Tools

Dig and Survive Loadout Planner

Bag, day route, night kit, pawn timing, and who does what in a 20-player town.

Last updated:

Loadout and Run Planner

A loadout in Dig and Survive is not a named class title. It is what is in the bag when the sun dies, plus who in a 20-player lobby is supposed to be doing what. This planner sits under the run checklist. Tick boxes there. Build the bag here.

We still will not invent class names. If you have a Premium starter, tickets from DigSocial, or a Gem roll, treat that identity as a lean (dig versus fight), not as permission to ignore pawn timing. Unlock methods: how classes work. Spend ranks: class acquisition and gamepasses.

Bag slots: the real loadout stat

Bag Boost adds +4 slots. This wiki will not invent the default bag size. What we know is that four extra slots are the difference between carrying scrap and a night kit versus choosing one and wiping.

Rules that do not care what your class is:

  • Daylight bags may fill with scrap. That is the job.
  • At the pawn shop, convert junk to Cash until you have empty slots again.
  • Dusk bags must hold a weapon, med kits, and whatever fortify item you actually place. Scrap that is still in the bag at first scream is a mistake you can still pawn if you left time.
  • If you keep dropping valuables on the ground to pick up more junk, you needed Bag Boost or a stricter dump rule, not a new roll.

Permanent Drill fills a bag faster. That is only good if the pawn trip still happens. Sprint Boost (25% faster during the day) buys you another trip. Neither pass adds slots. Double Gems does not. Starter Cash $500 buys kit once. Free Revive Every Run does not create space. Bigger Lobby adds people who will also fight you for nodes.

Day route: scrap, then pawn, then town

Plan a short daylight route. The scrap guide is the mechanic page. This planner only cares about the clock.

  1. Leave town with empty-enough slots and a way home in your head.
  2. Dig the nearest reliable junk, not the fog because it looks richer.
  3. Turn back while you can still walk, not sprint-panic, to the pawn shop.
  4. Sell extras. Keep Cheesy Bread if anyone is feeding the generator.
  5. Buy kit with Cash. Starter Cash $500 is a first-run coupon if you own it; spend it on meds and a weapon, not a souvenir.
  6. Fortify only after the bag can still hold night tools.
  7. Be inside the lights with minutes to spare, not with the music already changing.

Farther from town is how bosses enter. A day route that starts as a boss hunt is not a loadout. It is a wipe with extra steps. Save far-out days for a lobby that already holds nights and has a revive plan.

Night kit: what must be in the bag at dusk

Night is the exam. The bag should look like defense, not like a garage sale.

Must: something to fight with, med kits, empty-enough space that a grab does not force you to drop the meds. Must not: a full stack of unsold scrap you were going to pawn “after this wave.” Maybe: Cheesy Bread if you are the generator runner and the generator still needs it. Yummers is a real badge. Pawning the bread to tidy the bag is how the town stays dark.

Sprint Boost will not help you kite at night. Drill will not. If you own Free Revive Every Run, still play as if you do not; the revive is the backup for a Day 50 hold, not a personality. Controls matter more than a pass if you cannot interact, sprint, or bag-swap on your device.

Pawn timing

Pawn before sundown, not during the first wave because you got greedy. Cash exists to buy the boring kit. It does not exist to flex a dollar counter in chat.

  • Pawn junk every trip if the bag is tight.
  • Do not pawn Cheesy Bread the town still needs.
  • Do not pawn the night weapon to squeeze one more scrap stack.
  • If the shop is crowded in a 20-player server, stagger: some people pawn while others already stand doors.
  • Codes do not fill Cash. DigSocial pays Lucky Tickets. Tickets do not buy med kits.

If you are Premium and already have a class, you still pawn. If you are F2P and sitting on 20 tickets, you still pawn. Class identity does not print Cash.

Who does what in a 20-player lobby

Assign jobs in chat before the sun drops. Repeat the names if randoms joined.

Scrap crew (day). They own income. Dig, bag, pawn, dump trash. Best paired with Permanent Drill and Bag Boost if anyone bought passes. They must be home on time. A drilled player who is still in the hole at dusk has failed the job.

Generator / bread runner. They own Cheesy Bread and the generator. One dedicated runner beats six people who each “might.” This is how Yummers actually happens in public lobbies.

Door / night hold. They own the exam. Kit in bag, meds, call targets, do not start a new mine shift after dark. Combat-leaning classes (whatever official name you have, which this wiki will not invent) should prefer this job, but a dig-leaning player with a full kit is still a better door than a fighter who is AFK in the class menu.

Quest / ending caller. One person tracks Helping Hand and the ending path so the lobby does not split into three fog trips. What Comes Next? is a story close, not a side node.

Float. In a full 20, you will have extras. Extras pawn, revive, and replace a wipe. They do not all follow the loudest player into boss fog.

Online co-op is the design. There is no local split-screen called out on the listing. Bigger Lobby does not assign these jobs for you. A friend group that can keep the same three roles for a week will outrun a maxed server that churns every night.

First-run bag versus long-run bag

First run: tutorial, First Steps, DigSocial claimed, one pawn loop, night kit, home. Follow getting started and the parent checklist. Do not optimize for Still Standing.

Long run: empty slots as a habit, generator owned, quest line not abandoned, far-out days scheduled, Free Revive understood, drill used as a shift tool. Survivor (Day 50) and Still Standing (3000 kills) are extremely rare; the bag rules still apply when you chase them.

If a script offers inf item so the bag never matters, that is the auto-farm ban path. The scripts hub will not paste a payload that “solves” loadout.

After the bag is set

Go play. Watch updates if a patch changes shops. There is no Trello. Discord: B.L.O.X INTERACTIVE. Group: im diggin it. Links: wiki. The guides hub remains the mechanic library; this page is only the planner you can argue about in a 20-player chat without inventing a meta roster.

FAQ

Frequently Asked Questions

Quick answers for Dig and Survive on Roblox.

What should I carry into night in Dig and Survive?

A weapon, med kits, and empty-enough space to not drop them. Pawn scrap before dusk. Keep Cheesy Bread if you are the generator runner.

Does Bag Boost change the loadout plan?

Yes. +4 slots make it realistic to carry scrap and a night kit. Rank it on the gamepass tier list if you keep dumping valuables.

Who should dig versus who should hold doors?

Assign it. Scrap crew owns daylight income. Door holders own the night exam. Generator gets a dedicated bread runner in a 20-player lobby.

Should I pawn Cheesy Bread?

Not if the town still needs the generator fed. Yummers is a badge. Pawning the objective item is a town fail.

Does my class pick my lobby job?

No. Classes are a lean, not a job title. We do not name them. Unlock methods sit on how classes work. People still assign scrap, bread, and doors.

Where is the printable first-night list?

On the run checklist hub. This page is the bag and role planner that list points to.