The Survive Your Ideas Shop is a lobby item-draw system, not a confirmed fixed-price store. You spend Money on an item draw, then use the item in later survival rounds. The catalog is most useful when you choose an item for the problem you expect: movement, hazard protection, creature control, healing, or player interference. For direct combat choices, continue to the confirmed weapons guide.
The current records do not establish a price for each item, a guaranteed inventory, or permanent ownership. Treat the rarity and effects below as the available reference, and use the current in-game draw panel for the cost and any live availability.
Mythical and Legendary items
These are the highest-rarity records in the catalog. They are best treated as situational answers rather than a reason to spend every draw immediately: Golden Pencil and Veto Stamp affect the word-writing flow, while several Legendary items protect you from a dangerous round state.
| Item | Rarity | What it does |
|---|---|---|
| Golden Pencil | Mythical | Immediately writes one additional word of your own |
| Veto Stamp | Mythical | Cancels the next word being entered so it does not take effect |
| Eraser | Mythical | Clears nearby creatures, removes nearby fire and puddles, and removes half a Boss's health |
| Subspace Tripmine | Legendary | Hides a mine on the ground that launches a player who steps on it |
| Pocket Watch | Legendary | Returns you to your position and health from five seconds earlier and clears negative effects |
| Rocket Launcher | Legendary | Gives you a Rocket Launcher for the current round |
| Force Field | Legendary | Prevents damage for 20 seconds and pushes nearby creatures away |
Eraser is the broadest emergency option in this group because it handles creatures and environmental hazards at once. Force Field is the clearer defensive choice when damage is the immediate threat. Pocket Watch is different: it rewards using it after a mistake, since its value is the five-second position and health rollback rather than a permanent shield. The weapon records confirm only that the weapon is granted for the current round; they do not specify damage or a permanent unlock.
Epic movement and control items
Epic items mainly create space or change your position. Use them when the threat is easier to avoid than to fight. Their movement limits matter: the grapple reaches up to 150 studs, the carpet flies for 20 seconds, the Ice Wand freezes ordinary creatures for three seconds, and a Boss for 1.5 seconds.
| Item | Best use | Effect and limit |
|---|---|---|
| Grapple Hook | Reach or escape | Pulls you toward a point up to 150 studs away; jumping can end the pull early |
| Rainbow Magic Carpet | Cross ground hazards | Lets you fly for 20 seconds; walking replenishes its time |
| Jetpack | Controlled flight | Hold jump to rise and use it again to turn it off; ground contact replenishes fuel, which lasts about 8 seconds |
| Ice Wand | Creature control | Freezes a creature for 3 seconds or a Boss for 1.5 seconds; the target takes damage when it breaks free |
| Sword | Close defense | Gives you a sword for the current round |
| Inflatable Decoy | Redirect pursuit | Places a balloon version of you that makes creatures, including a Boss, chase it for 25 seconds |
The Inflatable Decoy and Ice Wand are control tools, not guaranteed defeats. A decoy buys time by changing a creature's target, while the wand buys a short frozen window. The Grapple Hook, Rainbow Magic Carpet, and Jetpack are stronger when the danger is on the ground, but they do not remove the event itself. Plan a landing or a second escape option before their duration ends.
Rare items for hazards and recovery
Rare items cover the widest range of round problems. Some improve movement or construction, some gather Money, and others directly repair a damaged or weakened player.
| Item | Effect | Useful when |
|---|---|---|
| Gravity Coil | Triples jump height and lets you float slowly while falling | Reaching high ground or reducing fall risk |
| Trowel | Creates a large brick wall in front of you; only the four most recent walls remain | Building cover or blocking a route |
| Medkit | Restores full health and removes burning, poison, and cold; it is not consumed when no repair is needed | Recovering from several status effects |
| Hyperlaser | Gives you a Hyperlaser for the current round | A round where an attack option is useful |
| Portable Ladder | Places a tall ladder and top platform that stays above floodwater | Preparing for Flood |
| Boombox | Plays music for 20 seconds and attracts nearby creatures, including a Boss | Luring a pursuer away from your route |
| Smoke Bomb | Hides you from creatures for 8 seconds and speeds you up for 6 seconds | Breaking pursuit |
| Coin Magnet | Collects `Money` within 30 studs while held | Gathering currency during a round |
Choose Medkit when the round has already inflicted a status effect; it is more flexible than a simple heal because it also removes burning, poison, and cold. Portable Ladder has a narrower but clearer purpose: prepare it for a flood rather than waiting until the water is already a problem. Trowel supports temporary construction, but its four-wall limit means older walls disappear as new ones are made.
