Before movement begins
One slot.
One decision.
Every player has two consumable item slots from the first day—even in Standard.
Items may improve the run, reduce a risk or protect the shoe. An active APEX adds a third consumable slot, creating a real strategic advantage without changing the rules of compatibility.
The equipment layout
Two for everyone. Three with APEX.
Slots belong to the player’s account—not to a shoe. Changing, selling or recycling a shoe does not remove the items in the regular slots.
Mode, level and distance never add another slot. Only the active APEX grants the third consumable position.
The compatibility rule
One item per family
Every equippable consumable belongs to exactly one family. Two items from the same family can never be equipped together—even in different slots.
This means the player chooses which risks to cover, not simply which individual objects look strongest.
Five strategic families
Choose what matters today
The family defines compatibility. The exact effect depends on the selected item.
RewardsImprove the result
Run boosts, Cadence boosts, Pacer and Expert Energy overflow cards share this family.
- Cereal Bar: +5% PACE
- Energy Gel: +10% PACE
- Energy Drink: +15% PACE
- Energy +2 / +5: Expert overflow
InjuryReduce injury risk
Choose either short, stronger protection or a longer-duration solution.
- Strap: reduces injury risk by 75% for 24 hours
- K-tape: reduces injury risk by 50% for 7 days
Bad EventCancel one event
Equip the protection before a run. If a Bad Event fires, it cancels that event and is consumed.
- Activates after the event fires
- Protects against one Bad Event
DurabilityProtect shoe condition
Durability Freeze prevents all durability loss during one Standard run.
- No durability loss
- Returned unused in Expert
WeatherMatch the conditions
Cap, Gloves, Raincoat, Scarf and Running T-shirt reward correct preparation.
- Matching weather: +5% gain
- Weather Joker: any non-normal weather
How a run reads equipment
Prepare. Lock. Resolve.
Items can only be equipped or removed while no run is active. At START, PULSE reads the slots once and freezes the valid effects for that run.
Equip
Select items while stopped. Occupied slots and duplicate families are refused with a clear reason.
Validate
The game checks the active shoe, run mode and weather before consuming anything.
Lock
Valid effects are frozen at START. Nothing can be changed during the run.
Resolve
Each item is consumed, retained or returned at its correct moment.
A Cadence boost is returned for a Fortune run; an Energy overflow card is returned in Standard; a Raincoat is returned when it is not raining; every APEX-slot item is returned if the active shoe is not an APEX.

Seven-day injury protection
The K-tape timer starts with use—not equip
K-tape lasts seven days. Its timer begins at the first run played with the item, not when it is placed in a slot.
Two boosts, two calculations
Know where the bonus enters
Both are called boosts, but they change the earning formula in different places.
Adds attribute points to effective Cadence before PACE is calculated.
Adds +5%, +10% or +15% after the base run result has been calculated.
Not every item is equipment
Some items are played from their own screen
Items without a family do not use slots. They act once, while stopped, from the screen where their effect belongs.
Used from injury or repair screens.
Used from level or inventory actions.
Used before or around a Forge action.
Used only where their account action is available.
The preparation rule
You cannot cover everything
Two consumable slots are always available. APEX adds the third.
Each family may appear only once. Choose one item per risk.
Valid effects are frozen at START. Equipment cannot change during the run.
Invalid items are returned. No item is consumed for a run where it cannot act.