The five supplies
| Supply | What we can confirm | What is still unknown |
|---|---|---|
| Pebbles | Thrown into water to create a decoy splash | Full throw arc; whether range changes with upgrades |
| Bottles | Listed in the inventory | Effect, throw behaviour, whether it breaks |
| Wind-up toy | Listed, with a 6S battery value on the upgrade panel | What it does when wound, and whether the creature follows it |
| Flare | Listed, with a 10-stud radius value | Light radius behaviour underground, duration |
| Rescue rope | Listed, tied to the Rescue Rope pass | Exact pull behaviour, range at level 0 |
Only pebbles have an effect we have seen used in a run. The other four are listed with a name and an upgrade value, and that is the limit of what we can claim.
The six upgrades at level 0
| Upgrade | Level 0 value | What it appears to affect |
|---|---|---|
| Throwing range | Normal | How far a thrown supply travels |
| Pebble Skipping | 3 splashes | How many splashes one pebble creates |
| Toy battery | 6S | How long the wind-up toy runs |
| Flare radius | 10 studs | How much ground the flare lights |
| Rope reach | 12 studs | How far a rescue rope reaches |
| Rescue speed | 3.0S | How long a rescue takes |
Every upgrade shows three levels (0/3). What each level adds is not published anywhere we have found, and the coin price per level is not visible outside the upgrade screen.
DONT SPLASH inventory and upgrades
Video by VendoPlus
The supply inventory and the six upgrades before any purchase. Watch on YouTube
Tool slots change the run more than any single upgrade
You start with three slots. A fourth costs 99 Robux and a fifth 149. In practice this is the upgrade that changes routing: with one extra slot you can carry a decoy and a flare without giving up the rope.
If you play solo, the rope is dead weight; if you play in a group, the rope and the rescue upgrades are the only ones that affect another player.
Supplies run out, and the shop replaces them
Supplies are consumable. The inventory shows a count per supply and a 0 LEFT state, so a run that spends pebbles ends with fewer pebbles, and the next run starts without them until you restock.
Restocking happens in the lobby shop. The supply packs we could read are priced in Robux: pebbles 20 for 19, bottles 10 for 19 and wind-up toys 8 for 29, all checked on 24 Oct 2026. Whether the same packs are also sold for coins is unconfirmed.
That changes the upgrade question. A Max upgrade improves a supply you have to keep buying; if your coins are short, restocking pebbles is the cheaper way back into a run than taking an upgrade you cannot use yet.
Which one to buy, by situation
- Solo, still learning rooms: pebbles are the only supply with a confirmed effect, so Pebble Skipping is the least speculative purchase.
- Group, dying often: Rope Reach and Rescue Speed affect how quickly a teammate can reach you. Rescue Rope itself is a separate 30 Robux pass.
- Solo, failing at valves: Throwing range is what lets you decoy from cover, but the level 0 arc is unmeasured, so treat this as a guess.
- Saving Robux: the 4th tool slot at 99 buys more flexibility than a single Max upgrade at 150.
Buying a Max upgrade for a supply you never use
Six Max upgrades cost 150 Robux each. Buying Max Toy Battery before you have ever carried a wind-up toy is the most common waste in this menu.
If a purchase does not appear
Rejoin the server. Inventory and upgrade panels refresh on join, and a purchase made mid-run sometimes shows only after the next load.