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Lethal Company Ship Upgrades: All Four, Priced and Ranked

Updated 1 Nov 2026 Source Ship Upgrades table on the Store page (prices and terminal text) plus Inverse teleporter and Signal translator pages — lethal-company.fandom.com By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Four ship upgrades exist, they range from 100 to 425 credits, and two of them are the same device pointed in opposite directions. Here is what each one actually changes.

UpgradePriceCooldownWhat it does
Loud Horn100 ▮NoneAudible anywhere on the moon
Signal Translator255 ▮None9-character text broadcast
Teleporter375 ▮~10 secondsPulls the monitored player back to the ship
Inverse Teleporter425 ▮3.5 minutesSends everyone on the pad into the facility

Upgrades are permanent for the run — they survive quota resets and stay on the ship until the crew is terminated.

Teleporter — 375 credits

The one upgrade most crews should buy first.

You monitor a player on the ship’s radar, press the button, and that player appears on the ship. About ten seconds later it is ready again.

The cost is in what they lose: held items do not come with them. If the teleported employee was carrying a 90-credit piece of scrap, that scrap stays on the floor in the facility.

That trade defines how you use it. The Teleporter is a body-recovery tool, not a loot-hauling tool. Use it when someone is cornered, when someone is about to die, or when someone is so deep that walking out is not happening. Use it on a player holding loot and you have paid 375 credits to lose the loot.

Call it out before you press it. Being yanked mid-chase is disorienting, and being yanked while holding the only valuable item of the day is worse.

Inverse Teleporter — 425 credits

Same device, opposite direction, 50 credits more, and dramatically more dangerous.

Stand on the pad, press the button, and every employee on the pad is teleported to a random destination inside the facility. Not to the entrance — to somewhere random.

  • Everything you are holding is dropped at the pad before you go.
  • Each target lands somewhere different, so the crew arrives scattered.
  • Cooldown is 210 seconds — three and a half minutes of no second chance.

The wiki is blunt about where people land: in front of turrets, on top of landmines, next to entities, inside locked rooms, over pits, wedged behind bunker pipes, and behind walls. None of that is a malfunction. It is the item working.

Buy it for one reason: skipping the walk in. A crew of four that wants to start a quota day deep in the facility, with nothing in hand, gets there in one press.

Do not buy it as a rescue tool — it cannot bring anyone out. And do not stand on the pad “just in case” while someone else is about to press it.

Signal Translator — 255 credits

A text channel that does not require holding a walkie-talkie.

Type transmit plus your message in the terminal — the store text calls it broadcasting to all crewmates — and every living player sees it, up to 9 characters. “Help!” fits. “Don’t go in that room” does not.

The real use is the one walkie-talkies cannot cover: warning people about dogs without making noise. A walkie-talkie transmission is audible to entities in the area, which is exactly the wrong thing to do near an Eyeless Dog. Text is silent.

The catch is speed. Messages type out letter by letter over a few seconds, so this is not a panic button. It is for information that stays true for more than a second — “2 DOGS”, “TRAP LFT”, “ALL OUT”.

255 credits is a lot for a chat box, and it only pays off if the crew agrees on shorthand beforehand. A translator nobody has a code for is 255 credits of nothing.

Loud Horn — 100 credits

The cheapest upgrade and the least essential.

It sounds from anywhere on the moon, no walkie-talkie required. What it means is entirely up to the crew — a recall signal, a “come to the ship” call, a distraction.

100 credits is low enough that a crew with spare money can buy it as a novelty without hurting the quota. It should never come before a Teleporter, and it does not replace a walkie-talkie.

Buying order

  1. Teleporter (375) — a dead employee costs more than the upgrade.
  2. Loud Horn (100) — cheap, and it solves the “everyone come back” problem.
  3. Signal Translator (255) — only with a crew that will actually use codes.
  4. Inverse Teleporter (425) — a luxury for experienced crews, not a safety net.

Total for all four is 1,155 credits. No crew buys that early, and no crew needs to.

Frequently asked questions

What is the best ship upgrade in Lethal Company?

Teleporter. At 375 credits it is the only upgrade that reliably saves a body from inside the facility, and it recharges in about ten seconds.

Why is the Inverse Teleporter more expensive than the Teleporter?

425 credits against 375. It sends the whole crew in — not out — to random points inside the facility, drops everything they are holding, and then locks out for 3.5 minutes.

How many letters can a Signal Translator message be?

Under 10, so a 9-letter maximum. The terminal text says under 10 letters; the wiki states a maximum of 9 characters.

Do ship upgrades carry over to a new run?

No. Upgrades stay on the ship until the crew is terminated, then the run resets. Decorations behave the same way.

More Lethal Company guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.