Clone Builders More Clones: How to Increase Clone Capacity
Clone Builders builds start with a default crew of 3 clones. Use the minus and plus buttons or More Clones in the build menu to add capacity, and manage the crew from the Crew window.
Quick answer
Clone Builders assigns a default crew of 3 clones per build. To put more clones on a build, open the build menu, enter your build idea, choose its location, then set the clone count with the minus and plus buttons or open More Clones to add capacity beyond the default three — and hit Build.
- Default crew: 3 clones collect pieces and assemble the model
- Minus and plus buttons adjust the clone count in the build menu
- More Clones adds capacity beyond the default three
- The Crew management window shows each clone's status and lets you Unassign, Deassign, or Deassign all
What More Clones changes
The clone count is set inside the build flow itself: bring up the build menu, enter a build idea, choose its location, select how many clones to use, and hit Build. Three clones are assigned to the job by default, and their work is collecting pieces and assembling the model. The minus and plus buttons change that count, and opening More Clones is the way to add crew capacity beyond the default three when a build needs more workers.
How added capacity gets staffed: the Crew window
Capacity you add becomes staffed projects through the Crew management window. While work is underway, it lists each clone's status — states such as CLONE 1: BUILDING for every active worker — next to a live piece counter for the model. The same window manages clones mid-build: Unassign or Deassign pulls a single clone off a task, and Deassign all clears the whole crew. Builds you queue wait under the Queued tab until clones are free, and freed clones cycle into waiting work rather than the queue being lost.
Is there a maximum clone count, tier, or unlock cost?
No maximum clone count, capacity tier list, or unlock requirement for More Clones can currently be confirmed, so don't plan around a specific cap or price. The developer's official description says the game is "constantly evolving, so expect experiments, strange clone behavior, new features", and it doesn't describe More Clones or any capacity system, so capacity behavior can change between updates. Treat whatever the minus/plus buttons, More Clones, and any unlock prompts show in your current build menu as the final values.
Community-reported way to create more clones (unverified)
Community reports, attributed in part to a Facebook group post, describe a late-game method for creating additional clones: giving your clones different roles, such as doctors, engineers, or clone-makers. In that report's role table, Clone-Maker is the role that "Creates more clones" and "Allows for a larger workforce and more complex base", with the advice to "Use the clone-making mechanic wisely. It can be a game-changer in the late game." The official game description instead documents a clone-count control, not clone-creating roles, so treat this entire role system as an unverified community report and check whether any role selection actually exists in your game before relying on it.
Generic expansion strategy for a bigger workforce
Wiki guidance aimed at "more clones" frames capacity growth as bottleneck removal rather than a fixed unlock path: "Upgrade the limiting part of your setup before adding another production unit" and "Expand only when your resource income can sustain the added workload." It warns that "More clone stations do not help if power, materials, space, or storage remain capped", and separates capacity — how much the base could produce under ideal conditions — from supply, the material, energy, and space actually available, noting that "If capacity is much higher than supply, adding more stations will not create proportional growth." Its spending rule: "Save enough materials for your next meaningful unlock before investing in optional capacity. A larger clone count is useful only when it moves your overall progression forward." This advice describes station-based production mechanics — stations producing clones, power, and storage — that aren't part of the documented sandbox UI, so use it as general expansion strategy, not documented game behavior.
Clone Coin spending: conditional advice only
A Clone Coins guide lists builder capacity among the permanent-value purchases worth prioritizing, alongside new construction options, storage improvements, and feature unlocks, and places "Builder or queue capacity" in its Tier 2 capacity purchases — a high-priority buy when "Work is frequently blocked by limits", and one to delay when "The added capacity will remain unused." It also suggests picking one practical target before farming, such as a builder upgrade, capacity increase, or unlock, and keeping a small reserve. This is conditional prioritization advice only: it doesn't establish a Clone Coin cost or a confirmed shop entry for adding clones, and it defers to in-game labels as the final authority — so don't assume clone capacity is a currency purchase unless your in-game shop shows one.
Related Guides
Clone Coins: Earning and Spending
Earn the free event currency and spend it wisely: where Clone Coins come from and how to save them efficiently.
Crew Status: Reading Each Clone's Activity
Decode every label in the Crew window, from CLONE 1: BUILDING to live piece counts, and see which details stay unverified.
Assign Clones: Setting Your Build Crew
Set your build crew in a few taps: open the build menu, enter the idea, choose a location, and pick the clone count.