About & Guide

Everything Bob Wood Idle never stops to explain.

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What this is

Bob Wood Idle is a small game about a lumberjack with one axe and a lot of time. You chop a tree, carry the logs to the mill, and sell them. Then you buy a slightly better axe and do it again — a bit faster, carrying a bit more, with a bit more piling up while you're gone.

Nothing in it is in a hurry. There are no timers pressuring you, no lives to wait for, and no punishment for putting it down for a week. The village keeps working while the app is closed, and a screen on your return shows exactly what it earned.

It's free, there are no in-app purchases, and the only ads are ones you start yourself by tapping "watch to skip the wait".

Latest update

What's new

The largest update since launch, aimed squarely at the late game — three new trades, a village economy worth running, and something to show for finishing things.

Guide

Tap any section to open it. None of this is required reading — the game teaches itself through the task board. This is for when you want to know why a number moved.

The upgrade boards — what each one does

The wooden signs standing in a ring near the mill are the upgrade boards. Stand on the pad in front of one and a buy panel appears — nothing is ever bought automatically, so walking across the square can't drain your coins.

AXE

How fast you chop, and how much each swing takes. Swings keep getting quicker until they physically can't get any shorter, after which the track keeps paying out through yield instead — every level adds to the logs a single swing knocks loose. Your hired crew swing your axe too, so this upgrades all of them at once.

CARRY

The size of your pack, measured in whole trees so a tree's worth of logs never half-fits. A bigger pack means fewer trips to the mill — and because chop yield scales with how much you can hold, it quietly makes every swing bigger as well.

BOOTS

Walking speed. Least glamorous of the seven and easy to skip, but the walk to the tree and the haul back to the mill are most of a trip. Worth most when your pack is small, worth least when it's enormous.

TIMBER

Coins per log. This is usually the strongest thing you can buy, because it multiplies every coin in the game — your own hauling, your crew's, your sawbots', and the village's, since what a good is worth is a multiple of what a log is worth. A player who neglects TIMBER stalls, no matter what else they buy.

HIRE

Lumberjacks who chop and haul while you do something else, or nothing at all. They work at half your own ability — your axe, your pack, your boots — so improving your own kit improves the whole crew. The Faster hands perk raises them toward working at your full ability.

SAWBOT

Machines that produce logs on their own. Buying one doesn't park another identical unit next to the last — it upgrades the whole line, so each is worth noticeably more than the one before. They deliver together, in one batch every few seconds, rather than trickling.

REST

How many hours you keep earning after you close the app. Starts at two and adds an hour per level. Note that it extends how long you earn, not how much per hour — see Time away below.

How the upgrades combine

The seven tracks aren't independent. Most of the game's pace comes from how they multiply each other, and a few combinations are worth knowing about.

CARRY and AXE feed each other

Chop yield scales with the size of your pack, so buying CARRY makes every swing bigger, not just every trip longer. AXE then scales that yield further. Levelling one while ignoring the other leaves value on the table in both.

TIMBER multiplies everything else

Every other source of income produces logs; TIMBER decides what a log is worth. That means it compounds with your crew, your sawbots and your whole village simultaneously. If you're ever unsure what to buy, it's rarely wrong.

Your own kit is your crew's kit

A hired lumberjack is a fraction of you rather than a fixed unit. Ten crew members make an AXE or CARRY purchase roughly ten times as valuable as it looks on the sign, because they all inherit it.

BOOTS matters inversely to CARRY

One mill round trip is amortised across a whole packful. With a small pack you're walking constantly and BOOTS is doing real work; with a huge one you're barely walking at all and it does much less.

REST pairs with the village, not with you

Your own hands earn nothing while the app is shut — REST governs your automation and your village. It's worth buying roughly in proportion to how much of your income is passive.

Unlocking and running the village

The village is a second economy that runs alongside your own, with its own goods and its own workers. It opens up once your own kit is worth having — the task board will point you at it when the time comes.

Building

Buildings are paid for in logs, not coins. You carry them to the construction site and drop them off by standing on the pad. That's the tension: every log you carry to a site is a log you didn't sell at the mill. There are six, and they get progressively more serious:

  • Fishing Dock — 120 logs. A fisher works the river, producing fish.
  • Carpenter's Workshop — 520 logs. A carpenter mills planks.
  • Market Stall — 1,800 logs. A trader sells wares.
  • Stone Quarry — 6,000 logs. A mason cuts stone from a terraced outcrop.
  • Hunter's Lodge — 24,000 logs. A trapper works the southern brush for pelts.
  • Amberwood Grove — 10,000 logs. An amberwright taps the old growth for amber.

