In one line: levels 1–9 cost one material only. From level 10 a second material joins, and it grows ten times faster. Stock it before you pass 10.
Up to 9, Reformation is cheap. From 10, Magnets decide your pace.
Hit 9 → stock Magnets → then push 10+
Materials per level Levels 1–20
| Level | Gears | Magnets |
|---|---|---|
| 1 | 20 | – |
| 2 | 40 | – |
| 3 | 60 | – |
| 4 | 80 | – |
| 5 | 100 | – |
| 6 | 120 | – |
| 7 | 140 | – |
| 8 | 160 | – |
| 9 | 180 | – |
| 10 | 200 | 220 |
| 11 | 220 | 200 |
| 12 | 240 | 400 |
| 13 | 260 | 600 |
| 14 | 280 | 800 |
| 15 | 300 | 1,000 |
| 16 | 320 | 1,200 |
| 17 | 360 | 1,400 |
| 18 | 380 | 1,600 |
| 19 | 400 | 1,800 |
| 20 | 400 | 2,000 |
| Total | 4,260 | 11,220 |
Check note: as posted, level 10 shows 220 Magnets and level 11 shows 200; Gears jumps from 320 to 360 at level 17 and stays 400 for levels 19 and 20. We show the numbers exactly as published and will update after an in-game check.
Your plan
- Cruise to 9. Levels 1–9 take 900 Gears in total.
- Stock Magnets before 10. Levels 10–20 need 11,220 Magnets, about 1,000 per level.
- Send us your screen. If your level 10, 17 or 19 cost looks different, a screenshot helps everyone.
Game numbers rebuilt and credited by LOJ XLab. The original tables and artwork stay with their creators. Is this your work? Tell us through the Contribute form and we'll update or remove it.