Items & systems

Items guide: slots, tags, and 1.0 additions

Choose items by tag threshold and mode rules, then use the full-release list to track new unlocks.

1.0Facts source-checked8 min
Version 1.0 answer

Direct answer

Standard runs limit how many items you can hold, while Infinite mode allows unlimited item collection. In normal modes, protect each slot by choosing pieces that complete your main tag or fix sustain.

Quick reference

What to know before the run

New in 1.0
21 items
Standard modes
Limited slots
Infinite mode
No item limit
First filter
Trigger frequency
Swap rule
Protect the core engine

The 21 full-release items

Black Box, Jailbroken Phone, Ragged Patch, Hijacked Signal, Access Keycard, Brave Toaster, Mushroom Mushroom, Dartboard, Silencer, Mana Potion, Fishing Pole, Accumulator, Hyperactivity, The Word, Great Nade, Power Generator, Boiling Pot, Pawn Shop Receipt, Last Round, Acoustic Guitar, and Easter Egg.

Choose by function

  • Core tag piece
  • Damage multiplier
  • Cooldown or reload support
  • Area or duration
  • Healing, armor, or regeneration

Infinite mode warning

Unlimited item capacity lets a build eventually take everything, but Infinite mode disables achievements. Use it to test scaling, not to finish the achievement list.

Standard versus Infinite decisions

In a standard run, each item must advance the main tag, damage engine, or sustain plan. Infinite lets you collect broadly, but the early run still needs a stable core before experimental interactions become useful.

Rate an item by how often it triggers

A large effect tied to an SOS, chest, signal, or sample collection may activate only every few minutes. A smaller effect tied to every Critical hit, marked enemy, taunted enemy, or weapon reload can shape the entire run. Count realistic activations before replacing a dependable damage or sustain item.

Strong early and scaling item patterns

  • XP effects are strongest before the three core weapons finish
  • Balloon rewards clean play below level 100 but disappears after taking damage
  • Glass of Milk grows maximum HP from basic enemies, elites, and bosses
  • Mod Chip and Critical-reset effects reward builds with reliable Critical chance
  • Movement-speed and pickup-range converters turn utility stats into ability power

Check weapon rules before taking a trigger item

The final-projectile Critical effect helps multi-round Rocket and Grenade Launchers more often than a one-shot bow. Full-health Critical items work best when wide attacks touch fresh enemies, while taunt multipliers need enough taunt uptime and area to keep targets affected. Match the trigger to the weapon that will use it.

Build a sustain pair, not five weak defenses

Glass of Milk plus a Critical bonus based on maximum HP is a coherent long-run pair. Health regeneration plus a taunting bunker is another. In a standard run, two connected defensive pieces leave room for the damage engine; collecting armor, dodge, healing, regeneration, and revive without a damage plan can still lose to the timer.

Check conditional text before committing

Several items scale with tags, empty slots, movement, Critical hits, taunted enemies, or map interactions. Read the condition, inspect the current squad, and confirm that the trigger already exists. Do not reserve a standard-mode slot for an interaction that still needs an unowned evolution.

Editorial note

Strategy sections are independent editorial guidance based on observed version 1.0 gameplay. The official sources below support version facts, not every tactical recommendation. Facts last checked Aug 26, 2026.