Boombox and Smoke Bomb solve opposite parts of a chase. The boombox deliberately attracts nearby creatures, so place that distraction away from your intended route. The smoke bomb hides you briefly and adds a shorter speed boost. Coin Magnet is an economy tool, not a Shop purchase confirmation: the records say it collects nearby currency but do not establish every way that currency can be spent.
Uncommon and Common items
The lower-rarity groups contain reliable answers to common hazards. They are not automatically weak: a Swim Ring can be more useful than a weapon during Flood, and an Umbrella directly addresses falling objects such as Meteor.
| Item | Rarity | Effect |
|---|---|---|
| Speed Coil | Uncommon | Increases movement speed by 40% while held |
| Umbrella | Uncommon | Stops falling objects from hitting you; opens while falling and allows gliding |
| Swim Ring | Uncommon | Increases swimming speed by 40% and prevents breath from running out |
| Fire Extinguisher | Uncommon | Sprays foam to put out fires; covered players cannot catch fire for 20 seconds |
| Trampoline | Uncommon | Places a trampoline for 60 seconds; repeated bounces can increase height |
| Pillow | Uncommon | Knocks down another player without dealing damage |
| Meat Bone | Uncommon | Makes carnivores and Bosses chase the thrown bone for 12 seconds |
| Red Balloon | Uncommon | Lifts you upward; using it again pops it and lets you glide down slowly |
| BB Gun | Uncommon | Gives you a BB Gun for the current round |
| Bloxy Cola | Common | Adds 40% speed for 15 seconds, restores 15 health, fills part of a survival need, and its burp can scare nearby creatures |
| Pizza | Common | Restores 25 health and fills the hunger bar |
| Hot Cocoa | Common | Warms you immediately, restores 10 health, and prevents cold for 90 seconds |
| Popsicle | Common | Cools you immediately, restores 10 health, and prevents overheating for 90 seconds |
| Garlic | Common | Repels nearby creatures |
| Bug Spray | Common | Knocks down insects and swarms, and briefly drives away other creatures and Bosses |
| Snowball | Common | Knocks down a target, makes it cold, and puts out its fire |
| Water Balloon | Common | Creates a splash that wets players for 20 seconds and extinguishes fire |
| Banana Peel | Common | Makes a player who steps on it slip |
| Bandage | Common | Restores up to 40 health |
For a hazard-specific choice, match the item to the state rather than the rarity. Use Fire Extinguisher or Water Balloon for fire, Hot Cocoa for cold, Popsicle for heat, and Swim Ring or Portable Ladder for flooding. Bandage, Pizza, and Bloxy Cola restore health, while Medkit is the better recovery record when several negative effects are active.
Rarity, draws, and limits
The item-draw reference lists these rarity probabilities: Mythical 0.1%, Legendary 1.4%, Epic 5.5%, Rare 15%, Uncommon 28%, and Common 50%. These figures are catalog values and have not been independently confirmed as live rates, so they should guide expectations rather than promise a result.
The practical flow is to earn Money, open the lobby draw, choose the spin option, and check the resulting item before the next round. A recorded example shows a player receiving 10,000 Money, spinning, and receiving a Boombox; this demonstrates the draw interaction but does not establish a universal reward amount or price. The current Shop panel remains the authority for the cost of a spin.
Watch the Shop draw and Boombox reward
This moment supports the Shop draw flow by showing Money, the spin interaction, and the resulting Boombox reward described in this section.
Most weapon entries say that the player receives the weapon for the current round. Do not assume that Rocket Launcher, Sword, Hyperlaser, or BB Gun is a permanent unlock. Likewise, the catalog confirms item effects, not a guaranteed carry-over rule for every item. If the interface presents a duration, charge, or ownership label, follow that current label.
Items and Ideas are separate systems. An Idea changes the scene by creating an event, object, or creature; an item is something you actively use to survive, move, heal, build, attack, or redirect danger. This distinction helps you spend a draw on the response you need instead of treating an item as another word input.
First-time Shop questions
How many rarity tiers does the Shop use?
The catalog uses six tiers: Mythical, Legendary, Epic, Rare, Uncommon, and Common. The listed rates are 0.1%, 1.4%, 5.5%, 15%, 28%, and 50% respectively, but the live draw panel should take priority if the game changes them.
Which item can affect the next word another player enters?
Veto Stamp is the catalog entry for that situation. Use it while another player is entering a word so the next word is cancelled instead of taking effect.
