Official screenshot of players in the Service Station purchasing items.
Items are acquired via the Service Station, and give the Player various advantages.
Either via Stat Upgrades, Defensive purposes or Utility purposes.
Weapons, Drones, C.A.R.T.S and others (except the energy crystal) are purchased once and remain until the end of the game. If they are broken or lost during a level, they will return when the next level starts.
Upgrades[]
Upgrades are boxes which serve to enhance or add to the player's attributes such as Health, Strength, and can even add Wings. All upgrades apply to only the one who used them. For more detailed entries on upgrades, see Upgrades.
| Name | Appearance | Cost | Description |
|---|---|---|---|
| Strength Upgrade |
|
$5K - $8K
Increases linearly (Max of 2 can be in circulation at a time.) |
Increases your strength by [25%]. |
| Range Upgrade |
|
$5K - $8K
Increases linearly (Max of 3 can be in circulation at a time.) |
Increases your pickup range by [30%]. |
| Stamina Upgrade |
|
$2K - $3K
Increases linearly (Max of 4 can be in circulation at a time.) |
Increases max stamina by [10]. |
| Sprint Speed Upgrade |
|
$5K - $8K
Increases linearly (Max of 3 can be in circulation at a time.) |
Increases sprint speed by [20%]. |
| Crouch Rest Upgrade |
|
$6K - $8K
Increases linearly? (Max of 3 can be in circulation at a time.) |
Increases the speed of stamina regeneration while using crouch rest by [1 per second] ([0.5 per second] while moving)[1]. |
| Health Upgrade |
|
$4K - $5K
Increases linearly (Max of 2 can be in circulation at a time.) |
Increases max health by [20] |
| Map Player Count Upgrade |
|
$8K - $12K
(Max of 1 can be in circulation at a time. Once purchased/used can not spawn again for the duration of that save.) |
Displays how many players are currently alive on the map. |
| Tumble Launch Upgrade |
|
$4K - $5K
Increases linearly (Max of 1 can be in circulation at a time.) |
Increases Tumble launch distance and speed. |
| Tumble Wings Upgrade |
|
$9K - $12K
Increases linearly? (Max of 1 can be in circulation at a time.) |
Lets the player glide while tumbling. Can also activate automatically when falling. Each after the first lets the player glide farther. |
| Extra Jump Upgrade |
|
$9K - $12K
Increases linearly (Max of 1 can be in circulation at a time.) |
Increases max amount of mid-air jumps. |
| Death Head Battery Upgrade |
|
$6K - $7K
Increases linearly (Max of 1 can be in circulation at a time.) |
Increases the amount of time you can possess and talk with your dead head but doesn't increase recharge time |
| Tumble Climb Upgrade |
|
$2K
Increases linearly (Max of 1 can be in circulation at a time.) |
Lets players be able to climb walls and catch self using plasmatic rope.
Each after the first, reduces the stamina consumption and increases range and strength of your climb |
Health Packs[]
Health Packs are devices used to restore player health, coming in 3 sizes, Small (25 HP), Medium (50 HP), and Large (100 HP). Each will work only once and once used can be destroyed.
| Name | Appearance | Cost | Added health | Max amount that can exist at once |
|---|---|---|---|---|
| Small Health Pack | ![]() |
$3K - $6K | 25 HP | 3 |
| Medium Health Pack | ![]() |
$5K - $11K | 50 HP | 3 |
| Large Health Pack | ![]() |
$9K - $16K | 100 HP | 3 |
Weapons[]
Weapons can be used to get the edge over any Monsters by being able to fight back. Weapons consist of Melee Weapons, Ranged Weapons, and Explosive Weapons.
Melee Weapons[]
Melee Weapons allow the user to attack and effect both monsters and players up close.
| Name | Image | Cost | Damage | Description | Max amount that can exist at once |
|---|---|---|---|---|---|
| Baseball Bat | $25K - $45K | 20 | Has 10 hits until it needs to be recharged.
Causes a brief stun and immense knock-back. Due to the immense knock-back force, most enemies will take [25] damage on-hit. You can almost guarantee [25-50] damage with a down-angled swing. |
1 | |
| Frying Pan | ![]() |
$15K - $17K | 18 | Has 15 hits before needing to recharge. Deals damage to players and monsters, Can knock down small enemies and players. | 1 |
| Sledge Hammer | ![]() |
$40K - $47K | 150 | Has 10 hits before needing to recharge. heavy weapon, strength does not seem to make it easier to swing (needs more testing).
