Guides

Punch Out Of Prison Upgrade Priority

Spend crusher cash and gems in the order that actually shortens escapes.

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Every Punch Out Of Prison run turns rubble into cash, then cash into speed. Buy the wrong upgrades and you jog between a tiny hole and a tiny backpack for twenty minutes. Buy the right ones and Chapter 1 opens Chapter 2: The Yard before the lobby gets bored. This priority guide explains when to favor hole size, backpack, punch power, helpers, Gym permanents, and gems versus cash — then points you at the Tier List for glove spending.

New players should pair this page with Getting Started and redeem live strings on Codes before a long session.

The two currencies (do not mix them up)

  • Cash — earned by selling backpack rubble at the crusher. Buys punch power, hole size, backpack capacity, helpers, Fight Gear ranks in The Sewers, and other shop progress that clears chapters.
  • Gems — earned from successful escapes (and often from codes). Spend on gloves, hit effects, classes, and emotes.
  • Gym — permanent upgrade lane that stacks on top of shop purchases. Train between escapes instead of treating it as a replacement for cash spends.

Rule of thumb: cash clears the wall in front of you; gems improve the loadout you bring into the next wall.

Early game priority (Chapter 1 and first Yard runs)

1. Hole size early (often the best first feeling upgrade)

Wider holes clear more cubes per punch and reveal tunnels faster. Creator sessions frequently buy hole size as soon as the first sells allow because a 3×3 (and beyond) face changes the entire pace of the cell. If punches feel like tapping a single brick forever, hole size is behind.

2. Backpack capacity right beside it

A huge hole with a tiny backpack creates a new failure mode: constant crusher walks. Raise capacity so each sell converts a meaningful pile. Many guides put backpack first for pure efficiency math; in practice, alternating hole size → backpack → hole size keeps both dig speed and trip efficiency rising together.

3. Punch power when hits feel soft

Once the hole is wide enough to see progress, punch power multiplies every click. Buy it when cubes take too many hits relative to your hole size, or when Hard walls start sponging damage.

4. Helpers when travel time is real

Helpers keep breaking while you walk. They are weak if you still stand at the wall the entire time with a full pack. They become strong the moment crusher trips take more than a few seconds. Chapter-specific helpers matter:

  • Yard: pigeons, Biscuit, tower hoses, digger or bulldozer.
  • Sewers: Bandit, Chompers, Flicker (medic value in Rat Lair).

5. Crusher-adjacent quality of life

If the shop offers crusher speed or similar economy nodes, buy them after the core three (hole, pack, power) so sells stop bottlenecking a strong dig.

Mid game priority (Sewers combat layer)

When Chapter 3: The Sewers opens, insert Fight Gear into the cash plan:

  1. Keep hole size / backpack / punch power from stalling dig routes into the Rat Lair.
  2. Buy Gloves, Health, and Armor before forcing mini-bosses.
  3. Add Flicker or other sustain helpers before The Rat King if wipes are common.
  4. Use tools like Water Cannon (F) and Bubble Blaster as force multipliers — they do not replace basic shop stats.

Do not dump an entire gem bank into emotes while Fight Gear is rank one.

Late game priority (Sea and Insane)

For Chapter 4: The Sea:

  • Beach dig still loves hole size and punch power.
  • Sailing and THE CUTTER care more about glove quality and crew coordination than backpack ranks.
  • Finish Gym permanents you skipped during rush unlocks.
  • Push Hard clears to open Insane where relevant, then respec your mental priority toward burst gloves and team roles instead of endless backpack nodes.

Suggested buy order cheat sheet

StageSpend cash onSpend gems on
First 10 minutesHole size, backpackNothing essential yet (bank code gems)
First escape pushPunch power, first helperStarter glove only if Tier List says it helps
YardDig helpers, pack, holeBetter gloves for faster clears
SewersFight Gear + dig statsCombat gloves / classes
SeaDig stats for boat uncoverBest punch gloves for boats and THE CUTTER
Between escapesGym permanentsEffects/classes you actually equip

Gems versus cash decisions

Spend cash immediately while a chapter is incomplete. Unspent cash does not dig.

Spend gems deliberately. Open the Tier List before buying gloves or classes. Codes that grant temporary hole size or backpack boosts should be timed at the start of a fresh escape, not mid-boss when you cannot use them.

If a code grants both gems and a boost, redeem, then plan the next run around the boost window. Details stay on Codes.

Gym: permanent stacking

THE GYM is easy to ignore because it is not on the critical path of a single escape. That is a mistake over a full evening. Permanent upgrades stack with shop ranks, which means every future chapter starts stronger. After any clear — especially quick Easy repeats — spend a few minutes in the Gym before queueing the next Hard attempt.

Common upgrade mistakes

  • All power, no pack — wide empty walks.
  • All pack, no hole — full bags of slow rubble.
  • Helpers before basics — passive diggers cannot fix a one-cube hole.
  • Gems on emotes first — cosmetics do not open The Yard.
  • Skipping Fight Gear in Sewers — dig stats will not dodge Rat King telegraphs.
  • Never visiting Gym — you replay chapters with temporary stats only.

How to re-evaluate after a patch

Shop prices and helper kits change. After reading Updates, re-run a short Easy clear and note which upgrade removed the most time: wall face speed, trip count, or downtime while walking. That metric — not habit — should set your next priority. For speed-focused routing once the shop feels right, continue with How to Escape Fast.

Buy hole size and backpack early, add punch power and helpers as trips lengthen, gear up for rats, train the Gym, and spend gems only on loadouts the tier list respects. That order clears Punch Out Of Prison chapters faster than any random shop click spree.

FAQ

Frequently Asked Questions

Quick answers to the most common Punch Out Of Prison questions.

Should I upgrade hole size or backpack first?

Raise hole size early so each punch clears more wall, then boost backpack so crusher trips stay efficient. Alternating the two is usually best.

When should I buy helpers?

After hole size and backpack feel usable, and when crusher walks are long enough that passive digging matters.

What is the Gym for?

THE GYM grants permanent upgrades that stack with shop purchases. Train between escapes for long-term speed.

Should I spend gems or cash first?

Spend cash to clear the current chapter. Save gems for gloves, classes, effects, and emotes ranked on the Tier List.

Do Sewers change the upgrade order?

Yes. Keep dig stats healthy, but buy Fight Gear (Gloves, Health, Armor) before forcing Rat Lair bosses.

Where do codes fit into upgrades?

Redeem Codes for gems or boosts, then time hole size or backpack boosts at the start of a fresh escape.