The full price list
Thirteen items, straight from the wiki table. Prices are credits.
| Item | Price | What it does |
|---|---|---|
| Walkie-Talkie | 12 | Map-wide communication. Uses battery charge; has a large charge |
| Flashlight | 15 | Light source. Uses battery charge; has a low charge |
| Lockpicker | 20 | Opens locked doors, takes 30 seconds |
| Pro-Flashlight | 25 | Larger battery than the normal flashlight |
| Shovel | 30 | Deals damage to monsters — but not the Coilhead, Ghost Girl, Giant, Earth Leviathan or Jester |
| Stun Grenade | 30 | Flash-bang that disrupts monsters for a short time |
| Spray Paint | 50 | Sprays a line of paint |
| Boombox | 60 | Plays music, and counts as a sound source |
| Extension Ladder | 60 | Drops a horizontal ladder you can climb |
| Radar-booster | 60 | While active it shows on the ship monitors and can be pinged or flashed from the terminal |
| TZP-Inhalant | 120 | Faster movement, less stamina used, squeaky voice |
| Zap Gun | 400 | Scans for monsters and stuns them, uses battery charge |
| Jetpack | 700 | Lets you fly, uses battery charge |
What the price spread tells you
The list is not evenly distributed. Ten of the thirteen items cost 60 or less, and the two big-ticket items cost more than everything else combined:
- Everything at 60 or below adds up to 302 credits for ten items.
- Zap Gun alone: 400.
- Jetpack alone: 700 — more than all ten cheap items together.
That shape is the whole purchasing argument. A crew that never buys a Jetpack can still field light, comms, a lockpicker, a stun and a ladder for under a fifth of the price, and that kit answers most of what kills new crews. The expensive tools are multipliers on top of a working baseline, not substitutes for one.
The three that are strictly better value
Walkie-Talkie at 12 is the cheapest item in the game and the only one that changes coordination rather than capability. One per crew minimum.
Pro-Flashlight at 25 versus Flashlight at 15 buys a larger battery for 10 credits. That is the cheapest upgrade ratio in the list — if you are buying light at all, the 10-credit step is worth taking before any second flashlight.
Stun Grenade at 30 is the cheapest way to stop a monster. It is not a kill, but a short disruption is usually enough to leave a room.
What the descriptions quietly rule out
Two entries carry hard limits that are easy to miss:
- Shovel (30) deals damage to monsters except the Coilhead, Ghost Girl, Giant, Earth Leviathan and Jester. Against those five, a shovel is a wasted slot — no amount of swinging helps.
- Boombox (60) counts as a sound source. That is a warning as much as a feature: what makes it fun is what makes it attract things.
The Lockpicker’s 30 seconds is the third hidden constraint. Thirty seconds standing at a door is a long time on a moon with anything roaming, so plan the door before you start the timer, not during it.
A buying order that does not waste credit
- Walkie-Talkie (12) — comms before anything else.
- Pro-Flashlight (25) — skip the basic flashlight unless you need two lights.
- Stun Grenade (30) — the cheap answer to a bad room.
- Shovel (30) or Extension Ladder (60) — pick based on whether your deaths are monsters or geometry.
- Zap Gun (400) — only once the crew has a reliable cheap kit and credits are otherwise idle.
- Jetpack (700) — last. It changes movement, not survival.
Everything above is price reasoning, not a tier list. For how each tool behaves in hand — battery drain, what stuns what — see the equipment guide, and for which monsters a shovel cannot touch, the monster database.
Decorations, and the one that hurts
Everything above is gear or a ship upgrade. The store also sells decorations, which are permanent for the run the way upgrades are, and which do nothing — with one exception.
| Decoration | Price | Effect |
|---|---|---|
| Cozy Lights | 140 ▮ | Cosmetic (cannot be stored) |
| Purple Suit | 70 ▮ | Cosmetic |
| Green Suit | 60 ▮ | Cosmetic |
| Hazard Suit | 90 ▮ | Cosmetic |
| Bee Suit | 110 ▮ | Cosmetic |
| Bunny Suit | 200 ▮ | Cosmetic, plays a boing on jump, no jump boost |
| Pajama Suit | 900 ▮ | Cosmetic |
| Electric Chair | 140 ▮ | Deals damage |
The Electric Chair
Added in Update 70, the chair is the only decoration that can kill you.
- Sit in it, or get strapped in — the straps lock.
- If you are locked in while the ship is landing, you are teleported out automatically, so it cannot strand you.
- Lightning striking the ship during a storm, or a player firing the Zap Gun at it, electrifies the chair.
- An active chair deals 10 damage per tick, up to a maximum of 110 to whoever is sitting in it.
110 total is enough to kill. It is also slow enough that a player who notices can get out, which makes the chair a prank rather than a trap — and 140 credits is a lot to pay for a prank when the same money buys a Belt Bag with 15 slots.
Practical note: during a storm, nobody sits in the chair. That is the entire strategy.
Related guides
- Equipment guide — how each tool behaves once it is in your hands.
- Best equipment tier list — the same items ranked by what they save you.
- Best value scrap early — the other half of the credit question.
- Lethal Company hub — all guides for this game.