Cut A Rock

Guide

Cut a Rock Floors and Rooms

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Progression through Cut a Rock relies on mining rock nodes, processing materials through cutting machines, and paying cash unlock fees at barricaded transit passages to access deeper areas. Two early barrier fees have been verified on screen: Locked - 100$ before Room 2 and Locked - 1K$ before Room 3. Players seeking to bypass manual clearing can purchase one of 30 distinct Instant Floor Break developer products priced between 10 and 300 Robux. Crucially, the official developer products catalog labels these purchases strictly by Robux cost rather than floor numbers, meaning a specific tier does not correspond directly to that numbered floor in the world.

Room Progression and Verified Cash Barriers

Advancing through the mine follows a clear loop. Players enter an unlocked room, strike rock nodes with their pickaxe, and transport three raw rocks (0/3 to 3/3 backpack capacity) to the cutting station. Machine timers show readings like 12s, 21s, and 24s. When processing finishes, the screen alerts Cutting complete! Collect your stone from the machine, and the prompt reads Ready! (E). Taking finished goods to [E] Sell Rocks converts inventory into cash.

Once you build sufficient savings, you approach the locked transit passage gating the next area:

Barrier Location On-Screen Barrier Label Verified Unlock Cost Progression Note
Room 1 to Room 2 Transit Locked - 100$ $100 in-game cash Cleared after introductory node mining and early stone sales.
Room 2 to Room 3 Transit Locked - 1K$ $1,000 in-game cash Gated behind Room 2 nodes and higher capacity requirements.

These barriers represent physical transit passages between chambers rather than simple room doors. Players afford both early unlocks quickly through basic rock sales. Follow the cash progression guide to optimize cutting station turnarounds and reach the $1,000 threshold without delays.

Instant Floor Break Pricing: All 30 Tiers

For players who prefer paying Robux instead of mining nodes manually, the developer products catalog lists 30 separate Instant Floor Break purchases. Each SKU increases in price by 10 Robux, beginning at 10 Robux and capping at 300 Robux.

Duality Works names each product after its Robux price rather than a floor number (Instant Floor Break - 10 Robux, Instant Floor Break - 20 Robux, up through 300 Robux). Because no floor numbers appear in product metadata, do not assume that tier 5 unlocks floor 5 or that tier 30 corresponds to floor 30. The game presents these price points dynamically as you encounter higher barriers.

Product Name Price (Robux)
Instant Floor Break - 10 Robux 10
Instant Floor Break - 20 Robux 20
Instant Floor Break - 30 Robux 30
Instant Floor Break - 40 Robux 40
Instant Floor Break - 50 Robux 50
Instant Floor Break - 60 Robux 60
Instant Floor Break - 70 Robux 70
Instant Floor Break - 80 Robux 80
Instant Floor Break - 90 Robux 90
Instant Floor Break - 100 Robux 100
Instant Floor Break - 110 Robux 110
Instant Floor Break - 120 Robux 120
Instant Floor Break - 130 Robux 130
Instant Floor Break - 140 Robux 140
Instant Floor Break - 150 Robux 150
Instant Floor Break - 160 Robux 160
Instant Floor Break - 170 Robux 170
Instant Floor Break - 180 Robux 180
Instant Floor Break - 190 Robux 190
Instant Floor Break - 200 Robux 200
Instant Floor Break - 210 Robux 210
Instant Floor Break - 220 Robux 220
Instant Floor Break - 230 Robux 230
Instant Floor Break - 240 Robux 240
Instant Floor Break - 250 Robux 250
Instant Floor Break - 260 Robux 260
Instant Floor Break - 270 Robux 270
Instant Floor Break - 280 Robux 280
Instant Floor Break - 290 Robux 290
Instant Floor Break - 300 Robux 300

Room Drop Rates and Ceiling Boards

Each mining room features an overhead sign labeled ROCKS IN THIS ROOM displaying the room identifier, node capacity numbers, and drop percentages for available stone types. In guide video footage, two room boards can be read clearly:

This is the Room 2 board as it appears on the floor. The bar is the remaining rock count for the room, and the three tiles under it are the only pulls that room can give. Frame from the guide video at 1:48.

The Room 2 floor board reading ROOM 2, 8.95K / 8.95K, ROCK IN THIS ROOM, Common 50%, Uncommon 50% and Nova Prism 0.1%.

Room Identifier Overhead Capacity Metric Stone Rarity Drop Percentage
Room 2 8.95K / 8.95K Common 50%
Room 2 8.95K / 8.95K Uncommon 50%
Room 2 8.95K / 8.95K Nova Prism 0.1%
Room 3 80.1K / 80.1K Common 35%
Room 3 80.1K / 80.1K Uncommon 50%
Room 3 80.1K / 80.1K Rare 15%
Room 3 80.1K / 80.1K Nova Prism 0.1%

Room 1 also contains an overhead board, but in available video frames the text and percentage figures are blurred and illegible. In accordance with strict source verification, we record Room 1 figures as unreadable rather than fabricating numbers.

The shift between Room 2 and Room 3 demonstrates how the game introduces higher rarity tiers. Uncommon drops stay steady at 50%, while Common drops fall from 50% down to 35% to accommodate a 15% Rare tier. Both rooms retain an identical 0.1% chance for Nova Prism. For an in-depth breakdown of rolling probability on rare drops, visit the room drop percentages and rock rarities.

Evaluating Instant Floor Break Purchases

Our read on Instant Floor Break purchases is that they represent weak spending value. Floor barriers clear permanently once purchased with standard in-game cash ($100 for the first transit zone and $1,000 for the second), meaning spending 10 to 300 Robux merely skips a brief farming cycle.

Training Power on anvils improves output across every room you enter. Instant Floor Breaks provide only a single-use bypass on one barrier. Keeping your Robux for account-wide multipliers while clearing barriers through manual mining remains the most practical progression path.