Every Build a Phone Empire goal with its reward, grouped by design, research, hiring and expansion so you never stall progress.
Build a Phone Empire Goals: All 28 Objectives
Build a Phone Empire tracks 28 goals — milestone objectives that pay Cash rewards as your company grows from garage to headquarters. Community wikis catalog the full list, and this page organizes the goals by the part of the loop they exercise (design, research, hiring, expansion), plus how to keep the rewards flowing without stalling your main line.
One framing note before the list: the developer has not published official goal documentation, so the "28" count and the specific objectives come from fan-maintained trackers — the same sources that keep the game's codes and device lists current. The in-game Goals panel is the live authority; this page is the map of what the panel asks of you and why each goal matters.

How Goals Fit the Loop
Goals are the game's checklist layer: they translate the five-verb loop (design, build, hire, research, launch) into named milestones with cash payouts. In practice they function as the game's tutorial-by-incentive — a new company that simply chases the next goal will touch every system in roughly the intended order, which makes the panel worth checking before deciding what to do next.
The payout structure matters too. Goal rewards are Cash lump sums, which means they interact with the rest of the economy as acceleration: a milestone payout lands exactly when the next design or office expansion needs it, and together with codes they form the game's two free-income streams.
Official source: Build a Phone Empire on Roblox — the developer's page hosts the live game where the Goals panel runs; the 28-objective count here follows the community trackers that watch it.
The goal board's structure follows the community trackers — GameStratWiki and BloxRant — whose guides keep pace with the developer's update cadence.
The Goal Categories
Community trackers group the 28 objectives into four clusters that mirror the game's systems. Exact wording per goal shifts with updates — the developer iterates every three to four days — so this section is the map, not a verbatim list:
- Design and launch goals — ship devices, hit review thresholds, sell unit counts. These teach the design and pricing loop and pay early.
- Research goals — unlock tech-tree entries year by year. They pace the long game and nudge you toward the research cadence that matures a company.
- Hiring and office goals — grow the team (friend avatars included) and expand the workspace from garage toward headquarters.
- Expansion and milestone goals — the late-game checks: cumulative sales, category coverage, company scale.
The clusters are sequential in spirit — early goals are design-shaped, late goals are scale-shaped — which is why goal-chasing doubles as a progression guide for new players.
When unsure what to do next, open Goals and take the nearest uncompleted objective. It is the developer's own suggested next step, the reward funds whatever it demands, and the habit keeps sessions moving without planning overhead.
Working the List Without Stalling
Three habits keep goal rewards flowing alongside normal play:
- Check the panel after every launch. Most goal completions are launch side-effects; claiming them immediately turns each ship date into a two-income event.
- Never chase a goal against the market. A goal demanding unit counts on a category your brand cannot sell is a trap — the reward never covers the margin damage. Let the market fund the goal.
- Treat late goals as Legacy prep. The scale-shaped objectives in the final cluster overlap with what makes a company worth selling — finishing them strengthens both the reward stream and the eventual Legacy reset.
What the Rewards Are Worth
Goal payouts are Cash, not RP — which places them on the spending side of the economy (parts, office, campaigns) rather than the research side. The practical read: goal income accelerates whatever you were already funding, and the codes cover the RP half of that equation. Between the two free streams, an active player who redeems codes and completes goals never lacks for operating capital.
Exact payout amounts per goal are not officially documented; the community trackers log them with the usual caveats about a game that updates every few days. The in-game panel shows the live numbers.
When the List Runs Out
Twenty-eight objectives is a real but finite checklist, and mature companies eventually complete the board. The game's structure answers that: the Legacy loop resets the company for permanent bonuses, the tech tree keeps expanding with updates, and the developer's three-to-four-day cadence has kept adding content since launch. A completed goal board is a checkpoint, not an end — and historically it has been the moment players start planning their first rebirth.
Reading the Panel Like a Roadmap
Because the four clusters mirror the game's systems in sequence, the panel doubles as a diagnostic: where your uncompleted goals pile up is where your company is underdeveloped. A wall of research goals means launches are funding nothing new; a stack of hiring goals means the office is underbuilt for the throughput you need. Players who treat the panel as a progress report — not just a checklist — get the planning layer for free.
That reading also explains why goal income feels small late and large early: the early objectives sit directly on your critical path, so their rewards accelerate real work, while late objectives confirm scale you already have. Neither is wrong — the payouts are pacing devices, and by the time they feel like pocket change, the Legacy loop is the progression that matters anyway.
Goals and the Update Rhythm
The developer's three-to-four-day cadence shows up on the goal board before anywhere else: new objectives, adjusted thresholds and retired milestones land with each wave, which makes the panel the fastest way to read what changed. Players who check goals after every update get the changelog the developer never wrote — new goals name the new systems, and reworded goals hint at retuned ones.
That rhythm also explains why goal guides age faster than other pages of this site. A list written on the eighth will drift by the eleventh; the categories and the reading habits on this page are built to survive that drift, while the in-game panel carries the live truth.
FAQ
How many goals are in Build a Phone Empire?
Community trackers catalog 28 objectives in the current build. The count lives on the in-game Goals panel, which is the authority if an update adds or retires objectives.
What do goals reward in Build a Phone Empire?
Cash lump sums at each milestone. The payouts accelerate whatever you are funding — parts, office, campaigns — and stack with code rewards as the game's free-income streams.
Are goals required to progress in Build a Phone Empire?
No — the company grows on the design-launch loop regardless. Goals are the incentive layer that paces that loop and pays you for touching every system, which is why new players benefit from following them even though nothing forces it.
Do goals reset after a Legacy rebirth?
The community documentation treats Legacy as a company reset with permanent account bonuses; whether the goal board re-runs for rewards is not officially documented. Check the panel after your first rebirth before planning around it.
Should I complete goals before or after a Legacy reset?
Before — the reward stream is free Cash that strengthens the company you are about to sell, and the community treats a completed board as part of a well-prepared sale. Whether the board re-runs post-reset is not documented, so bank the rewards while they are certain.
What is the hardest goal in Build a Phone Empire?
By consensus of the trackers' ordering, the late-game scale objectives — cumulative sales and full category coverage — take the longest, since they depend on mature launches across the whole tech tree rather than any single good decision.
Related Guides
- Beginner guide — the loop the goals are pacing you through.
- Codes (October 2026) — the RP half of the free-income equation.
- Research and tech tree — the late-goal categories this list points toward.
- Legacy: rebirth guide — what comes after the board is complete.
More Build a Phone Empire Guides
How phone design works in Build a Phone Empire: screens, cameras, corners, buttons, colours, finish and logo choices that sell.
Set phone prices in Build a Phone Empire without killing demand: parts cost, review ratings and profit margins explained.
Research in Build a Phone Empire: how RP flows, what each year unlocks from tablets to foldables and which tech to buy first.