Classes and Diamonds
Classes are permanent, bought with Diamonds from the lobby NPC and equipped one at a time. Energizer (250) is the best first buy; Bargainer (900, 20% off everything) is the best long-term one.

How the class system works
Classes are permanent account upgrades bought with Diamonds in the lobby, from the Classes NPC. You equip one at a time before a run, and it stays until you switch it. Nothing about a class resets: buy it once, own it forever.
Diamonds come from escaping. Every completed ending pays 15 Diamonds — mineshaft, janitor and rooftops alike — and a partial run still pays a smaller, progress-based amount, so an unfinished dig is never worthless. Because they are account-wide, Diamonds are the one thing in Dig to Escape that survives a dead run.
All five classes
| Class | Cost | Effect | Best for |
|---|---|---|---|
| Speedster | 100 Diamonds | Move 25% faster | The battery office and the rooftop chase — anywhere the guard is the threat |
| Energizer | 250 Diamonds | Digging uses 20% less energy | Long mineshaft digs; the cheapest general-purpose buy |
| Heavy Lifter | 400 Diamonds | Carry 20% more items | Solo runs where every surface trip costs time |
| Hyperactive | 750 Diamonds | Dig cooldown 25% shorter | Players who want raw dig speed over discounts |
| Bargainer | 900 Diamonds | Shop prices 20% lower | Everything, eventually — the best long-term class in the game |
Which one first?
Three sensible roads, depending on what your runs die of:
- Die to energy? Buy Energizer (250). Twenty percent less drain per block means fewer food trips and longer digs — and it is the cheapest class that speeds up every route.
- Die to the office guard or the roof? Buy Speedster (100). It is the cheapest class in the game, and both alternate endings' dangerous sections are movement checks, not digging checks.
- Playing the long game? Save for Bargainer (900). Twenty percent off every purchase in the prison — tools, food, dynamite, and yes, the Illegal Keycard — pays for itself within a handful of serious runs and is the strongest single purchase on the account.
Most players end up with two classes owned: one grinder and one endgame. The full set is 2,400 Diamonds.
Fine print worth knowing
- One equipped at a time. The lobby NPC swaps your active class; nothing is lost by experimenting once bought.
- Diamonds never expire and spend only here. There is no second Diamond sink in the game, so no reason to sit on a balance.
- A failed run still pays. Leave early and you keep a slice of progress-based Diamonds — quitting is not punished in this economy, only slowed down.
After the first class
With a class equipped, the routes get meaningfully shorter: Energizer trims every dig, Speedster trims the two chase-adjacent escapes, and Bargainer trims the 200-Roll keycard grind to 160. Pair it with a clean tool routine — see the tools page — and the road to the rooftop helicopter stops feeling long.







