +1 Base Damage for each character you've completed the VASTxVOID with. Each Fast tier (or New Game+ level) completed on top of that adds a +0.1 bonus per character.
- Upgrade Behavior
- -
Abbey
Increases experience gained in battles.
- Building Type
- General
- Build Cost
- 300 Gold, 10 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Increase XP gained by 5%.
- Upgrade Behavior
- Level 2: +10% XP. Level 3: +15% XP.
Jeweler
Raises the starting level of your starter ball.
- Building Type
- General
- Build Cost
- 200 Gold, 10 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Increase starter ball level to 2.
- Upgrade Behavior
- Level 2: starter ball starts at level 3.
Necromancer
Revives you once per battle after death and clears nearby enemies.
- Building Type
- General
- Build Cost
- 500 Gold, 10 Wood, 10 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Once per battle when you die, revive with 25% health and kill all nearby enemies.
- Upgrade Behavior
- Level 2: revive at 50% health. Level 3: 75%.
Bank
Increases Gold earned in battles.
- Building Type
- General
- Build Cost
- 30 Wood, 20 Stone
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Increase gold found in battles by 5%.
- Upgrade Behavior
- Level 2: +10% Gold from battles. Level 3: +15%.
Matchmaker
Lets two characters join one run with combined abilities.
- Building Type
- General
- Build Cost
- 200 Wheat, 40 Wood
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Allows you to bring two characters into a run, combining their abilities.
- Upgrade Behavior
- Level 2: secondary character's ball starts at level 2. Level 3: level 3.
Magnet Factory
Extends the range for collecting pickups.
- Building Type
- General
- Build Cost
- 10 Wood, 20 Stone
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Increase pickup range by 0.5 tiles.
- Upgrade Behavior
- Level 2: +1.0 tiles pickup range. Level 3: +1.5 tiles.
Candle Maker
Guarantees free upgrades in fusion reactors.
- Building Type
- General
- Build Cost
- 1,500 Gold, 200 Wheat, 20 Wood
- Blueprint Biome
- The SMOLDERINGxDEPTHS
- Effect
- Fusion reactors contain a minimum of 2 free upgrades.
- Upgrade Behavior
- Level 2: at least 3 free upgrades per fusion reactor.
Gambler's Den
Adds free rerolls to each battle's level-up choices.
- Building Type
- General
- Build Cost
- 50 Gold, 5 Wheat
- Blueprint Biome
- The GORYxGRASSLANDS
- Effect
- Gain 2 free level up re-rolls per battle.
- Upgrade Behavior
- Level 2: 3 free rerolls per battle. Level 3: 4.
Casino
Cuts the Gold cost of level-up rerolls.
- Building Type
- General
- Build Cost
- 400 Gold
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Reduce level up reroll cost by 20%.
- Upgrade Behavior
- Level 2: 40% cost reduction. Level 3: 60%.
Wishing Well
Can grant an extra upgrade point when you level up.
- Building Type
- General
- Build Cost
- 1,000 Gold, 60 Stone
- Blueprint Biome
- The SMOLDERINGxDEPTHS
- Effect
- Add a 4% chance to get an extra upgrade point when leveling up.
- Upgrade Behavior
- Level 2: 5% chance. Level 3: 6%.
Evolution Chamber
Starts new balls at a higher level.
- Building Type
- General
- Build Cost
- 4,000 Wheat, 1,000 Stone
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- New balls all start at level 2.
- Upgrade Behavior
- -
Relic Collector
Starts new passives at a higher level.
- Building Type
- General
- Build Cost
- 1,500 Stone
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- New passives all start at level 2.
- Upgrade Behavior
- -
Meditation Tent
Adds another option to each level-up choice.
- Building Type
- General
- Build Cost
- 1,000 Gold, 100 Wheat
- Blueprint Biome
- The SMOLDERINGxDEPTHS
- Effect
- Increase the number of upgrade choices when leveling up to 4.
- Upgrade Behavior
- -
Exorcist
Lets you banish upgrades from level-up choices.
- Building Type
- General
- Build Cost
- 50 Wood, 20 Stone
- Blueprint Biome
- The BONExYARD
- Effect
- Add the ability to banish upgrades when leveling up, up to 2 times.
- Upgrade Behavior
- Level 2: up to 3 banishes. Level 3: up to 4.
Gemsmith
Starts each battle with an extra ball choice.
- Building Type
- General
- Build Cost
- 1,000 Gold, 20 Stone
- Blueprint Biome
- The GORYxGRASSLANDS
- Effect
- Begin each battle with a choice of an extra ball.
