Clean all the leaves!

Game Guide & Reference

Currency GuideClean all the leaves!

This page covers the game's three currencies — Cash, Diamonds, and the optional Robux items — what they are, how to earn each one, and where each is best spent. Figures are measured from gameplay footage; the goal is a spending plan, not a currency encyclopedia.

The Currencies at a Glance

CurrencyRole
Cash ($)Steady — flows from every leaf soldMain currencyTools, backpack, upgrade branches, area unlocks
DiamondsBursty — from discoveries and milestonesGacha currencyThe class gacha (SPIN CLASS, 40 per roll)
RobuxReal-money purchasesOptional platform currencyAccelerator-type boosts; not required

Cash runs the game. Diamonds run the class lottery. Robux is optional convenience — nothing needed to play or finish.

Cash

Cash is the main currency and the backbone of the economy. It flows from the core loop: collect leaves, dump them at the sale point, sell the haul. Everything that makes you faster — tools, bags, upgrade branches, area gates — is bought with Cash.

How to earn it

The sale point (the vent / garbage bin) is the only Cash source. Leaf value scales with upgrades:

~1–2¢ → 3¢+

~1–2¢ per leaf at early sale points; 3¢ or more after yield/value upgrades.

~$1–2 → $20–60+

A small bag dump yields ~$1–2; a max backpack dump yields $20–60+ (and more late-game).

The route between the piles and the sale point defines your income rate: fewer trips means more hauls, more Cash. Three levers raise Cash-per-minute:

  • Capacity Bigger bags mean fewer trips; the strongest indirect income upgrade.

  • Yield/value More leaves per grab (1 → 2–5) and more cash per leaf (up to 3¢+).

  • Clear speed A faster tool fills the bag sooner.

What to spend it on

  • Tools Rake ($7), Leaf Blower ($30), Molotov Cocktail ($100).

  • Backpack tiers $2 / $10 / $35.

  • Upgrade branches Hand, Rake and Blower lines; early levels ~$1–3, max tiers $15–85+.

  • Area unlocks Some areas cost Cash to open (garage ~$1, shed-style buildings $2–9).

Diamonds

Diamonds are the secondary currency — rarer, bursty, and aimed at one thing: the class gacha. Where Cash flows from every haul, diamonds arrive in chunks tied to discovery and completion.

How to earn them

All sources are free (video-verified):

  • Discovering a new leaf type

    +5
  • Discovering a new location (Porch, Maze, etc.)

    +7 to +35
  • Clearing full zones and end-of-run milestones

    up to ~129 total per full run

A full run funds roughly three spins (40 each). Diamond income is bursty rather than continuous, so it rewards exploration and completion — not grinding one route.

What to spend them on

The class gacha: SPIN CLASS costs 40 diamonds per roll, returning one of seven classes with fixed odds (Starter 40%, Bag Specialist 20%, Cash Treasurer 15%, Diamond Treasurer 11%, Rake Specialist 6%, Blower Specialist 4%, Handy Man 2%).

Diamonds are not used for tools or upgrades — those are Cash. The "gems buy rare tools" idea from older guides is not confirmed by footage; the Molotov is a Cash item.

Spending strategy

Spins are a side economy, not the main path:

  • Roll with spare diamonds only Never with money needed for the shop.

  • Good rolls are a convenience. Bag Specialist and Cash Treasurer are worth chasing; a Starter class is fine while the shop matters more.

  • Handy Man is the only “everything at once” roll (2%) Chase it only after upgrades are healthy.

Robux (Optional)

Robux purchases exist — footage describes accelerator-type items: instant area unlocks, speed boosts, multiplier passes, cosmetic-style boosts.

None are required. Standard tools, backpack tiers, upgrades and all areas are reachable with Cash and play; the game is completable without spending. Treat Robux items as convenience for players who want to skip grind.

The Spending Priority Path

  1. 1

    Backpack tier 1 ($2).

    The best early investment — fewer sale trips compounds into everything.

  2. 2

    Rake ($7).

    First real clear-speed jump.

  3. 3

    Backpack up ($10 → $35), then Leaf Blower ($30).

    Keep capacity ahead of your tool; the blower is the mid-game milestone.

  4. 4

    Unlock areas as they open (garage ~$1, etc.)

    Unopened areas are unearned income.

  5. 5

    Spin classes with spare diamonds only

    Never with money needed for the shop.

Common Mistakes

Burning diamonds on spins early.

Spins are 40 each and stall shop progress; earn with the loop, spend on the shop first.

Selling partial bags.

Every half-empty dump wastes a trip.

Buying tools without capacity.

A fast rake with a tiny bag still means constant walking.

Ignoring paid area unlocks.

Cheap gates (garage ~$1) open dense leaf income; leaving them locked starves the loop.

Assuming diamonds buy tools.

They buy class rolls; tools are Cash.

FAQ

Are there in-game purchases?

Robux items exist (accelerator-type: instant unlocks, speed boosts, multipliers) but nothing required — tools, upgrades and completion are all achievable with Cash and play.

What are diamonds for?

The class gacha — SPIN CLASS, 40 diamonds per roll. Not for tools or upgrades.

How do I earn diamonds?

Discovering new leaf types (+5), new locations (+7 to +35), and zone/run milestones (up to ~129 per full run). All free.

Does Cash carry over between sessions?

Not confirmed by footage or community sources — treat balances as session-economy until verified. Upgrades bought with Cash are permanent across the run.

Do I need Cash to unlock areas?

Some areas yes — the garage costs ~$1 and shed-style buildings $2–9; others open by fully cleaning the previous area.

What is the best first purchase?

Backpack tier 1 ($2) — it cuts sale trips, the biggest early time-saver, and compounds into every later purchase.