An alternative usage for the Sledge Hammer is to push large and/or stunned enemies off ledges. |
1 |
| Sword | ![]() |
$19K - $20K | 50 | Has 15 hits before needing to recharge. Fast to swing weapon that deals damage. Does not stun any enemy. | 1 |
| Inflatable Hammer | ![]() |
$9K - $18K | 5 or 250 | Has 20 hits before needing to recharge. has a ~5% chance to cause an explosion, dealing 250 points of damage. | 1 |
| Prodzap | $24K - $30K | 8 | A sci-fi melee weapon that acts as a stun baton. On impact, it deals 8 damage and stuns for 3 seconds.
Has 16 hits before needing a recharge. |
1 |
Ranged Weapons[]
Ranged Weapons allow the user to attack and effect both monsters and players from afar.
| Name | Image | Cost | Damage to monsters | Damage to players | Description | Max amount that can exist at once |
|---|---|---|---|---|---|---|
| Gun | ![]() |
$19K - $20K | 80 | 100 | Fires a ranged medium-damage shot at enemies.
Has 15 shots before needing a recharge. |
1 |
| Shotgun | ![]() |
$39K - $48K | 300 (6x50) | 300 (6x50) | Fires a ranged high-damage spread of bullets, each dealing 50 damage. If all shots hit, you can deal 300.
Has 5 shots before needing a recharge. |
1 |
| Tranq Gun | ![]() |
$15K - $18K | 0 | 0 | Fires a dart that deals no damage but stuns for 18 seconds.
Has 8 shots before needing a recharge. |
1 |
| Pulse Pistol | |
$15K - $18K | 25 | 0 | Fires a shot that deals very high knockback and deals 25 damage (the knockback may deal additional damage on impacts).
Has 12 shots before needing a recharge. |
1 |
| Photon Blaster | |
$39K - $48K | 270 | 100 | Fires a beam (similar to Dumgolf's Staff) outward for a few seconds and deals damage in ticks. It will deal 45 damage each hit, 270 damage if all ticks connect.
Has 5 shots before needing a recharge. |
1 |
| Boltzap | |
$15k - $18k | 8 | 0 | Fires a shot of electricity that stuns for 1.5 seconds.
Has 20 shots before needing a recharge. |
1 |
| C.A.R.T. Cannon | |
$39K - $48K | 500 | 50 | Makes a "loading sound" for a short time after used, fires cannonball that explodes, doing huge damage in a medium radius
Has 5 shots before needing a recharge. |
1 |
| C.A.R.T. Laser | |
$39K - $48K | 800 | 200 | Charges for a short time and unleashes a laser, similar to Dumgolf's Staff, but yellow in color. It will deal 100 damage each hit, 800 damage if all ticks connect.
Has 5 shots before needing a recharge. |
1 |
Explosive Weapons[]
Explosives allow the player to throw or place the item, then after a set time or contact, activating and dealing an effect or attack, often an explosion of some kind.
| Name | Image | Cost | Damage to monsters | Damage to players | Range | Description | Max amount that can exist at once |
|---|---|---|---|---|---|---|---|
| Grenade | ![]() |
$3K | 160 | 75 | 10m | Causes a small explosion that Damages nearby Monsters | 3 |
| Shockwave Grenade | ![]() |
$2K | 0 | 0 | 30m | Creates a small shockwave that blasts nearby Monsters away. It deals no damage but may deal damage when on impacts from the blast. | 3 |
| Stun Grenade | ![]() |
$2K | 0 | 0 | 30m | Creates a flash bang that can stun for up to 15 seconds. | 3 |
| Human Grenade | ![]() |
$2K | 100 | 50 | 10m | Creates a small explosion that deals damage to Monsters and Players.
