Project P.I.T.T. Beginner Guide: Your First Hour
You are the new intern. The company needs you to feed rubber ducks to a hole. Here is how to not get fired in your first hour.
Minute one: the first duck
Walk to the press, craft a rubber duck (F to interact), pick it up (left mouse) and drop it in The Maw. That pops your first achievement and starts the money counter. 99% of all players manage this — be one of them.
The first three purchases
Feed the press output into the pit until the terminal shows unlocks, then buy in this order:
- Throw — right mouse button becomes a throw. Feeding by hand without it is misery.
- Broom or the first Fan — the broom sweeps piles; the fan is the start of a real conveyor.
- Cash Register the moment it appears — it’s an achievement and a better product line.
Turn on the Automater as soon as you have it. Point its output toward a fan or ramp aimed at The Maw, and stand clear — your own body will clog the shaft.
The one-lane rule
Every early-game problem comes down to the same thing: build one dump lane, not two.
- Automater → short panel funnel → fan → Maw.
- Buy sticky tools right after panels, or your funnel will wander off.
- Use the broom only for spills, not as the main engine.
Combos are the economy. A hundred ducks dumped in one window pays wildly more than a hundred ducks fed one at a time — that’s why the pile-then-dump pattern beats a steady trickle early on. The full combo math lives in the walkthrough.
Controls you’ll actually need
Movement is WASD plus Space/C/Shift. The physics ones matter more: middle mouse free-rotates a held object, R snap-rotates, scroll changes hold distance, and since update 1.0.5 double-tapping reset-rotation lays an object flat — handy for panels. The complete official table is on the controls page.
One more thing the game won’t tell you directly: holding an object and jumping lets you fly. It started as a bug; the developer liked it and kept it. It is how you reach the catwalks later.
Early mistakes that stall interns
- Hoarding money. Unlocks compound; savings don’t. Buy everything the terminal offers.
- Feeding singles. Money is combo-based. Pile, then dump.
- Chasing secrets before the factory runs. Explore between dumps, not instead of them — but do grab gambling crates when you see them, since one achievement wants every crate found.
- Standing in your own output shaft. The number one cause of “my combo died at 80”.
- Panicking at “I SEE YOU”. That’s the camera system, not a game over. The secrets page explains the two ways to shut it up.
When you’re rolling
Once the lane feeds itself, the game opens up: the progression guide covers what each new phase wants, and the upstairs route — fuses, the 200 kg platform, the hidden elevator — is where the endgame actually lives.
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