The sign-up form decides which tools exist
If you would rather watch it: the recording wROLOGAFBmQ shows the enrollment clipboard at 0:31, with the group size, the three hazard levels and the 45-second unsigned-form timer on screen.
Every session begins at the Subject Enrollment clipboard in the main lobby. The clipboard locks in party size and hazard level before the facility doors open.
| Clipboard field | Setting options | Effect on session |
|---|---|---|
| GROUP SIZE | 1-4 players | Sets squad capacity between 1 and 4 players (checked 13 Nov 2026) |
| DIFFICULTY | EASY, MEDIUM, HARD | Sets wall resistance and equipment pool (checked 13 Nov 2026) |
| VISIBILITY | FRIENDS ONLY toggle | Toggles public matchmaking or private lobby access |
| EXPIRATION | UNSIGNED FORMS EXPIRE IN 45s | Resets the enrollment prompt if left idle (checked 13 Nov 2026) |
Careful. Picking EASY hides advanced equipment from the in-run store. The Vacuum and TNT both show UNLOCKS ON MEDIUM in the equipment catalog (checked 13 Nov 2026). Selecting EASY means those cards never populate the vendor. The Sledgehammer unlock condition is not confirmed in the game UI, so count on starting with base fists.
Five walls, then the bag
After stepping through the airlock, follow the five opening actions in order:
- Approach the starting wall barrier.
- Complete the prompt PUNCH THE WALL 0/5 by breaking five wall blocks (checked 13 Nov 2026).
- Gather rubble until the bag counter reads 150/150 (checked 13 Nov 2026).
- Carry the full haul to the yellow-and-black sell depot.
- Spend that payout inside your upgrades menu.
Compare what works against common early missteps:
- Good move: Punching 5 individual wall blocks. The HUD counts each distinct voxel block broken.
- Bad move: Trying to smash five complete structural walls, which wastes stamina on reinforced boundaries.
- Good move: Returning to the sell depot the second your counter reaches 150 rubble.
- Bad move: Punching extra blocks while BAG FULL flashes. Extra rubble is ignored until you empty your pack.
The hole in the wall is the whole game: what comes loose is what you carry, and what you carry is what you sell.

Where the cash comes from
Convert your collected rubble to cash at the grinder machine marked SELL with hazard stripes. Study the full grinder and cash loop before pushing into deeper rooms.
In one verified run, selling 1,112 rubble paid out $42.56 (checked 13 Nov 2026). That yields an observed rate of roughly $0.038 per rubble piece. A full starter pack of 150 rubble returns about $5.75 under that rate. This figure reflects one observed transaction rather than a fixed exchange rate. Traits like Greed or Loot Goblin modify total earnings, and specific block values are not recorded in the game UI.
Careful. The grinder is strictly the disposal machine where you cash out rubble. It is never an offensive weapon, a punch tool, or an upgrade tier.
Your first two upgrades
Open your UPGRADES menu once your wallet holds grinder cash. The interface contains four tabs: POWER, COLLECT, MOVEMENT, and SPECIAL (checked 13 Nov 2026). Details for all equipment appear in tools and upgrades.
| Tab | Listed options | Functional impact |
|---|---|---|
| POWER | TWO HANDS, POWER, SPEED | Increases block destruction rate |
| COLLECT | SPEED, REACH, BAG | Expands capacity beyond 150 and widens pickup |
| MOVEMENT | Movement options | Tab visible; individual stat ranks not recorded |
| SPECIAL | Special perks | Tab visible; individual stat ranks not recorded |
Careful. Inspect your own screen before committing funds because upgrade costs scale between runs and saves. In recorded sessions, FISTS POWER cost $0.15 to $0.30 in early runs, reached $0.80 in another session, and climbed to $3.50 on later levels (checked 13 Nov 2026). Do not assume any tier has a fixed discount or returns cash faster than others.
The lobby also features stations for CODES, QUESTS, CLASSES, COSMETICS and HATCH, but this page stops at the first upgrade. You can check the current codes status to claim free rewards before your next attempt.