It appears only in a niche under the ceiling |
3 |
| Duct Taped Grenade | ![]() |
$2K | 400 (100x4) | 50x4 | 10m | After set off, will explode, dealing 100 damage and throwing out three more grenades, dealing a total of 400 if all connect. | 3 |
| Shockwave Mine | ![]() |
$3K | 0 | 0 | 30m | While armed, and when stepped on, will create an explosive shockwave all around and knock away anything too close. | 3 |
| Trapzap | |
$3K | 0 | 3 | 0m | While armed, and when stepped on, will begin to chomp wildly, each one creating a stunning zap. Each zap will stun for a few seconds and deal 3 damage, breaking after its duration. | 3 |
| Explosive Mine | ![]() |
$3K | 200 | 75 | 20m | While armed, and when stepped on, will create a decent sized explosion that deals 200 damage. | 3 |
| Rubber Duck | ![]() |
$16K - $20K | 50-50 | 0 | 10m | When thrown, it will bounce with a 10% chance to cause an explosion dealing 250 damage to enemies only.
With enough speed deals 50 damage to enemies on hit. The duck will gain speed with each wall bounce. |
1 |
Utility[]
Utility Items can help players in a variety of ways. Utility items consist of Drones, C.A.R.T.S, and a few other things.
Drones[]
Drones can be attached to items, Monsters, and Players (depending on the drone). When attached to something, it will apply an effect to it. Some of these effects can make an item indestructible, roll toward you, or make it lighter to pick up.
| Name | Image | Cost | Description | Max amount that can exist at once |
|---|---|---|---|---|
| Recharge Drone | ![]() |
$15K-$18K | Can be attached to a chargeable item to recharge it.
It gives a full charge to any chargeable item and will turn off automatically when an item becomes fully charged. |
1 |
| Indestructible Drone | ![]() |
$23K - $30K | Can be attached to an item to make it indestructible (as the name suggests), preventing the item from being damaged. Trap items still activate effects (such as Animal Crate noises), but will not take damage. | 1 |
| Roll Drone | ![]() |
$9K-$12K | Makes the player/monster/item roll when attached.
When attached to the player, you will roll in the direction you are looking. When attached to an object, it will roll towards you (if not too heavy) When attached to an enemy, it will stun and roll the enemy away from the player |
1 |
| Feather Drone | ![]() |
$15K-$18K | Makes the player slightly jump higher and fall slower. Makes items and (stunned) monsters very light | 1 |
| Zero Gravity Drone | ![]() |
$23K - $29K | Makes the player jump higher and fall slower. Also can be used to hold items in the air. | 1 |
C.A.R.T.S[]
You can purchase extra C.A.R.T.S as well. This can be helpful for games with large player counts or if your cart ever gets destroyed/lost.
| Name | Image | Cost | Description | Max amount that can exist at once |
|---|---|---|---|---|
| Pocket C.A.R.T. | ![]() |
$14K - $18K | A smaller version of the C.A.R.T. which can be used to store items but in smaller amounts. However, it can be stored in your inventory | 2 |
| C.A.R.T | ![]() |
$39K - $48K | A large container which can be moved around and allows items to be placed inside it and moved around. Items inside the C.A.R.T can rarely be broken unless an outside force is applied. | 4 (Including starting one) |
Trackers[]
Trackers can be used to track and find certain objects or places.
| Name | Image | Cost | Description | Max amount that can exist at once |
|---|---|---|---|---|
| Valuable Tracker | $15K-$18K | A detector which tracks valuables and points towards the nearest one while turned on. | 1 | |
| Extraction Tracker | $8K - $17K | A detector which tracks extraction points and points towards the nearest one while turned on. | 1 |
Other[]
| Name | Image | Cost | Description | Max amount that can exist at once |
|---|---|---|---|---|
| Energy Crystal | ![]() |
$7K - $12K
Increases linearly |
Each Crystal provides [5] Energy bars, fully recharging a single item.
Maximum of 6 Crystals = 30 bars = 6 full item charges. For longer runs, buy any Recharge Drones you can for later. |
6 |
| Zero Gravity Orb | ![]() |
$42K - $43K | Creates a Zero Gravity field.
Items will stay stationary if they were placed inside the field completely still. If the item was moving when placed in the field, it will keep its momentum. |
1 |
| Duck Bucket | |
$5K - $8K | A bucket...
Which can be used to cover an Apex Predator to slow it drastically and allow you to lose it. However, it also acts as a portable hiding spot. |
1 |
| Phase Bridge | |
$19K - $20K | An extendable bridge.
