How Items Work in Pressure#
You have 5 inventory slots. Every item you bring is an opportunity cost — carrying one thing means not carrying another. This tier list ranks every item by how many runs it saves vs how many runs its absence costs.
S-Tier: Never Leave Without#
| Item | Cost (Credits) | Use | Rating |
|---|
| Gummy Flashlight | 150 | Unlimited light, no battery | 10/10 |
| Hand-Cranked Flashlight | 300 | Unlimited light, manual recharge | 10/10 |
| Medkit | 50 | Heals 40 HP | 10/10 |
Flashlight Comparison#
| Flashlight | Brightness | Battery Life | Recharge | Best For |
|---|
| Gummy Flashlight | Medium | Infinite | None needed | Beginners, learning floors |
| Hand-Cranked Flashlight | Medium-High | Infinite | 1.5s crank animation | Experienced players |
| Standard Flashlight | High | 3 minutes | Requires Batteries | Speedruns (max brightness) |
| Lantern | Low-Medium | Infinite | None (area light) | Co-op support role |
The Gummy and Hand-Cranked are S-tier because they remove battery management entirely. In Pressure, managing batteries while dodging entities gets players killed. The less you juggle, the more you survive.
A-Tier: Strong Value Every Run#
| Item | Cost (Credits) | Use | Best Floor | Rating |
|---|
| Code Breacher | 200 | Opens locked doors instantly | Hotel + Blacksite | 9/10 |
| Batteries | 25 | +3 min flashlight life | Hotel (with standard flashlight) | 8.5/10 |
| Sprint Potion | 150 | 2x sprint speed for 8 seconds | Blacksite | 8.5/10 |
| Bandages | 75 | Heals 25 HP over 10 seconds | Any | 8/10 |
Code Breacher — The Run Saver#
Locked doors behind keycard scanners block progress. Without a Code Breacher, you either find the keycard in that specific room (rare) or the run ends there. One Code Breacher guarantees you pass one locked door — often the difference between floor 25 and floor 45.
When to use: Save it for doors after floor 20. Early floor locked doors usually have a nearby keycard. Late floor ones rarely do.
Sprint Potion — Blacksite Essential#
The Blacksite’s exclusive entities (Searchlights, Pandemonium) are faster than the player. Sprint Potion gives you 8 seconds of 2x speed — enough to reach the next safe room during a chase. Without it, certain Searchlights encounters are pure RNG.
B-Tier: Good, Situationally#
| Item | Cost | Use | Rating |
|---|
| Flashlight (Standard) | 100 | Bright light, 3 min | 7/10 |
| Lantern | 200 | Area light, no battery | 7/10 |
| Lockpick | 100 | Opens lockers/containers | 6.5/10 |
| Keycard (spare) | 150 | Saves a Code Breacher if you find the matching door | 6.5/10 |
| Noise Maker | 100 | Distracts entities for 5 seconds | 6.5/10 |
Lockpick — Good When It Works#
Lockpicks open locked lockers and supply containers, yielding extra Medkits, Batteries, and occasionally Code Breachers. The RNG factor keeps it in B-tier — sometimes you get 3 Medkits back (paying for itself), other times you get nothing useful. Bring one if you have a free slot, don’t prioritize it.
C-Tier: Niche or Overpriced#
| Item | Why C-Tier | Rating |
|---|
| Smoke Bomb | 3-second invisibility but short range | 5/10 |
| Adrenaline Shot | 5 seconds of invulnerability, then 30-second speed debuff | 5/10 |
| Flashlight Pro | Same as Standard but costs 200 | 4.5/10 |
| Spare Batteries (stack) | Redundant if using Gummy/Hand-Cranked | 4/10 |
D-Tier: Waste of Credits#
| Item | Why It’s D-Tier | Rating |
|---|
| Cosmetics (any) | Zero gameplay benefit | 2/10 |
| Music Box | Calms entities for 8 seconds but attracts ALL entities in a 50-stud radius after it ends | 2/10 |
| Candle | Too dim to navigate with, purely atmospheric | 1/10 |
| Flashlight (Damaged) | Flickers randomly every 15-30 seconds, worse than nothing | 1/10 |
Best Loadouts by Floor#
Hotel Loadout (Floors 1-40)#
| Slot | Item | Reasoning |
|---|
| 1 | Gummy Flashlight | No battery management needed while learning |
| 2 | Medkit | Quick-access heal |
| 3 | Medkit | Backup heal |
| 4 | Code Breacher | For the locked door around floor 25-30 |
| 5 | Batteries or Lockpick | Flex slot |
Blacksite Loadout (Floors 41+)#
| Slot | Item | Reasoning |
|---|
| 1 | Hand-Cranked Flashlight | Infinite light, you’ve learned entity timing |
| 2 | Sprint Potion | Survive Searchlights chases |
| 3 | Medkit | Quick-access heal |
| 4 | Medkit | Backup heal |
| 5 | Code Breacher | Multiple locked doors in Blacksite |
Speedrun Loadout#
| Slot | Item | Reasoning |
|---|
| 1 | Standard Flashlight | Maximum brightness, fastest navigation |
| 2 | Batteries ×2 | Power the Standard Flashlight |
| 3 | Sprint Potion | Skip entity encounters |
| 4 | Medkit | Emergency only |
| 5 | Code Breacher | One locked door skip |
Co-op Support Loadout#
| Slot | Item | Reasoning |
|---|
| 1 | Lantern | Light for the whole team |
| 2 | Medkit | Self-heal |
| 3 | Medkit | Heal teammate |
| 4 | Noise Maker | Distract entities away from downed teammates |
| 5 | Code Breacher | Team progression |
Item Purchase Priority Order#
| Priority | Item | Credits | Cumulative |
|---|
| 1 | Gummy Flashlight | 150 | 150 |
| 2 | Medkit ×3 | 150 | 300 |
| 3 | Code Breacher | 200 | 500 |
| 4 | Sprint Potion | 150 | 650 |
| 5 | Hand-Cranked Flashlight | 300 | 950 |
| 6 | Lockpick | 100 | 1,050 |
| 7 | Extra Medkits | 50 each | — |