- Upgrade Behavior
- Level 2: bonus ball starts at level 2. Level 3: level 3.
Antique Shop
Starts each battle with a passive choice.
- Building Type
- General
- Build Cost
- 1,000 Gold, 40 Wood
- Blueprint Biome
- The GORYxGRASSLANDS
- Effect
- Begin each battle with the choice of a passive.
- Upgrade Behavior
- Level 2: bonus passive starts at level 2. Level 3: level 3.
War Room
Sends characters on automated level runs.
- Building Type
- General
- Build Cost
- 300 Wheat, 50 Stone
- Blueprint Biome
- The SMOLDERINGxDEPTHS
- Effect
- Send characters to complete levels on their own.
- Upgrade Behavior
- -
Bag Maker
Adds another ball slot.
- Building Type
- General
- Build Cost
- 5,000 Gold, 100 Wheat, 30 Stone
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- Add 1 ball slot.
- Upgrade Behavior
- -
Carpenter
Adds another passive slot.
- Building Type
- General
- Build Cost
- 5,000 Gold, 100 Wood
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- Add 1 passive slot.
- Upgrade Behavior
- -
Adventurer's Guild
Unlocks endless exploration after defeating a level's boss.
- Building Type
- General
- Build Cost
- 1,000 Gold, 200 Wheat, 150 Wood
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Unlock the ability to continue exploring a level endlessly after defeating the boss.
- Upgrade Behavior
- -
Category
Housing
Sheriff's Office
Home for The Itchy Finger, boosting Gold from enemy kills.
- Building Type
- Housing
- Build Cost
- Free
- Blueprint Biome
- The BONExYARD
- Effect
- Houses The Itchy Finger; the passive drops 1 bonus Gold per 10 enemies killed at character level 4, per 9 at level 7, and per 8 at level 9.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Haunted House
Home for The Repentant, boosting workers during harvests.
- Building Type
- Housing
- Build Cost
- 5 Wood
- Blueprint Biome
- The BONExYARD
- Effect
- Houses The Repentant; during each harvest, the first 2 workers to bounce on the building gain 25% movement speed at character level 4, the first 3 gain 30% at level 7, and the first 4 gain 35% at level 9.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Theater
Home for The Juggler, producing Stone from nearby boulders.
- Building Type
- Housing
- Build Cost
- 300 Gold, 30 Wood
- Blueprint Biome
- The GORYxGRASSLANDS
- Effect
- Houses The Juggler; at character levels 4, 7 and 9, it harvests 1, 2 and 3 Stone respectively from adjacent boulders every 10 minutes.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Cozy Home
Home for The Cohabitants, producing Wood from nearby forests.
- Building Type
- Housing
- Build Cost
- 20 Wheat, 5 Wood
- Blueprint Biome
- The BONExYARD
- Effect
- Houses The Cohabitants; at character levels 4, 7 and 9, it harvests 1, 2 and 3 Wood respectively from adjacent forests every 9 minutes.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Villa
Home for The Cogitator, speeding nearby wheat-field regrowth.
- Building Type
- Housing
- Build Cost
- 10 Stone
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Houses The Cogitator; nearby wheat fields regrow 25% faster at character level 4, 35% at level 7 and 45% at level 9.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Mausoleum
Home for The Shade, earning Gold when characters die.
- Building Type
- Housing
- Build Cost
- 30 Stone
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Houses The Shade; at building level 3, gain 100 Gold whenever a character dies in a level.
- Upgrade Behavior
- Passive unlocks at building level 3.
Iron Fortress
Home for The Shieldbearer, adding nearby scaffold build points.
- Building Type
- Housing
- Build Cost
- 70 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Houses The Shieldbearer; at building level 3, bouncing on it adds +4 build points to all nearby scaffolds.
- Upgrade Behavior
- Passive unlocks at building level 3.
Captain's Quarters
Home for The Tactician, strengthening nearby stat bonus buildings.
- Building Type
- Housing
- Build Cost
- 50 Wood, 40 Stone
- Blueprint Biome
- The SMOLDERINGxDEPTHS
- Effect
- Houses The Tactician; at building level 2, nearby Stat Bonus buildings give an additional +1 Strength, Dexterity, Intelligence, Speed, Endurance and Leadership.
- Upgrade Behavior
- Passive unlocks at building level 2.
Campground
Home for The Radical, speeding nearby forest regrowth.