The first three need only logs. The last three each need a charter bought with acorns first — see Prestige and acorns below. The charter buys the right to build; the logs still build it.

Across the bridge

The Amberwood Grove is the only building on the far side of the river, and the bridge is the only dry crossing. It is deliberately the deepest thing in the game: its charter costs roughly ten first-prestiges' worth of acorns, and one amber is worth many times one fish. If you have been wondering what the bridge was for, this is it.

How they earn

The villagers are the production. They walk to their work spot, gather, carry the goods home and deposit them into a pile. Their speed, their carrying capacity and how quickly they gather all come from the building's level, so upgrading a building visibly speeds up the people working there.

Collecting a pile pays you both coins and the physical goods. The coins are why the village is worth having; the goods are what its deeper upgrades demand.

Not all goods are worth the same

Goods are priced by trade and by level. A fish is worth about a log; a crate of wares is worth more; amber is worth many times either. On top of that, every building level makes its goods both more numerous and individually more valuable — which is what keeps a level-40 quarry worth far more than a level-4 one, given its masons walk at much the same pace.

This is the difference a recent update made. Village output used to flatten out — past about level 30 a building upgrade bought a couple of percent of a number that had stopped moving, and the village sat near 1% of the earnings table forever. Both of those compound now, so the village is genuinely worth investing in.

Upgrading and hiring

A building upgrade costs three things at once: coins, that building's own resource, and a minimum player level. The resource requirement is the important one — it means you have to actually run the village rather than dumping coins into it. The player level required climbs as the building does, which is what stops a rich player buying straight past the whole system.

Hiring extra staff is usually a bigger jump than a single level, because production scales with the number of workers. Buildings go to level 50 and hold up to 15 staff each.

Empty the piles

A pile holds at most three hours of production and then production stalls. This is deliberate — it's the reason to come back — but it does mean a building left full for a day earned nothing for most of it. Collecting is the single highest-value thing you can do when you open the game.

It is also what balances the village against your automation. Six buildings emptied on a regular round out-earn your sawbots several times over; left to fill and stall, they don't. The village rewards showing up, where crew and sawbots are your floor for when you don't.

Prestige and acorns

Prestige resets your run and pays you acorns for it. Acorns buy permanent perks that make every future run faster and, more importantly, let you reach numbers a first run simply cannot. You'll find it in the in-game Settings. It asks twice, because it can't be undone.

What you lose, what you keep

Wiped: your coins, every upgrade board level, your buildings, their staff, their stored goods, and your tasks.

Kept: your player level, your lifetime totals, your leaderboard place, your acorns and every perk you've bought. Because player level survives and it's what unlocks the richer forest tiers, a second run is genuinely faster rather than merely repetitive.

When it's worth doing

The payout is based on the coins you earned during that run, and there's a floor: below roughly 20 billion lifetime coins in a run, a reset pays literally nothing. Above that it grows sub-linearly — ten times the coins pays about five times the acorns — so going deeper is always worth something but never proportionally.

In practice there's a broad sweet spot rather than one correct moment. Anywhere from about twenty hours of run time to about forty-five feels right; the peak sits around thirty-three. If you're unsure, the prestige screen shows what a reset would pay right now.

The perks

  • Deeper woods — more logs from every tree.
  • Faster hands — your crew work closer to your own ability, up to matching it.
  • Golden sap — more coins per log.
  • Tall timber — raises the TIMBER ceiling.
  • Strong back — raises the CARRY ceiling.
  • Bigger crew — raises the crew ceiling, and how many can share one tree.
  • Bigger saws — raises the sawbot ceiling.

Charters

Three perks don't raise a number at all — they unlock a building. Each is bought once and kept forever, and each still leaves you the log bill to pay at the construction site.

  • Quarry charter — 60 acorns. Opens the Stone Quarry.
  • Lodge charter — 250 acorns. Opens the Hunter's Lodge.
  • Far bank charter — 900 acorns. Opens the Amberwood Grove across the river.

