Dig Dig Die Treasures & Boosters
Positive grave loot, when to pop it, and what is worth the dig noise.
Treasures and boosters are the clean half of Dig Dig Die greed. Alice Games promises coffins and crypts that hide powerful boosts—speed, super-jump, and more—alongside the cursed nonsense that makes voice chat explode. This page focuses on the helpful finds: how to prioritize them, when to activate them, and how to stop spending lives for mediocre shiny objects before Steam launch.
What good loot means in practice
Good loot improves extract odds or multiplies the next quiet minute. A speed booster that gets a bag to the ship matters more than a flashy spare you cannot use under pressure. Super-jump tools open alternate routes around hunter paths and crypt bottlenecks. Other positive effects should be judged with the same question: does this reduce time-to-extract or reduce forced noise?
If an item only enables greed digs, it is situational. Situational is fine for Full Comedy nights; Quiet Extract nights want boring reliability. Rank candidates with the Tier List once you have reps, and keep this page as the usage manual.
Digging for boosters without feeding monsters
Boosters live in the same noisy holes as curses and burst threats. Use the noise budget from Sound Hunting. Stagger shovel swings, space diggers, and abort when audio spikes. Crypt pries with crowbars are often where juicier treasures hide—clear the lane first, pry second, celebrate never.
If a UFO event hits mid-treasure chase, flip to Secure Extract. A booster on a beamed player helps nobody. Read UFO Events so the crew already knows the abort word.
Who should carry which booster
Assign carriers on the Cursed Ship before the drop using Tools:
- Loot Runner: mobility boosters for bag races to extract
- Distractor: tools that help create distance after a peel
- Support: utility that stabilizes the squad or opens routes
Do not stack every mobility effect on the person who panics on mic. Speed plus scream equals a tour of the graveyard for every hunter. Practice pop timing in private lobbies: activate after the dig finishes, not during the loudest shovel string.
When to pop versus when to save
Pop rules that keep working:
- Pop to leave, not to dig one more row.
- Pop when a hunter is committed and extract is reachable.
- Save when the yard is already quiet and bags are light.
- Never pop as emotional revenge after a near wipe.
Landing noise from jump tools can re-aggro. Plan landings behind crypt walls or soft soil away from active digs. Pair movement with whisper headings, not open-mic narration. Controls should make activation reliable under stress—bind what you need before launch week.
Graveyard routing for treasure hunting
Not every row is equal. Use Haunted Graveyards to pick short loops with two extract options. First loop: open plots for quick positive finds. Second loop: one crypt if the first loop was clean. Third loop is where most crews die—skip it unless the bankroll and roles say otherwise.
Public lobbies add contest. If another crew—or a traitor friend—is racing the same crypt, decide in three seconds: contest, rotate, or extract. Contest is noise. Noise is monsters. Monsters are the Monsters Hub.
Ship economy after a booster haul
Positive hauls create a trap: you feel rich, so you open roulette. Set surplus rules on Casino & Vending. Vend useful restocks first. Gamble only what you can lose without downgrading the next raid’s readiness. Boosters found in graves and boosters bought from vending should feel like one kit plan, not two separate addictions.
Curses still appear in the same digs. Know the reject list on Cursed Items so you do not accidentally pocket a run-ruiner while grabbing a speed charm.
Practice plan
- Booster-only night: extract on first positive find, ignore everything else.
- Pop-to-leave drill: force activation only when the abort word is called.
- Value talk: after each raid, name whether the item earned its shovel noise.
Cross-link your learning with Guides for full raid scripts and Locations for ship-to-yard flow. Treasures are the reward for discipline; Dig Dig Die just makes sure the yard charges interest if you forget.
Frequently Asked Questions
Quick answers for Dig Dig Die crews on Steam.
Which Dig Dig Die boosters should I prioritize?
Prioritize effects that shorten extract time or open safer routes—speed and super-jump style tools are the headline examples. Rank the rest with the Tier List after you have reps.
Should I use a booster to dig faster?
Usually no. Pop to leave or to survive a committed chase. Digging faster often means digging louder.
Do boosters come from vending too?
Yes. Graves drop boosters and curses; ship vending sells boosters and handy items. Plan both on Casino & Vending.
What if a booster carrier gets UFO beamed?
Secure Extract with remaining bags. Do not start a revenge dig for the lost item—see UFO Events.
Where should I go next?
Read Cursed Items so you can reject bad finds quickly, then return to the Loot Hub.