Quick answer
Steam’s public requirement is Combo x300. Current community runs use a continuous Duck stream to prevent dead air, then add larger Register, Piñata, Candy, or Anomaly bursts. If the live line cannot pass x200, fix transport before collecting a larger pile.
Community results: repeatable x300 pattern
| Part of the run | Community result |
|---|---|
| Gap control | Continuous Ducks keep the combo alive between larger batches. |
| Volume | Registers, Piñatas, Candy, and late Anomaly production add the bulk needed beyond x200. |
| Release | One wide, observable gate is easier to keep continuous than several simultaneous dumps. |
| Safety margin | Store more than 300 because escaped or jammed products may not extend the combo. |
One documented late-factory run reached combo 196 before the final cleanup stage; Twitch footage separately shows that release control and clogs decide whether a large pile becomes a combo or a jam.
What to watch
This Project P.I.T.T. Combo clip shows how release control and clog prevention affect a run. The exact decay timer is not visible, so keep the release continuous rather than relying on a specific grace period.
Recommended run plan
Use MORE! and EXTRA! as tests
Confirm the same lane can reach x100 and x200 before attempting x300. A failure below x200 is a transport issue, not a storage-volume issue.
Accumulate a safety margin
Do not store exactly 300. Physics losses, missed feeds, and objects escaping the channel can reduce the effective run.
Build one wide release point
A single controllable gate is easier to repeat than several simultaneous dumps. Avoid hard corners immediately after release.
Clear unrelated products
Use the v1.0.5 Clear Items control before restocking if the area is already chaotic. Keep the test visually legible.
Release and do not rebuild mid-run
Fixing geometry while the combo is active creates gaps. Test the empty path first, then commit.
What the community results do not settle
No current source exposes an exact decay timer or a complete list of feed events that reset it. Do not wait for a guessed number: keep the release visibly continuous and use MORE! at x100 and EXTRA! at x200 as live checkpoints.
Common problems
- The stockpile compacts into a jam before the release gate.
- The release is wide, but the final opening is narrower than the moving pile.
- Products bounce out at the last hard edge.
- The player begins with too little margin and loses several objects to physics.