- Building Type
- Housing
- Build Cost
- 120 Wheat, 20 Wood
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- Houses The Radical; nearby forests regrow 25% faster at character level 4, 35% at level 7 and 45% at level 9.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Single Family Home
Home for The Empty Nester, producing Wheat from nearby fields.
- Building Type
- Housing
- Build Cost
- 50 Gold, 30 Wood
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Houses The Empty Nester; at character levels 4, 7 and 8, it harvests 1, 2 and 3 Wheat respectively from adjacent wheat fields every 6 minutes.
- Upgrade Behavior
- Passive improves at character levels 7 and 8.
Rocky Hill
Home for The Makeshift Sisyphus, speeding nearby boulder regrowth.
- Building Type
- Housing
- Build Cost
- 50 Stone
- Blueprint Biome
- The LIMINALxDESERT
- Effect
- Houses The Makeshift Sisyphus; at building level 3, nearby boulders regrow 45% faster.
- Upgrade Behavior
- Passive unlocks at building level 3.
Monastery
Home for The Flagellant, lengthening each harvest when bounced on.
- Building Type
- Housing
- Build Cost
- 50 Stone
- Blueprint Biome
- The GORYxGRASSLANDS
- Effect
- Houses The Flagellant; at building level 3, bouncing off it adds 0.07 seconds to the harvest clock, up to 100 times per harvest.
- Upgrade Behavior
- Passive unlocks at building level 3.
Laboratory
Home for The Physicist, granting extra Gold for completed levels.
- Building Type
- Housing
- Build Cost
- 300 Gold, 50 Wood, 20 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Houses The Physicist; at building level 3, completing a level grants 200 extra Gold.
- Upgrade Behavior
- Passive unlocks at building level 3.
Veteran's Hut
Home for The Embedded, boosting experience for nearby house residents.
- Building Type
- Housing
- Build Cost
- 5 Stone
- Blueprint Biome
- The SNOWYxSHORES
- Effect
- Houses The Embedded; nearby house residents gain 20% bonus experience at character level 4, 25% at level 7 and 30% at level 9.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Mansion
Home for The Spendthrift, earning Gold for nearby buildings.
- Building Type
- Housing
- Build Cost
- 500 Gold, 30 Wood, 10 Stone
- Blueprint Biome
- The FUNGALxFOREST
- Effect
- Houses The Spendthrift; at building level 3, each nearby building generates 1 Gold per minute.
- Upgrade Behavior
- Passive unlocks at building level 3.
Falconry Hut
Home for The Falconer, raising every character's Speed.
- Building Type
- Housing
- Build Cost
- 150 Gold, 120 Wood
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- Houses The Falconer; at character levels 4, 7 and 9, all characters gain +1, +2 and +3 bonus Speed respectively, affecting move speed and ball speed.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Party House
Home for The Carouser, raising every character's Leadership.
- Building Type
- Housing
- Build Cost
- 800 Gold, 150 Wheat
- Blueprint Biome
- The VASTxVOID
- Effect
- Houses The Carouser; at character levels 4, 7 and 9, all characters gain +1, +2 and +3 bonus Leadership respectively, affecting baby ball count and damage.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Stone Domain
Home for The Tunneller, raising every character's Endurance.
- Building Type
- Housing
- Build Cost
- 200 Stone
- Blueprint Biome
- The SMOLDERINGxDEPTHS
- Effect
- Houses The Tunneller; at character levels 4, 7 and 9, all characters gain +1, +2 and +3 bonus Endurance respectively, affecting maximum health.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Ball House
Home for The Ballbearer, raising every character's Intelligence.
- Building Type
- Housing
- Build Cost
- 100 Stone
- Blueprint Biome
- The VASTxVOID
- Effect
- Houses The Ballbearer; at character levels 4, 7 and 9, all characters gain +1, +2 and +3 bonus Intelligence respectively, affecting area of effect (AOE) and passive ability damage.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
Unstable Tower
Home for The Hoary Hoarder, raising every character's Strength.
- Building Type
- Housing
- Build Cost
- 100 Wood, 30 Stone
- Blueprint Biome
- The HEAVENLYxGATES
- Effect
- Houses The Hoary Hoarder; at character levels 4, 7 and 9, all characters gain +1, +2 and +3 bonus Strength respectively, affecting special ball damage.
- Upgrade Behavior
- Passive improves at character levels 7 and 9.
How BALL x PIT Buildings Work
Every building belongs to one of three groups. Economy buildings produce resources, Warfare buildings give stat bonuses, and Housing buildings unlock characters. Many buildings also have an effect zone, the area around them where they work, so a building only helps the tiles or characters inside that zone. That makes where you place a building just as important as which one you pick.
