Magnet Master 3D
Sweep scrap into a magnet, unload at the SELL depot, and spend virtual cash on useful upgrades.
- Session
- At your own pace
- Controls
- WASD or arrow keys
- Best for
- Strategy

Collect, sell, upgrade
Magnet Master 3D
WASD or arrow keys
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Move close to loose metal to collect it automatically.
How to play
How to Play Magnet Master 3D
Steer the magnet near loose scrap for automatic pickup, watch the cargo limit, return to the SELL depot to unload, and spend earned virtual cash on the upgrade that best improves the next collection route.
- 01
Choose an available area and read the current contract. Area 01 begins in the Junkyard with FIRST PAYDAY, which asks you to deliver 100 KG of scrap.
- 02
Move with WASD or the Arrow Keys on desktop. The tutorial also presents drag movement in the yard and a virtual joystick for touch screens.
- 03
Approach loose metal rather than clicking each piece. Scrap within the magnet's effective reach is collected automatically and adds weight to the Cargo display.
- 04
Watch both cargo weight and load value as you sweep the yard. Turn back before the current capacity becomes the constraint that stops the route from accepting more useful scrap.
- 05
Steer into the marked SELL depot. The carried weight is unloaded, its shown value becomes virtual cash, and the delivered kilograms advance the active contract.
- 06
Review Power, Range, Capacity, and Value before leaving again. Buy only an upgrade you can afford and that addresses the clearest limit in the route, then repeat the collect-and-sell cycle.
About the game
Sweep up loose metal, return to SELL, and improve your magnet
Magnet Master 3D puts you in control of an industrial magnet cleaning scrap from themed work areas. Move close to loose metal and the magnet collects it automatically. The cargo display tracks the weight on board, while the current contract tracks how much scrap has been delivered. Collection is only half of the loop: you must return to the marked SELL depot to unload the cargo, receive in-game cash, and add the delivered weight to the contract.
Area 01, the Junkyard, opens with the FIRST PAYDAY contract at 0 of 100 kilograms. The starting cargo limit is 60 kilograms. In one opening route, collecting nearby scrap raised Cargo to 38 of 60 KG and showed a load value of $96. Entering the SELL depot emptied the cargo back to 0, added $96 to the cash total, and advanced the contract to 38 of 100 delivered kilograms.
Cash can be spent on Power, Range, Capacity, and Value upgrades. Their opening Level 1 prices are $110, $95, $105, and $125 respectively, with each line displayed on a 12-level track. These dollar amounts are virtual game currency, not a real-money charge. The useful decision is which part of the route currently slows you down: what you can lift, how close you must get, how soon you must sell, or how much a load returns.
Controls
Controls for Magnet Master 3D
- WASD or Arrow Keys
- Move the magnet around the yard on desktop.
- Mouse drag
- Use the tutorial's drag movement to steer through the work area.
- Virtual joystick
- Move and collect scrap in the listed mobile and tablet versions.
Useful strategy
Build short routes from loose scrap back to the SELL depot
- Start near the depot and collect a compact cluster before traveling farther. The first sale confirms how cargo weight, load value, cash, and contract delivery connect.
- Sweep alongside several loose pieces instead of zigzagging toward every object. Automatic pickup rewards a route that brings the magnet close to a group with minimal backtracking.
- Use Cargo as a return signal. A nearly full load has little room for more scrap, so begin heading toward SELL rather than crossing the yard for one distant piece.
- Remember that collection and delivery are separate. Weight carried in Cargo does not advance the contract until it is unloaded at the SELL depot.
- Compare upgrade price with cash on hand before planning around it. The opening prices differ, and a single load may make one option affordable while the others still require another sale.
- Choose Power when heavier scrap or area progress is the stated obstacle. The official tip specifically connects greater Power with lifting heavier objects and unlocking new areas.
- Consider Capacity when repeated early returns dominate the route, Range when you spend too much movement getting close to loose pieces, and Value when the collection loop works but cash accumulates slowly.
- Treat any special ability prompt as optional to the basic loop. You can learn movement, automatic collection, unloading, contracts, and upgrades without assuming a special pull or timed effect is required.
Collect by controlling distance, not individual pieces
Loose metal is gathered automatically when the magnet moves close enough. That changes the task from clicking objects to steering an efficient path. Look ahead for clusters, enter along one edge, and pass through the group in a smooth line. If the cargo number continues rising, the route is working. If a piece remains behind, circle closer rather than stopping to search for a separate pickup command.
Begin with visibly loose material. The official progression says Power allows the magnet to lift heavier objects, so a piece that does not collect may belong beyond the current strength. Do not spend the whole route pushing against one stubborn target. Gather the accessible scrap, sell it, and revisit heavier material after the relevant progression becomes available.
