A Rig is the rechargeable tool you carry through a whole trial, and you can only bring one per run. That single choice shapes how you survive: whether you stun, blind, heal, see through walls, block a door, or turn the facility electronics against the enemy. There are 6 Rigs, each bought and upgraded with Vouchers, the upgrade currency you earn by completing trials, and each one pairs with up to 3 Amps in your loadout. This guide explains all 6, what their upgrades do, and how to pick the right one for the way you play.
Quick answers
You bring exactly 1 Rig per run, plus up to 3 Amps. The Rig is your active tool; Amps are passive bonuses.
Rigs are bought and upgraded with Vouchers earned by completing trials, in the Sleep Room upgrade shop.
Stun and Blind control enemies. Heal keeps you and teammates alive. X-Ray gives information. Barricade buys time. Jammer turns electronics against the enemy.
Jammer is the newest Rig, added with Project Breach, and its official definition covers hacking traps, opening locked doors and containers, and stunning enemies.
Amps and Prescriptions are not listed in full here. Their complete current lists were not verified, so this guide covers the Rig system and the loadout rule only.
At a glance
Rigs: 6 total, 1 per run
Loadout: 1 Rig plus up to 3 Amps
Currency: Vouchers, earned by completing trials
Where: Sleep Room upgrade shop
Newest Rig: Jammer, added with Project Breach, December 10, 2024
Last verified: November 1, 2026
1. How Rigs work: one tool, one run, Vouchers
A Rig is a rechargeable tool you carry for the whole trial. You pick one before you leave the Sleep Room, and you cannot swap it mid-trial, so the choice has to match the trial and your playstyle, not just the enemy in front of you. Rigs are bought and upgraded with Vouchers, the upgrade currency awarded for completing trials, at the upgrade shop in the Sleep Room. Upgrades do not give you a second Rig. They make the one you have do more: wider range, stronger effect, extra utility, or a new function entirely, depending on the Rig. The loadout around it is 1 Rig plus up to 3 Amps, the passive bonuses that modify how you play, such as silent movement, healing bonuses, or item bonuses. Amps are covered in mechanism only in this guide, because their complete current list was not verified at check time.
2. Stun: the crowd-control throw
Stun is a thrown shock device that stuns nearby enemies. It is the most direct answer to being surrounded: throw it, and the enemies around the blast stop chasing you long enough for you to break away. Its upgrades widen the effect, and they add utility that matters beyond the stun itself: clearing traps, and replenishing battery and stamina. Pick Stun if your problem is being caught in the open, or if you play in a team where a few seconds of breathing room let a teammate finish an objective.
3. Blind: the mine that cuts vision
Blind is a ground mine that releases a blinding smoke when triggered, cutting off enemy vision. Where Stun stops enemies, Blind removes their ability to see you, which makes it the Rig for routes rather than fights: lay it on a path you will retreat through, or on a doorway you need to pass, and the enemy on the other side loses its sightline. It is quieter in effect than Stun, because a blinded enemy is not a stunned enemy, but it lasts in the space rather than in the moment, and that makes it strong for planned escapes.
4. Heal: the gas that keeps the team alive
Heal releases a healing gas that treats you and nearby teammates. It is the only Rig whose main job is recovery rather than control or information, and that makes it the default pick for co-op groups that keep going down, and for solo players who want a safety net rather than a weapon. Its upgrades add a slowing poison effect, silent healing, and the ability to cure Psychosis, the sanity-break state that summons the Skinner Man. If your runs end because health runs out rather than because you are caught, Heal is the Rig that fixes the actual problem.
5. X-Ray: the information Rig
X-Ray lets you see enemies, teammates, items, and containers through walls. It does not hurt anything, blind anything, or heal anyone, and that is the point: information is the resource this game runs on, because every decision, hide, run, or push through, depends on knowing where the enemy is. Its upgrades share enemy positions with teammates and replenish night vision, which makes X-Ray stronger in co-op than solo, since the whole team benefits from one player vision. Pick X-Ray if your deaths come from surprises rather than from fights you knew were coming.
6. Barricade: the door that buys time
Barricade places a barrier at a door or window that delays enemies breaking through to chase you. When an enemy finally breaks the barrier, it is stunned, and you gain an adrenaline bonus, and the barrier can be taken down again to refund it. That refund is what makes Barricade different from a one-use trap: it is a reusable tool for controlling a route, not a consumable you spend. Pick Barricade if your playstyle is about routes and doors, if you like to decide where a chase happens rather than reacting to it, or if you play objectives that need a few uninterrupted seconds at a fixed spot.
7. Jammer: the electronics Rig
Jammer is the newest Rig, added with Project Breach on December 10, 2024, and its official definition is the broadest of the six. It is an EMP-type tool that interferes with electronic devices, hacks traps so they work against enemies instead of you, opens locked doors and containers, and hacks enemies to briefly stun and sicken them. Its upgrades can even revive yourself and teammates. That breadth makes Jammer the most flexible Rig and the hardest to summarise: it is part trap tool, part key, part crowd control, and part revival, depending on what you upgrade. Pick Jammer if you want one Rig that answers several different problems, and if you are willing to learn which devices in each trial are worth hacking.
8. All 6 Rigs side by side
Swipe horizontally to view all columns.
| Rig | What it does | Best for | Upgrade direction |
|---|---|---|---|
Stun | Thrown shock device, stuns nearby enemies | Being surrounded, buying seconds | Wider range, trap clearing, battery and stamina replenishment |
Blind | Ground mine, blinding smoke cuts enemy vision | Planned escapes, routes | Longer area denial on a route |
Heal | Healing gas for you and nearby teammates | Co-op groups, safety net solo | Slowing poison, silent healing, curing Psychosis |
X-Ray | See enemies, teammates, items, containers through walls | Avoiding surprises, co-op vision | Sharing enemy positions with teammates, night-vision replenishment |
Barricade | Barrier at a door or window, delays enemies | Route control, fixed-spot objectives | Stun on breach, adrenaline bonus, refund on removal |
Jammer | EMP tool: hacks traps and devices, opens locks, stuns enemies | Flexible play, several problems at once | Reviving yourself and teammates |
The honest way to pick is to match the Rig to your most common failure, not to a tier list. If you die surrounded, take Stun. If you die on retreat routes, take Blind. If you die because health runs out, take Heal. If you die to surprises, take X-Ray. If you die because a chase reaches you at a fixed spot, take Barricade. If you die to several different things and want one tool that answers more than one of them, take Jammer and learn its upgrades. No Rig is best in general, because the trials are not the same problem twice.
FAQ
How many Rigs can I bring into a trial?
Exactly one Rig per run, plus up to 3 Amps. The Rig is your active tool; Amps are passive bonuses.
How do I buy and upgrade Rigs?
With Vouchers, the upgrade currency earned by completing trials, at the upgrade shop in the Sleep Room.
Which Rig is best for beginners?
There is no general best. Match the Rig to your most common failure: Stun for being surrounded, Heal for running out of health, X-Ray for surprises, Barricade for fixed-spot objectives, Blind for retreat routes, Jammer for flexibility.
What does Jammer do?
It is an EMP-type tool that interferes with electronic devices, hacks traps so they work against enemies, opens locked doors and containers, and hacks enemies to briefly stun and sicken them. Its upgrades can revive yourself and teammates.
Are Amps and Prescriptions covered here?
Only in mechanism: up to 3 Amps per loadout, and Prescriptions as permanent upgrades bought with Vouchers. Their complete current lists were not verified at check time, so no full list is printed here.

