Classes

Classes and Diamonds

Spend Diamonds at the lobby Classes NPC. Energizer is the cheaper first buy, Bargainer discounts the whole shop, and Speedster is for the chases.

Classes and Diamonds

Spend Diamonds at the lobby Classes NPC. Energizer is the cheaper first buy, Bargainer discounts the whole shop, and Speedster is for the chases.

Classes are permanent lobby upgrades. You buy them with Diamonds from the Classes NPC before a run, and you equip one at a time. They are not for sale inside the prison, and they do not reset when a run ends.

How Diamonds arrive

Finishing Mineshaft, Janitor, or Rooftops pays 15 Diamonds for that clear. Leaving early or failing still pays something based on how far you got. Those partial numbers are not published, so a failed dig is not worth zero, and it is not worth the full 15 either.

The five classes

Class Diamonds Effect
Speedster 100 Move 25 percent faster
Energizer 250 Digging uses 20 percent less energy
Heavy Lifter 400 Carry 20 percent more items
Hyperactive 750 Dig cooldown reduced by 25 percent
Bargainer 900 Shop prices reduced by 20 percent

What to unlock

Buy Energizer first if you are learning Mineshaft and you do not already have a pile of Diamonds. Less energy means fewer food trips.

Save toward Bargainer if you will replay any ending. The discount applies to shovels, food, sacks, dynamite, and the Illegal Keycard, which is where most Toilet Paper goes.

Buy Speedster when the Janitor office or the roof jumps are the part you fail. It is the cheapest class and a weak pick for the dig itself.

Hyperactive is a dig-speed class, not a movement class. Take it when cooldown, not energy or price, is the limit. It costs more than Energizer and does not replace Bargainer.

Heavy Lifter matters on a solo dig where you hate returning to the seller. In a group, other players are already hauling items, so the slot is better spent on Energizer, Hyperactive, or Bargainer.

The tier list on this site ranks that same tradeoff. It is an editing recommendation, not a lobby ranking.

FAQ

Frequently Asked Questions

Does Dig to Escape have working codes?

No. Walkthroughs through 2026 describe no Codes or Redeem control, and no code string has been published for this experience. Toilet Paper is earned by selling items inside a run. Diamonds are earned from escape progress and stay on the account.

How many endings are there?

Three success endings are documented: Mineshaft (dig to the bottom and run the tunnel), Janitor (Illegal Keycard, ladder, and 12 batteries), and Rooftops (the same keycard plus a 100 Toilet Paper Crowbar, then a roof chase to a red helicopter). A Kitchen ending mentioned in some summaries is that Rooftops route, not a fourth finish.

What is Toilet Paper used for?

Toilet Paper is the run currency. Sell items you dig up, then buy shovels, sacks, food, dynamite, the Illegal Keycard, and the Crowbar. It does not carry into the next run. Diamonds are the account currency used on the lobby Classes NPC.

Which class should a new account buy?

Energizer (250 Diamonds, digging costs 20 percent less energy) is the cheaper general first buy. Bargainer (900 Diamonds, 20 percent off shop prices) saves the most Toilet Paper once you can afford it. Buy Speedster (100 Diamonds, 25 percent faster movement) first only when you are practicing the Janitor or Rooftops chase.

What happens if the guard catches you?

Being caught in the halls at night ends the run. Keep your own cell door closed while you dig. Do not hide in another prisoner's cell. One reference says a guard kill can be revived once; a player comment says the chase itself cannot be revived. There is no developer note that settles that.