Project P.I.T.T. Guides Hub
From first duck to full automation — every intern brief in one place.
Welcome to the Project P.I.T.T. guides hub. You are an intern in a brutalist corporate facility with one clear mandate: craft products, feed them into The Maw, and keep throughput climbing as the pit grows hungrier. This section is the practical playbook — movement and interaction, early progression, physics automation, combo chaining, and the facility tricks that save hours of trial and error.
Project P.I.T.T. is a single-player Steam physics automation sandbox from developer Froke and publisher Pretty Soon. A free demo is available now; the full release lands on August 19, 2026 with three new phases, more tools and products, and gambling systems that expand the loop beyond the demo’s opening shift. Use these guides whether you are wishlist-curious, demo-deep, or preparing for launch day.
Start here if you are new
If this is your first clock-in, begin with Getting Started. It covers the intern loop, how rubber ducks become profit, when to spend on tools versus throughput upgrades, and how to read the facility without getting lost in concrete corridors. Pair that with Controls so WASD movement, crouch, sprint, interact, grab, throw, rotate, and snap mode feel natural before you build anything ambitious.
When you want a structured first session instead of free experimentation, follow the Demo Walkthrough. It walks phase-one duck production from opening craft to early automation, including height countdown habits, lag mitigations, and sensible unlock order.
Automation and advanced play
Once ducks leave your hands and start traveling on their own, move to How to Automate. That guide explains fans, magnets, panels, pistons, launchers, brooms, the golf club, remotes, and how Sticky tools change panel routing. For payout spikes and satisfying audio escalation, study How to Chain Combos — timing, feed angles, and recovery when a line jams mid-combo.
Veterans and curious explorers should keep Tips and Secrets bookmarked. It collects height-reading via pillars, performance settings (disable the retro effect, drop to LOW graphics when the facility stutters), Sticky upgrade priorities, and full-game expectations after August 19.
Demo 0.2.8 discovery and comfort
After the unlock gate and gamepad pass, three focused briefs belong on your reading list. Unlock Progression explains why the terminal looks empty until you feed The Maw, place variety, and land distance throws. Controller Guide covers rebinds, facility workflow on stick, and hybrid mouse setups. Performance Settings turns the community lag FAQ into a checklist — retro off, LOW graphics, and thinner movers before you rebuild.
Cross-reference the rest of the wiki
Guides teach process; other hubs hold reference data. Browse Tools and Physics Tools when you need device behavior, then Upgrades and Automation Builds for spend order and layout recipes. Product and container details live under Items, including Rubber Ducks and Products and Boxes and Containers. Ranking pages live in the Tier List with Early Upgrades and Tools Tier List. Schedule and scope sit in Updates, especially Release Date and Demo and Demo vs Full Game. Official storefront and community pointers are collected under Links.
How to use this hub
Read one guide fully, then jump to sibling pages under Guides for the next skill gate. Cross-link yourself: after controls, practice in the demo walkthrough; after automation, push combos; after tips, re-open tools and tier lists to refine your spend. The facility rewards deliberate iteration more than frantic grabbing — build a line, watch failure modes, then adjust one device at a time.
Keep expectations honest. The demo showcases phase one: ducks, early tools, and the first taste of Maw growth. The full game adds three new phases, stranger products, deeper tool kits, and gambling loops. Guides here stay accurate to the playable demo while calling out what changes on release so you do not over-invest in temporary assumptions.
Recommended reading order
- Getting Started — intern loop and first unlocks
- Controls — input fluency
- Demo Walkthrough — structured session plan
- Unlock Progression — discovery gates and New tags
- How to Automate — device chains
- How to Chain Combos — payout multipliers
- Controller Guide — full gamepad workflow
- Performance Settings — lag and loading fixes
- Tips and Secrets — facility and performance edge cases
When a patch or full release shifts systems, return here first — hub links stay the map even when individual recipes change.
Frequently Asked Questions
Quick answers about the demo, The Maw, and launch day.
Which guide should I open first?
Start with Getting Started, then Controls. Use Demo Walkthrough for a timed first session, and save Automation and Combos for after you can feed The Maw by hand reliably.
Do these guides cover the full game or only the demo?
Most steps match the playable demo (phase one). Tips and Updates pages call out the August 19, 2026 full release additions: three new phases, more tools and products, and gambling systems.
Where do tool rankings and upgrade priorities live?
Process is in Guides; rankings are under Tier List. Pair How to Automate with Tools Tier List and Early Upgrades Tier List when deciding what to unlock next.
Is Project P.I.T.T. multiplayer?
No. It is a single-player physics automation sandbox. You can still share build ideas through community resources listed on the Links hub.