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All 78 Buildings and What They Do in BALL x PIT

Updated on November 1, 2026 (3 days ago)

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.

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Category

Economy

11 items

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

46 items

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

21 items

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.

Hidden Temple

Home for The Tiptoer, raising every character's Dexterity.

Building Type
Housing
Build Cost
70 Wood, 20 Stone
Blueprint Biome
The SMOLDERINGxDEPTHS
Effect
Houses The Tiptoer; at character levels 4, 7 and 9, all characters gain +1, +2 and +3 bonus Dexterity respectively, affecting fire rate, reload time and critical hit chance.
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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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  • Special BallsBALL x PIT special balls explained: where to get them, how to evolve them at the Fusion Reactor, and which evolved balls build on each other in a run.
  • CharactersBALL x PIT characters explained: how each one plays, how to unlock them through base building, how to bring two into a run, and which are strongest.
  • PassivesBALL x PIT passives explained: what they do, how to get them during a run, how passive evolutions work, and which ones are worth picking for your build.
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