+1 Bite Per Click Utility Upgrades: Walkspeed and Carry Capacity
Compare +1 Bite Per Click's two verified utility upgrades — Walkspeed and Carry Capacity. See what each Cash purchase changes, with prices and caps unlisted.
+1 Bite Per Click keeps its utility shopping list short: Walkspeed and Carry Capacity are the only two utility upgrades on the game's board in recorded play. Walkspeed raises how fast you move; Carry Capacity adds loot slots to your backpack. Both are bought with Cash in the Upgrades menu behind the spawn/sell area, both take effect the moment you buy, and both eventually cap out. Here is what each purchase actually changes, where to buy, and how to decide between them.
What counts as a utility upgrade
The game's purchases split into three lanes. Bites raise how much you chew per click, auras stack a multiplier on top, and the upgrade board handles the quality-of-life stats — purchases that don't touch your damage but change how efficiently every run goes. That board is the whole utility category, and it is small: one movement upgrade and one storage upgrade. A player who maxed both entries and went looking for more found the menu unchanged — nothing else was offered.
Where to buy and how purchases work
- Teleport to spawn. The spawn teleport saves the walk home.
- Head behind the spawn/sell area. The Upgrades option stands there next to the Sell Loot point, so one stop covers selling and upgrading.
- Open the board. It lists exactly two entries: "Walk speed" and "Carry more."
- Buy with Cash. The stat changes immediately — there is no claim or turn-in step.
Purchases are per-level and repeatable: one player bought walking speed twice in a row ("I increased it once. Let's increase it once more."). Try to buy while short on Cash and the purchase simply refuses ("we don't have enough"), so you return after the next sale. Every entry ends at a cap — maxed entries announce themselves, and one player who maxed both checked afterward for new entries and found none.
Prices climb as tiers rise, but no complete price list is documented. Single observed points: one run paid roughly 30 million Cash for a speed tier and saw a later Carry Capacity tier listed around 34 million. Treat any price you see as tied to that tier, not to the whole upgrade.
The two upgrades at a glance
| Upgrade | What one purchase changes | Bottleneck it removes |
|---|---|---|
| Walkspeed | Adds one level of movement speed | Slow travel between stages and back to the sell point |
| Carry Capacity | Adds loot slots to the backpack | Full bags, loot left behind, forced early sell trips |
Walkspeed: what your Cash buys
Each Walkspeed level speeds your character up, trimming the dead time in every loop — the walk between stages and the trip back to the sell point. The change is visible on the spot: after one mid-progression purchase, the player's reaction was "we're moving faster now... So fast." Because levels repeat, you can stack several purchases in one visit while Cash lasts.
Carry Capacity: what your Cash buys
Each Carry Capacity level widens the backpack. Recorded runs step it up across a session — one player upgrades from carrying four items to taking "nine items at once," and another counts eight slots after its purchases. The payoff is a longer route before selling: capacity "stops you from having to run back to the sell point every few walls," and more loot per trip means more Cash per sale. No single number is documented as the final slot count — 8 and 9 both appear at different progression points, so don't treat either as the end.
Capacity also protects automated farming. With Auto Play on, your character runs stages, breaks walls and picks up loot unattended, but a full bag stalls that loop — extra slots are what keep it running.
How Cash funds upgrades
Neither board upgrade costs Robux — Cash does the work. Cash comes from the core loop: bite walls down, pick up the loot that drops, return or teleport to spawn, and sell. One early sale takes a player from looted items to $26,000; later trips deal in millions. Sell, upgrade, repeat — recorded players often buy a small increment of each upgrade whenever Cash is on hand rather than saving for one big purchase. The sell step has its own guide: how to sell loot.
Movement or storage first?
No source documents a universal priority ranking for the two, and you don't need one — each fixes a different bottleneck:
- Bags filling mid-run — loot you can't pick up, or Auto Play stalling on a full bag — is a Carry Capacity problem.
- Runs feeling slow — most of the trip spent walking between stages or back to the sell point — is a Walkspeed problem.
At high Cash, the choice disappears: one progression guide's shopping list, written for a player with $80 billion on hand, spends the leftovers maxing both outright, since each caps and the spending ends there. Before that point, recorded players tend to buy whichever increment they can afford each visit, usually a bit of both.
What about "Quality Level"?
No upgrade named "Quality Level" appears in any recorded upgrade menu — the entries are Walk speed and Carry more, even after both are maxed. The closest named feature is the separate Quality Machine: a station that requires two item deposits before it runs, then counts down roughly two minutes. Available footage never shows what a finished run produces, so no effect can be attributed to the machine or to any "Quality Level" upgrade. This describes the board as recordings show it; an update can always add entries later.
The Robux store sells its own convenience gamepasses — x2 Speed Quality Machine (149 Robux), Auto Clicker (79 Robux) and Skip Crafting Time (249 Robux). Those are premium store purchases, not upgrade-board entries, and whether the x2 Speed Quality Machine pass changes the machine's behavior isn't documented.
Before you buy
Current codes live on the +1 Bite Per Click codes page. Then open the focused guide for the problem you actually have: Carry Capacity for storage, or Walkspeed for movement.
Related Guides
Walkspeed: The Movement Upgrade and What It Does
Find the repeatable Walkspeed purchase in the Upgrades menu and see how each level changes your movement speed.
How to Increase Carry Capacity
See the first cash gate, the extra slot each purchase adds, and when more bag space actually pays off.
Money: How to Earn Cash and What to Spend It On
See the two confirmed ways to earn cash, what Money buys, and how to verify every payout in game.