Consumables Guide

Consumable Basics

Consumables are single-use items brought from lobby shops or picked up on floors. You equip up to fifteen per run alongside three starters. They address emergencies—fear spikes, bleed from Glass traps, chase recovery on Envy, Sloth timer panic—and enable greedy strats like extended loot routes when surplus modifiers double ground spawns.

Money buys consumables between runs. During runs, ground spawns supplement stock. Daily Mode Scarcity modifier reduces availability; Surplus doubles ground pickups—adjust routing accordingly.

Categories and Usage

Fear reducers stabilize decision-making during blackouts and entity proximity. Healing items recover from trap damage like Bear Trap twenty-damage hits. Speed boosts save bad Envy sight lines. Bleed cleansers like Granola Bar counter Glass zones—critical when Grapplers drag players across glass rapidly stacking bleed.

Do not hoard consumables for imaginary late floors if mid floors kill you repeatedly. Spending on Floor 15–20 learning is valid investment.

Loadout Packing

Standard pack: majority fear/healing, two speed, one bleed answer minimum if maps include Glass-prone layouts. Boss-heavy pushes add extra speed. Co-op teams coordinate who carries team fear answers versus selfish speed.

Break Room lever timing in Daily Mode affects when picked consumables count toward score—pull lever after collection if optimizing rank.

Economy Tips

Buy in bulk before ambitious depth attempts. Death wipes consumables used—failed runs still teach usage timing. Custom lobby practice runs do not grant money; do not drain stock practicing there.

Frequently Asked Questions

How many consumables per run?
Up to fifteen in your loadout plus any found on floors during the run.
Best consumable for Envy?
Speed items help break sight lines after bad dagger angles. Fear items help during blackouts.
What counters Glass bleed?
Granola Bar and similar bleed-clearing consumables. Avoid glass when Grapplers are active.
Do consumables persist after death?
Used consumables are spent. Unused loadout consumables typically return based on run end rules—check current patch behavior.
Does Surplus modifier affect consumables?
Surplus doubles ground consumable spawns across floors per v0.6.8 modifier description.