What is the only official cash rate in Build and Kill Zombies?
The fixed rewards codes pay. Tracker-listed codes handed out 500 Cash (CashDrop), 1,000 Cash plus a Small Engine and Small Tank (COMMUNITY), and 5,000 Cash (IAMPRO, which requires a best distance of 1,000 studs). Everything else — cash per zombie, upgrade prices — you measure from your own runs.
How many runs until I can afford an upgrade?
Divide the upgrade's price by your per-run income (waves × kills per wave × cash per kill). At 2,880 Cash per run, an upgrade priced like four runs costs about 11,500 Cash — four focused sessions. The cash calculator does this division for you with your own inputs.
Do codes replace farming?
No — they seed it. Even the largest listed code (5,000 Cash) is worth less than two runs at a mid-game income, but on a fresh account codes cover the first weapons entirely. Claim them first, then farm; the codes page keeps the current list with checked dates.
Why does my cash per kill change between runs?
Two documented reasons: wave depth and weapon coverage. Deeper waves pay more per kill as difficulty rises, and funneling defenses push more zombies into weapon range — so the same car earns different rates at wave 5 and wave 15. Re-estimate whenever either changes.
Is there a cash cap or an AFK farm?
No cash cap or offline income has been announced by the developer, and income tracks combat — kills and wave progress — so the practical ceiling is the highest wave band your build clears comfortably. Plan around runs you finish, not runs you idle through.