How the math works
Fill Water Tanks pays per unit of water sold, so your income has exactly three levers: how long one cycle takes, how much water one cycle moves, and what each unit pays. The calculator measures the first two from your own numbers: cycles per minute = 60 รท seconds per cycle; cycles per hour = that ร 60; water per hour = cycles per hour ร water per cycle. Cash per hour is then water per hour ร your effective payout multiplier โ which the game computes from the Water Gain upgrade, your equipped pipe's money boost (x1.1 for the basic Rusty Pipe per the creator walkthroughs), and your rebirth boost. Keep water totals and cash totals separate: multipliers change cash, not cycle time.
Worked example (documented game values)
Say you just bought Water Tank level 3 โ the documented $10 upgrade that raises capacity to 100 water (AllThings.how guide, updated August 27, 2026). You time one loop at 20 seconds of filling plus a 5-second sell drain, so 25 seconds per cycle. Enter 25 and 100: that is 2.4 cycles per minute, 144 cycles per hour, 14,400 water per hour. Before the upgrade, level 2's smaller tank took the same 25 seconds but moved less water per cycle โ the calculator makes the capacity gain visible as a higher water-per-hour line. Add your first employee ($15, +10% fill speed) and the fill portion of the loop shortens; re-time the cycle and enter the new number to see the compound effect.
What changes each input
Cycle time falls with employees (+10% fill speed each, on a documented 20-employee ladder) and, from rebirth 3, with button workers who fill and sell for you. Water per cycle rises with tank levels and buttons (Copper +25% up to the final Underworld Button at +700%, per the Quacks walkthrough). Cash per sold unit rises with Water Gain, your best pipe, and rebirth/prestige boosts. The table below is the documented starter set โ see the fill-and-sell guide for the full order and the tier list for the value-per-dollar framework on pipes and buttons.
| Upgrade | Effect | Price |
|---|
| Water Tank level 2 | Raises tank capacity above the 10-water level-1 cap | $5 |
| Water Tank level 3 | Raises capacity to 100 water per fill | $10 |
| Water Gain | Sale multiplier starting at x1 โ boosts the cash each sold unit of water pays | $1 for the first step |
| Roll Speed | Pipe-roll cooldown from 3s toward 2.8s (creators document a floor near 1.4s late-game) | $15 |
| Roll Luck | Pipe odds multiplier from x1.1 toward x1.2 per step (creators show stacked luck far beyond that) | $35 |
| Second pipe slot | A second passive pipe on your plot | $10M |
Source: AllThings.how how-to guide (updated August 27, 2026); checked 2026-10-03.