Dig and Survive Gamepass Tier List
Seven real purchases ranked for first run, long run, day, night, and 20-player co-op.
This is the Robux ranking. Dig and Survive sells seven gamepasses. We will not add an eighth from a shop screenshot we cannot verify. Classes are not on this page; rank Premium, Lucky Tickets, and Gems on class acquisition. How to play with the purchases lives on the loadout planner and the run checklist.
The seven passes are: Bag Boost (+4 slots), Sprint Boost (25% faster during the day), Double Gems, Free Revive Every Run, Starter Cash ($500), Permanent Drill, and Bigger Lobby. Scripts that advertise auto dig or infinite drill are not these products. They are ban paths on auto farm.
Ranking table
| Tier | Gamepass | Why it sits here |
|---|---|---|
| S | Bag Boost | Inventory is the real daylight DPS |
| S | Permanent Drill | Legal long-run income if you will play past the tutorial |
| A | Sprint Boost | More pawn trips while the sun is up |
| B | Free Revive Every Run | Night insurance, especially toward Day 50 |
| C | Starter Cash $500 | First minutes only |
| C | Double Gems | Only if you actually spend Gems on classes |
| D | Bigger Lobby | Social seats, not combat power |
If you can only buy one, Bag Boost and Permanent Drill are the S-tier argument. Pick Bag Boost when you keep dropping valuables to pick up scrap, or when night kit and junk fight for the same slots. Pick Permanent Drill when your bag is fine and the bottleneck is swing time on a long grind. F2P players should buy neither until the getting started loop is boring in a good way. Spender players should still not reverse that order for Double Gems.
S tier: Bag Boost
+4 slots sounds small until you try to carry scrap, a weapon, and med kits at once. The day loop is dig scrap, walk to the pawn shop, convert junk to Cash, leave empty slots for the night kit. A full bag of scrap with no room for a med kit is a wipe waiting for the first grab.
F2P angle. You can dump trash. That is the free version of Bag Boost. Buy the pass when dumping is eating the daylight you needed for a second pawn trip.
Spender angle. This is the first Robux that still matters on Day 40. Starter Cash is gone. Sprint Boost is already in your muscle memory. Slots stay relevant every single dusk.
Day vs night. Day fills the bag. Night needs the bag to be wrong-less: weapons and meds, not a museum of unsold junk. Co-op value is high because you can carry town materials instead of making a teammate run a fourth trip.
S tier: Permanent Drill
Permanent Drill is the legal auto-dig analogue. You still have to be there. You still have a bag. You still go home before dark. That is why it is S for long-run income and only A-minus for a tourist who will play one evening.
If you already own Bag Boost, drill is the next S. Extra slots without faster filling is a bigger backpack of the same problem. If you own neither, bag first unless you are specifically planning Day 50 as a multi-session grind and you already pawn on time.
Co-op: a drilled player who never returns to town is a dead teammate with a nice tool. Drill does not feed the generator. It does not hold a door. Pair it with a pawn alarm and a night kit rule from the loadout page.
A tier: Sprint Boost
25% faster during the day. Read the last three words twice. This pass does not make night safer by itself. It is a daylight tax cut: more trips to the pawn shop, more time to get home, less jogging through open ground while the sun is still a resource.
Buy it after bag and drill if you still miss sundown. Skip it if you die in town with a full kit; speed was not your problem. Mobile and console players who fight controls may feel the 25% more than a PC player who already kites cleanly.
B tier: Free Revive Every Run
One free revive per run is night insurance. It is not a skill. It will not save a moderated account. It will save a Day 12 wipe that would have ended a Survivor attempt.
First-run value is mediocre because you should learn why you died. Long-run value rises hard on Day 50 and ending pushes. Co-op value is real: a revive that puts a door holder back up is a town purchase, not a vanity. If your lobby already stacks revives and still kites bosses into spawn, you needed discipline, not another pass.
C tier: Starter Cash $500
Five hundred Cash at the start of a run is a first-hour coupon. Spend it on kit, not novelty. After you can complete one scrap-and-pawn loop, this pass falls off a cliff. It does not scale with nights. It does not add slots. It does not drill.
Buy it only if you keep spawning broke and skipping the pawn shop. Most players should dig instead. Premium plus Starter Cash plus an instant class roll is how people feel rich for ten minutes and then drop scrap on the ground.
C tier: Double Gems
Double Gems is a class-economy pass, not a survival pass. It is C unless you have already burned Lucky Tickets and you intend to keep rolling with Gems. If you still have the 20 tickets from DigSocial, this pass is a trap. Tickets first. Gems second. Double Gems only if that second door is your actual plan.
Read how classes work before you swipe. If you do not have Premium, tickets, or a Gem habit, Bag Boost will save more nights than a doubled currency you are not spending.
D tier: Bigger Lobby
Default servers already hold 20 players. Bigger Lobby is a social and server-size purchase, not a combat stat, not a scrap multiplier, and not a badge. We will not invent a seat count the store does not require us to reprint. What we will say: more seats do not feed Cheesy Bread, do not add bag slots, and do not replace a friend group that actually holds nights.
If your bottleneck is “I cannot find a populated server,” this is the only pass that even pretends to answer. If your bottleneck is dying at dusk with a full bag, this is D and you wanted Bag Boost.
F2P versus spender buy order
F2P (zero Robux): buy nothing. Dump trash, pawn before sundown, redeem DigSocial, save tickets, print the run checklist. Group rewards from im diggin it are still worth joining.
One-pass spender: Bag Boost or Permanent Drill, using the bottleneck test above.
Two-pass spender: Bag Boost and Permanent Drill. That pair is the daylight engine.
Three-pass: add Sprint Boost if you still lose the sun, or Free Revive if you are going for Survivor / Still Standing on the badges list.
Stop before: Double Gems (unless class rolling is the whole hobby) and Bigger Lobby (unless you know you need seats).
Starter Cash is a maybe for brand-new accounts that will not complete a pawn loop. It is not a third S.
Day, night, and co-op in one glance
- Day power: Permanent Drill, Sprint Boost, Bag Boost, Starter Cash.
- Night power: Bag Boost (kit space), Free Revive Every Run. Sprint Boost is off. Drill is off unless you are making a mistake.
- Co-op power: Bag Boost (carry for the town), Free Revive (stand back up on a door), drill only if you still return to pawn. Bigger Lobby is people, not power.
- Class power: Double Gems only. Everything else is a different economy.
Do not let a shop bundle reverse this. There is no Trello of secret passes. Watch the B.L.O.X INTERACTIVE Discord and September 2026 notes if the store changes. Official links sit on the links hub. The parent tier list hub links this page next to class ranks. After you buy or skip, go play the town.
Frequently Asked Questions
Quick answers for Dig and Survive on Roblox.
What is the best Dig and Survive gamepass?
Bag Boost if your bag is the bottleneck, Permanent Drill if swing time is. Both are S. Do not start with Double Gems or Bigger Lobby.
Should a F2P player buy anything?
No. Dump trash, pawn on time, and redeem DigSocial for tickets. Gamepasses are optional. The run checklist is free.
Does Sprint Boost help at night?
No. It is 25% faster during the day only. Night value is bag space and Free Revive, not this pass.
Is Permanent Drill the same as an auto-farm script?
No. The drill is a legal gamepass and you still have to be present. Injectors are covered on auto farm scripts.
Does Bigger Lobby make the game easier?
It does not add combat power or scrap. Default servers already hold 20 players. Treat it as a social purchase, not an S-tier tool.
Do gamepasses grant badges?
No. Badges still need tutorial, generator bread, Day 50, 3000 kills, a quest line, or an ending.