The Belt Bag costs 45 credits and solves one specific problem: the walk back to the ship.
Every crew hits the same wall. You are three rooms deep, someone finds a two-handed item worth 80 credits, and now nobody can carry the flashlight, the shovel and the walkie-talkie at the same time. Someone drops something. Someone walks back. The day gets shorter.
The Belt Bag is the 45-credit answer to that, and it is the cheapest upgrade to a run that the store sells.
What it actually holds
Fifteen slots, and one rule: only items with a sell value of 0.
| Fits in the Belt Bag | Does not fit |
|---|---|
| All store-bought gear (flashlight, shovel, walkie-talkie, stun grenade, zap gun, jetpack) | Any scrap |
| Shotgun shells | Bee hive |
| Keys | Fancy lamp, gold bar, any sellable prop |
| Sticky note, clipboard | — |
The sell-value-0 rule is the whole design. The bag is not a second inventory for loot. It is a second inventory for tools — which is exactly the part of your loadout you end up juggling.
Volume is ignored, which produces the strange but real cases: an Extension Ladder and a Jetpack, both far larger than the bag looks, will go in.
The 16 lbs rule
The bag weighs 16 lbs regardless of what is stored inside it.
That is a flat weight, not a limit. One flashlight or fifteen items, you carry 16 lbs. Compare that to hauling those same fifteen items loose, where the weight is added per item.
Because 16 lbs is not zero, the bag is not free to carry. It is a trade: you accept a fixed weight penalty in exchange for never having to make the “shovel or flashlight” choice again.
How to store and retrieve
Two different inputs, and this is where most new players get stuck:
- To store — select the Belt Bag in your item bar, aim your crosshair at the item you want, then press the secondary use key (Q by default). The item goes in.
- To retrieve — press left mouse button to open the bag. A blue interface with 15 squares appears. Drag the item you want back out.
Teammates can use it too. The bag stays functional while fastened around your waist, so a crewmate can open your belt and take a shovel without you doing anything.
When it is worth 45 credits
Buy it on the second or third day, once the crew has lights and at least one shovel.
- Buy it if your crew runs three or more tools per person, or if you play on moons where the walk from the entrance to the ship is long.
- Buy it if you are the designated carrier — the person who ends up holding everyone’s gear while they haul scrap.
- Skip it on day one. 45 credits toward the first quota beats 45 credits of convenience, and on day one you do not own enough gear to fill 15 slots anyway.
The bag does not make you faster, does not protect you and does not kill anything. It removes a decision you make about forty times a run, and that is worth 45 credits to most crews.
Related guides
- Store guide — every price in the terminal, side by side.
- Best equipment tier list — the buying order this bag slots into.
- How to manage your inventory — the carrying problem the bag does not solve.
- Extension ladder guide — the other item that ignores its own size.