Launcher quick facts
- Launches solid pixels straight up, or out an angled side
- A column of Launchers makes a vertical lift
- Lets liquids, gases, and players pass through
- Samples for fresh pixels on an interval, so pickup is not instant
A Launcher is the piece you reach for when a Conveyor Belt runs out of options because the route goes up. It fires solid pixels straight into the air — or out one side when angled — and a column of them becomes a vertical lift.
The machine has two faces: a straight one that only pushes up, and an angled one that flings pixels sideways. Towers are just those two ideas stacked.
A solid pixel that enters a Launcher is carried directly upward and coasting a little past the machine, so it drops back onto the top. Line several Launchers up to keep the climb going.
Checkpoint: pixels climb the column instead of spilling sideways.
Angle the top Launcher of a column and the arriving pixels shoot out to the side it faces. That single angled cap turns a straight tower into a real lift that unloads at height.
Checkpoint: pixels fly out the side at the top of the tower.
With every Launcher facing straight up except the top one, pixels climb as far as your tower is tall, then get deposited out the side. There is no practical ceiling — the height is your choice.
Checkpoint: the tower is as tall as the drop you wanted.
The Launcher and the Conveyor Belt come from the same Logistics node, which costs 30 Gold in Tier 1. One purchase hands you both halves of the transport puzzle at once.
Checkpoint: the Logistics node is unlocked in Tier 1.
Launchers rarely break, but a tower can misfire or back up in a few specific ways. Here is what to check first.
An angled Launcher throws toward whatever is on the far side. If the top has nowhere to unload, moving pixels just hang there. Give the cap a belt or machine to aim at.
An angled Launcher outputs to the side your cursor is nearest when you place it — the straight vertical side is the front it throws toward. Re-place it so the front faces your target.
Launchers sample their tile at regular intervals, so a pixel that has just landed is not always grabbed on the very next tick. That delay is the machine's normal rhythm, not a fault.