STEAL AN EMPLOYEE / FIELD GUIDE

Turn better employees into better income.

Office growth needs both a worker and somewhere for them to earn. Expand when you need capacity; replace weak hires when your existing desks can earn more.

Desks and floors solve different constraints

The official game description says to seat employees at desks, upgrade desks and expand your office for more income. A floor provides room for growth; it does not by itself prove that every new space is occupied and earning.

Bax buys a second floor, compares desk prices, adds more desks and later replaces weak employees with stronger hires. Follow the active constraint: space, employee quality or escape speed.

A spending decision you can check

Current office stateSpend / act firstExpected result
Free desk, weak cash flowBring back a stronger available hireAnother working employee contributes income.
Full desks, better hire readyCompare and replace the lowest earnerHigher office income without immediately buying another floor.
Full desks, useful hires waitingPrice the next desk or office expansionEnough usable capacity for those employees.
No better company can be escapedTrain speed or compare mobility upgradesAccess to the next practical income improvement.
Worker still trainingFinish training and HireThe employee becomes active before you judge income.

What the later office looks like

In Bax’s run, office expansion continues through a level-seven purchase; an elevator appears during the level-six portion and a later floor is quoted at 1.4 billion cash. These are observations from that run, not a promise about the current maximum or every player’s upgrade price.

Bax also pays 2 million, then sees 3 million, for market level-ups. Keep that market purchase separate from floor or desk prices; the transcript alone does not establish an exact income multiplier for it.

Collect offline earnings from the vault

The official description explicitly advertises offline earnings collected from your vault. On returning, check the vault and collect the amount the game offers.

No verified offline duration cap, earning percentage or bonus formula is available in the inspected sources. The planner therefore estimates active earning time only. It must not be used as an offline payout prediction.

Saving time versus payback time

Saving time asks how long it takes your current income to cover a purchase. Payback time asks how long the extra income caused by that purchase takes to repay its cost. They are different decisions.

Example: a 6,000 cash purchase at 100 cash per second takes 60 active earning seconds to save for from zero. If it adds only 20 cash per second, the simple payback is 300 seconds. Both examples assume constant income; interruptions and future upgrades change the outcome.

Source note · September 21, 2026

Mechanics: official Roblox description. Progression examples: Bax’s September 19, 2026 playthrough, read through its automatic captions. Figures are recorded examples, not independently tested live requirements.

Source details and editorial limits →