Progression splits into run cash (earned by clearing rooms and finishing escapes) and Robux products (coin packs, tool slots, max passes, multipliers). Coin upgrades level individual stats; passes shortcut grind or widen loadouts.
Nothing here replaces stage literacy—upgrades make baits and rescues smoother, not jumps automatic.
- Coin hub
- UPGRADES Yellow circle in lobby
- Loadout hub
- Equipment Refills + unlocks
- Premium currency
- Robux SHOP → COINS + passes
- Example first level
- ~150 coins Pebble Skipping (public wiki)
How the Upgrade System Works
Finish runs → earn cash → interact with UPGRADES for stat levels and Equipment for tools/refills. Levels purchase in order up to 3/3 unless a max pass sets a track to maximum permanently.
What upgrades cannot do
- Widen platform hitboxes or slow rotating bridges.
- Silence Maintenance Lock objectives.
- Remove rising water after valves.
What upgrades do well
- Increase pebble skips or throw range for fewer inventory trips.
- Expand flare/rope/toy effectiveness after you own the base tool.
- Add hotbar slots via Robux passes for more combo options.
Available Upgrades
Coin tracks level in order to 3/3 at UPGRADES. Robux passes add tool slots or permanently max a named track on public menus.
Unlock Wind-up Toy, Flare, or Rescue Rope before their dependent upgrade lines.
Robux passes and tool slots
See pass list for listed Robux prices and stated benefits (Oct 2026 public wiki snapshot).
- 4th Tool Slot — 99 Robux: +1 loadout slot
- 5th Tool Slot — 149 Robux: +1 additional loadout slot
- Max Rescue Speed — 150 Robux: Keeps Rescue Speed at 3/3
- Max Rope Reach — 150 Robux: Keeps Rope Reach at 3/3
- Max Flare Radius — 150 Robux: Keeps Flare Radius at 3/3
- Max Toy Battery — 150 Robux: Keeps Toy Battery at 3/3
- Max Pebble Skipping — 150 Robux: Keeps Pebble Skipping at 3/3
- Max Throwing Range — 150 Robux: Keeps Throwing Range at 3/3
- 2x Cash — 200 Robux: Permanent run cash multiplier (public comparison pages)
- Halloween Pack — 150 Robux: Seasonal cash/self-revive benefits + permanent cosmetics (see dates)
| Upgrade family | Requires unlock first? | Max level | Example public listing |
|---|---|---|---|
| Pebble Skipping | No | 3/3 | Level 1 preview: 4 splashes per pebble; ~150 coins for first level |
| Throwing Range | No | 3/3 | Buy levels in order at UPGRADES |
| Toy Battery | Wind-up Toy unlock | 3/3 | Do not buy before owning the toy |
| Flare Radius | Flare unlock | 3/3 | Do not buy before owning flare |
| Rope Reach / Rescue Speed | Rescue Rope unlock | 3/3 | Pairs with downed rescue flow |
Upgrade Requirements and Costs
Coin packs accelerate unlocks—they do not replace learning routes. Grind Easy for safer coin/hour if you are still dying to sound.
| Offer name | Coins | Listed Robux |
|---|---|---|
| Pouch of Coins | 250 | 24 |
| Stack of Coins | 750 | 64 |
| Bag of Coins | 2000 | 160 |
Upgrade Effects and Limitations
Room rewards and escape bonuses stack with multipliers. Public wikis publish a first-escape example total—do not treat it as every run’s payout.
Settlement lines to read on your results screen
- Run coins vs full settlement total (double-offer may only affect run coins).
- Daily bonus or first-escape lines that will not repeat.
- Rescue or no-splash bonuses when applicable.
| Line item | Example amount | Notes |
|---|---|---|
| Rooms cleared | 200 cash | Example breakdown from public wiki |
| Escape bonus | 100 cash | Part of first-escape settlement |
| First escape bonus | 150 cash | Does not repeat every run |
| Example total | 450 cash | Do not add Room 3 rewards on top of this total |
Use your own repeat-run earnings for grinding math; exclude one-time bonuses.
Common Upgrade Questions
Solo learner
- Easy routes → pebble count habits → Pebble Skipping or Throwing Range level 1.
- Delay Robux until you finish an escape reliably.
Duo / squad
- Rescue Speed / Rope Reach after you revive often.
- Coordinate who buys flare radius vs who buys skipping.
Returner after patch
- Re-screenshot UPGRADES previews—level 1 text may change between builds.
- Check Halloween Pack expiry if you bought for seasonal boosts.
Frequently Asked Questions
Can upgrades compensate for Hard rooms?
They improve tools, not tile spacing. Difficulty selection still dominates.
Do I need Robux to finish?
No for entry. Passes are optional accelerators.
Should I buy coins or grind?
Grind Easy until baits—not coins—are your bottleneck. Then decide if coin packs save time.
Where do codes fit?
Codes & Updates tracks promotional strings separately—none verified active at last check.