Can be extended without limit unless hitting a wall. It can be used as a platform to get across gap and to reach high places. |
1 |
Tips[]
- Several types of unique items can only be found in a hidden space in the ceiling. This space is always located on the medkit side of the display case, 2 ceiling tiles away directly out from the medkits, the ceiling tile can be grabbed and opened to access the space.
- The space is unreachable without support. Items are free to use and respawn in the service station, so using knockback items (shockwave grenade/mine) or the phase bridge is helpful. You can also stack large items, and extra jumps can help a player access the space.
- Since you can have only certain amount of upgrades existing at once you can disable any of them from spawning if you buy and don't use them.
- ie) if you buy and then store 4 stamina upgrades, 3 range upgrades, 3 crouch rest upgrades 1 death head battery, 1 tumble climb, and 1 map player count upgrade then you will be guaranteed to have each strength, sprint speed, double jump, tumble launch, tumble wings and health upgrades in the shop. This is because there are 23 upgrades and you've bought 13 of them but shop can only spawn 10. The math is simplified down to 23 - 13 = 10
- You can use the same method for health packs, drones and other items.
- ie) if you buy and then store 4 stamina upgrades, 3 range upgrades, 3 crouch rest upgrades 1 death head battery, 1 tumble climb, and 1 map player count upgrade then you will be guaranteed to have each strength, sprint speed, double jump, tumble launch, tumble wings and health upgrades in the shop. This is because there are 23 upgrades and you've bought 13 of them but shop can only spawn 10. The math is simplified down to 23 - 13 = 10
- Most of the bigger-sized monsters don't turn to you when you're walking right behind them unless you run. You can use this to walk behind them while continuously hitting the floor on the left or right side from the monster with the Inflatable Hammer hoping for it to explode. Prepare some stamina for the escape in case they decide to turn back.
- The same item may be found side by side, except one may be more/less expensive than the other one next to it.
- After accumulating 3 Speed upgrades on a single semibot, it is possible for them to run fast enough where if they slide by crouching while sprinting, they can slide into and tackle smaller monsters, knocking them away. While this can potentially allow you to kill them if they take enough physics damage afterwards or have been hit enough previously as well as saving on weapon charge, this can have consequences if you fail to kill them and aren't prepared. Make sure you have a plan B before trying to take out the Apex Predator or Elsa this way for example.
- You can also slide into larger enemies that are stunned to inflict physics damage on them too, and you won't even be damaged by doing so.
- Always invest in at least 1 Health upgrade as early as you can. That way when you're at full health, you have the potential to tank a single hit from some of the high-power monsters such as the Huntsman, Robe, and Clown, effectively granting you a second chance.
- A single Tumble Launch upgrade can allow you to knock down some of the smaller monsters reliably if you're prepared to spend 5 HP to do the job. If you're quick enough or have someone else nearby, you can follow up afterwards by grabbing them and forcing them airborne to extend how long they're stunned for, and then start smashing them into the ground.
- If fighting a monster, try to use addional resources like Mines and Grenades before other weapons, as these are cheaper to restock.
- Mines and Grenades can be disarmed and returned to one's inventory if unintentionally used. Just press an inventory slot button (1, 2, and 3 by default) while grabbing it. This cancels the fuse on grenades, allowing it to be reused later. This also disarms mines so that they can be placed again later.
- Make sure the inventory slot is empty before doing this, otherwise you'll just pull out the item in that slot while the grenade/mine explodes in your face.
- Mines and Grenades can be disarmed and returned to one's inventory if unintentionally used. Just press an inventory slot button (1, 2, and 3 by default) while grabbing it. This cancels the fuse on grenades, allowing it to be reused later. This also disarms mines so that they can be placed again later.
Trivia[]
- All guns in the game have a chance to misfire when they hit a surface. However, this cannot happen in the truck.
- Every gun in the game used to have a 1 in 10000 chance of firing even when out of ammo.
- The side of the Upgrade box says "UPGRADE" in binary.
- There is currently an unobtainable upgrade called throw. The code for it has been found in the game files, including the box texture and upgrade counter.
References[]
- ↑ Information taken from the v0.3.2 source code, method
CrouchRestUpgradeinPlayerAvatar.cs.

















