A first reset at the twenty-hour mark pays roughly 87 acorns, so the quarry is comfortably inside your first prestige, the lodge is around your third, and the far bank is a real goal you save toward. They compete with the ceiling perks for the same acorns, which is the choice that makes a reset interesting.

Perks escalate: each level is worth more than the one before it, not the same slice again. A perk that reads 10% at one level reads 25% at two and 45% at three, so the deep levels are the ones worth saving for.

The four ceiling-raisers are the ones that change the shape of the game. Every other perk makes the same ceiling arrive sooner; those four move it, which is what carries a long-running save into numbers a fresh run can't reach at all.

Time away and offline earnings

Your crew, your sawbots and your village keep producing while the app is closed. When you come back, a panel shows exactly what accumulated and hands it over.

Two things shape it. REST sets how many hours you're credited for — two to start, an hour per level after that. Separately, time away pays a fraction of what the same time would earn while you're actually playing. That's deliberate: without it, leaving the app overnight would out-earn hours of real play and the game would play itself.

Your own axe earns nothing while you're away, since nobody is swinging it. And remember that village piles fill up and stall — a long absence is capped by the pile as much as by REST.

Coins paid for time away appear as Idle earnings in the earnings breakdown on your stats page. They used to be credited to Your axe, which made the one line meant to show what your own hands had earned into the biggest number on the page.

Achievements, and the wardrobe

Achievements are lifetime records. Tasks and goals reset with every prestige, so nothing else in the game marks the long arc — these read from counters a reset never touches. Find them under Settings → Your stats → Achievements.

Locked ones are shown rather than hidden, with a bar for how close you are, so the cabinet doubles as a list of what's left. There are ten tracks: trees felled, logs cut, coins earned, tasks finished, prestiges, acorns, player level, hours played, village goods collected and perk levels bought. The last four were added for the late game — the originals top out long before a well-developed save does.

The wardrobe

Cosmetics are earned by completing things, never bought. The prestige shop already sells power; a prize you could have bought isn't a prize. Open Settings → Wardrobe.

There are four slots — head, shirt, axe and back. The three headline items:

  • Party hat — earn every achievement. Six coloured spikes; nothing else in the game looks remotely like it.
  • Crimson cape — max every prestige perk, charters included.
  • Golden axe — max every upgrade track.

The rest unlock along the way — a straw hat and a forest-green shirt at three resets, a bronze axe at fifteen, a ranger's cape for having three trades running at once, and a timber crown for building the entire valley in a single run.

Anything you earn equips itself immediately, with a toast that holds longer than an achievement's — these land a handful of times across an entire save. Tapping what you're currently wearing takes it off again, and your wardrobe survives prestige. Only a full progress reset clears it.

The leaderboard, and changing your name

There are three boards, and you can switch between them with the tabs at the top of the Ranks page:

  • Coins — lifetime coins earned.
  • Trees — lifetime trees felled.
  • Prestige — acorns.

All three are lifetime figures, so a prestige never costs you your place.

Setting your name

Open the Ranks page. Your name sits in the box at the top — it reads "tap to set your name" if you haven't chosen one, and everyone starts out as Woodcutter. Tap it, type, and confirm. Up to 32 characters.

The change is pushed straight away and the board reloads showing the new name, so you can check it looks right. You can change it as often as you like — your place is tied to your account, not to the name, so renaming never costs you your rank.

Sending feedback

Open Settings in the game and tap Feedback. Type your message and tap Send feedback. It's up to 500 characters, and it needs a working connection — if it can't reach us it'll say so rather than silently dropping what you wrote.

Messages come through with your name and app version attached, which saves a round trip when something is version-specific. Every one is read by a person.

If you'd rather write properly — or you're reporting something broken and want to attach a screenshot — email support@tupp.io instead. For lost progress or a save that looks wrong, that's the better route, and the support page lists what's useful to include.

Saves, devices and Game Center

Sign in to Game Center and your progress follows your account rather than your device. New phone, reinstalled app — sign in and it's there.

If two devices have both been played offline, the save that has progressed further wins, measured by lifetime totals rather than by the clock. That deliberately ignores device clocks, which can be wrong or changed, and means the save representing more play always wins.

The support page covers this in more detail, including what to do if progress looks like it's gone missing.

Still stuck?

Email support@tupp.io. It helps to include your device model and iOS version, and roughly what you were doing when it happened.