Plan turns before reaching the edge of a cluster. A wide loop can pick up several pieces while keeping momentum toward the depot; a series of sharp reversals spends movement revisiting the same ground. The best local route is not necessarily the route with the most objects. It is the one that converts nearby collectible weight into a practical load and leaves a clear way back to SELL.
Use cargo weight to decide when to sell
Cargo displays carried weight against the current limit. At the start it reads out of 60 KG, so every pickup consumes some of that available room. Check the display after passing through a dense patch. When the load reaches a useful amount or approaches capacity, turn toward the depot. Extra distance only helps when there is room to collect what you find.
The load value and contract measure different results. In the opening run, 38 KG carried a shown value of $96. Entering SELL converted that load into $96 of game cash and raised FIRST PAYDAY from 0 to 38 of 100 KG. This demonstrates why returning matters: carried scrap has potential value, while delivered scrap produces spendable currency and confirmed contract progress.
Use the depot as the center of a route rather than a place visited only when Cargo is completely full. A shorter partial load can be sensible if you are already near SELL or need cash for an affordable upgrade. A longer trip may favor a fuller load. Compare remaining capacity, distance to another cluster, and distance home, then choose the path that avoids carrying a nearly full magnet away from the unloading point.
Choose the upgrade that removes the current bottleneck
The four upgrade lines solve different kinds of friction. Power addresses what the magnet can lift and, according to the official tip, supports access to new areas. Range concerns how near you must move for collection. Capacity expands how much the cargo can hold before a return. Value improves the economic side of each load. Read the label, level, price, and current route problem together.
Opening prices provide a concrete first decision: Power costs $110, Range $95, Capacity $105, and Value $125 at Level 1. After the $96 opening sale, Range is the only one of those displayed options immediately affordable. That does not make it universally best. You can buy it to address close approach distances or complete another collection loop and save toward a different need. No purchase is required merely because one button becomes affordable.
Change one bottleneck at a time, then observe the next route. If the magnet fills before reaching the end of a compact cluster, Capacity has a clear job. If accessible pieces are widely spaced and require precise close passes, Range may improve the sweep. If heavier objects block progress, prioritize Power. If collection and hauling already feel comfortable, Value can support cash growth. This keeps upgrades tied to visible play rather than arbitrary order.
Complete FIRST PAYDAY through repeat deliveries
FIRST PAYDAY begins at 0 of 100 KG delivered. A 38 KG sale advances it to 38 of 100, leaving 62 KG for later deliveries. The remaining amount does not have to fit into the current cargo all at once; the displayed starting limit is 60 KG anyway. Build another route, unload it, and use the updated contract figure to see how much delivery work remains.
Separate the contract target from the cash decision. Every sale can advance delivered weight while also funding upgrades, but the two numbers answer different questions. Contract kilograms measure progress toward the current task. Cash determines which improvements are affordable. Check both after unloading so you do not mistake a valuable light load for more contract weight, or a heavy load for a guaranteed fixed payout.
Later areas and objects belong to progression described by the official game page, but the immediate lesson is complete in the Junkyard loop: collect accessible loose metal, respect the cargo limit, return to SELL, read the delivery and cash result, then decide whether to upgrade or save. Repeating that cycle with shorter travel and clearer purchase reasons builds progress without relying on unverified rewards from future areas.
Quick answers
Magnet Master 3D FAQ
How do you collect scrap in Magnet Master 3D?
Move the magnet close to loose metal. Collection happens automatically within the magnet's reach, and the picked-up weight appears in the Cargo display.
How do you sell a load?
Return to the marked SELL depot and enter its zone. The cargo unloads, its shown value becomes virtual game cash, and its weight advances the active delivery contract.
What is the first Junkyard contract?
FIRST PAYDAY asks for 100 KG delivered. An opening 38 KG sale advances the contract to 38 of 100, so complete it through additional collection and selling trips.
What does the starting Cargo limit mean?
Cargo begins with room for 60 KG. Collected scrap fills that capacity until you unload at SELL, where Cargo returns to zero for the next route.
Which upgrade should I buy first?
Choose according to the current bottleneck: Power for heavier scrap and progression, Range for pickup reach, Capacity for longer loads, or Value for stronger cash returns. You can also save for a later choice.
Is the dollar amount real money?
No. The dollar figures described in the yard, SELL result, and upgrade panel are virtual game currency earned from scrap loads and spent on magnet improvements.
Game information
Game details
Magnet Master 3D is developed by mapi and provided through the GamePix-hosted player. The external player may display advertising and is governed by GamePix's privacy terms.
- Developer
- mapi
- Distributor and host
- GamePix
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