Their bonuses also last in different ways. Stat buildings and trophy buildings carry their bonuses from one run to the next, so the work you put in once keeps paying off. Most economy buildings produce nothing until a character is assigned to them, so a building you own does nothing until someone is working it.
How to Unlock Buildings with Blueprints
Unlocking a building takes a blueprint, while building and upgrading it takes resources. Most blueprints drop from enemies or bosses while you play specific levels, and trophy blueprints are the exception. Each level holds a different number of blueprints, so some stages have more to find than others.
Economy Buildings: Gold, Wood, Stone and Wheat
Economy buildings keep your resources coming in, and most other buildings cost something to build or upgrade. Most of them work on their own once a character is assigned. The character gathers on a timer, and the building keeps producing. The Gold Mine is the exception, since it only pays out when a character bounces on it.
Gold comes back to you from runs, while wheat, wood and stone are harvested around New Ballbylon. If you're short on one material, the Market lets you trade gold for it.
Placement changes how much each building brings in. In harvest mode, your characters bounce off buildings and resource tiles to gather from them. Keeping your main resource buildings close together helps your characters move between them more often.
Two harvest upgrades are worth knowing about. The Watch Tower lengthens the harvest clock, and the Road Keeper speeds up movement during harvests.
Warfare Buildings and Permanent Bonuses
Warfare buildings are the ones that make your whole team stronger. Several are stat buildings, which add a bonus to stats such as Strength, Intelligence and Leadership. That bonus applies to every character, so a single building helps your entire roster at once.
Other Warfare buildings work differently. Some boost XP or the gold you earn from battles, some offer a choice before each battle starts, and some add an extra ball slot. It pays to look at what each one does before you spend on it.
Trophy Buildings and Level Completion Rewards
Trophy buildings are a special set inside Warfare, and each one is tied to a level. You get its trophy blueprint automatically the first time you complete that level, so there's nothing to hunt for. Once you've built a trophy building, it gives a bonus to every character.
That bonus grows with each completion, so replaying a level keeps paying off even after you've earned its trophy. That makes replaying older levels worthwhile as well as pushing into new ones.
Housing Buildings and Character Unlocks
Housing buildings are how you unlock new characters. Each house unlocks its own character, so the Campground, for example, brings in The Radical. The Warrior is available from the start, so you won't need a house for that character.
A house also gains its passive bonuses as its character levels up, so it becomes more useful the longer you play with that character. Keep in mind that dismantling a house removes its character from your assignments until you rebuild it.
Captain's Quarters is worth a look. It's The Tactician's house, so building it also unlocks that character. Once it reaches level 2, stat bonus buildings in its zone give an extra +1 to their stats, so where you place it matters. The newest houses, Ball House and Unstable Tower, came with the Naturalist update.
How to Upgrade and Dismantle Buildings
Upgrades happen right on the building itself. Upgrade costs climb in steps every five levels, so later upgrades take much more than early ones.
Most stat buildings top out at level 5, while a set of Warfare buildings have no cap at all, so their bonuses can keep growing. Dismantling a stat building fully refunds what you've spent on it so far. That makes it safe to pull one down in a spot that isn't pulling its weight and rebuild it somewhere better.
Which BALL x PIT Buildings to Build First
Early on, focus on your economy and put gold mines at the top of the list. Gold sets how fast you can upgrade everything else, and economy upgrades come before buff and unlock upgrades.
As your base grows, buff and unlock buildings become more valuable than raw resource sites. Warfare buildings are the ones to prioritize at that point, since their bonuses reach every character. Housing buildings depend more on what you want to play. Each one opens a new character, so build the houses for the characters you're most interested in.
FAQ
How much do BALL x PIT buildings cost?
Costs vary a lot. Early houses like the Sheriff's Office and the Haunted House cost little or nothing, while late buildings like the Bag Maker and the Evolution Chamber need thousands of gold or wheat.
Which BALL x PIT buildings can be upgraded without a limit?
The Hospital, Warrior's Guild, Capitolium, Wagon Factory, Marksman's Guild and Grand Museum all have no level cap.
Do buildings keep producing resources when the game is closed?
Only the Worker's Guild does. It keeps gathering for up to 24 hours while the game is closed, at a reduced rate, and other gathering buildings stop until you return.
How much gold does a Gold Mine make?
At level 1, each bounce on a Gold Mine mines 1 or 2 gold, and a single harvest can take up to 100 bounces. Upgrading the mine raises the gold per bounce.

