Raid priorityEarly Access launch window

Loot

Loot is where most SAND decisions become expensive. This page groups sell-value questions, crafting-use questions, locked-box notes, and extraction risk into one player-friendly index.

Quick Facts

Main question

Should you keep it for progression, sell it for currency, or drop it to survive extraction?

Priority terms

What to sell, locked boxes, crowns, silver, coral chunks, weird coral, and valuables.

Value notes

Value is not just sell price. The safer question is whether the item changes your next upgrade or your extraction decision.

Loot categories

Sell-first valuables

Currency items are useful filler after progression materials and survival needs are protected.

Progression materials

Items that look sellable but gate crafting, upgrades, or Trampler progress.

Locked boxes and safes

Container types, expected rewards, access requirements, and whether the time risk is worth it.

Extraction risk

Weight, visibility, route length, and whether carrying one more item is worth exposing your squad.

Early loot rules

  • Do not vendor unfamiliar progression materials before checking your next upgrades.
  • Drop low-value currency filler before dropping blueprint parts, coral, repair supplies, or route-critical items.
  • Open optional containers before the main objective is complete, not after you are already carrying a good haul.
  • Treat a profitable inventory as a signal to extract, not as permission to add one more risky stop.

Community Video Guides

Watch these as practical examples after reading the wiki guide. Community videos can become outdated during Early Access, so use them as route and build references rather than final database facts.

Loot route11:12

Crazy Loot Inside the Dreadnaught

Meep

A high-value loot example; treat route details as player-reported until you confirm them in your run.

Open on YouTube