Tier List

My Bunker Which crate to buy on the conveyor

Spend on odds and slots, not on a $999,999/s thumbnail.

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Crate Tier List

Crates are the only reliable way to grow a plot in My Bunker. You walk to the conveyor, pay cash, and open a box that can spit a bunker, a mutation, or another miss you have to sell with your eyes. This list ranks the crates we can actually name from gameplay and from the developer devlogs. It does not invent drop percentages. It does not treat a $999,999/s shop graphic as a measured rate.

Pair this page with the bunker ranks so you know which result to keep, and with the mutation ranks so a Rainy roll does not get vendored. The tier list hub is the rule set: cash, fuse value, availability.

How crate ranks work

A crate is S-tier if it can roll a fuse finisher, a Rainy high pad, or a mythic-quality bunker at a price a grinding player can plan for. It is A if it is the realistic path into Steampunk, Prison, or other A pads. It is B if it is a fair mid-game spend. It is C if it exists to move you off Nature. It is D if you only buy it to learn the loop. F is reserved for impulse purchases that exist only because a thumbnail lied.

Day 6 of the devlogs added “OP crates” specifically to raise the chance of mythics. Day 11 added a shop the studio promised would stay cheap. The Halloween shop is a separate seasonal counter that had its GUI repaired in the QOL update. None of those patches published a drop table, so the letters below are spend priority, not lottery math.

S tier — expensive boxes that can change the plot

Armored crate. Public footage treats this as the big conveyor purchase, with players wishing they had on the order of $350,000 to $750,000 before clicking. The same opening produced an epic Rainy Prison, which is exactly the overlay you want on a high cash pad. You do not spam armored crates with starter money. You save, you upgrade crate slots first if the plot is starved for volume, then you buy one armored when the index has room for Prison or better.

OP crates (Day 6). The studio’s own short says these exist so players have a higher chance at mythics. That is the only official odds language we have. If the conveyor still shows an OP crate after you can afford it, it outranks another medieval box. If the OP crate is gone from your shop rotation, do not hunt fan-made pastebins; check the live conveyor and the group shout instead.

A tier — the realistic climb

Rich crate. One session pulled Steampunk here, then read that bunker near $2k/s. Steampunk is an A pad and a possible fuse piece. Rich crates are the cash-efficient way to chase that model without waiting on armored luck.

Island crate. Players save for this because the belt presents it as a larger spend with a larger ceiling. We do not have a studio loot table. Rank it A as a planned purchase after spawn-rate upgrades, not as a panic click when you still need a second crate slot.

Shop crates after Day 11. The Day 11 short says base upgrades work and a new shop went in, with prices intended to stay affordable. Treat the shop as A-tier access to the same bunker pool, not as a second game. If a shop tile shows $999,999/s, that tile is an ad. Buy the crate name you can verify on the index after the animation.

B tier — mid-game workhorses

Tesla crate. Footage used Tesla opens to roll Prison more than once, including after a Prison was already placed. Tesla is how you get the A-tier pad without armored pricing. Stop buying Tesla the moment you are holding extra Prisons you cannot fuse or Rainy; extra copies do not print twice on one pad. Day 12 of the devlogs is the studio short that names Tesla alongside two other boxes.

Divine crate. Named on Day 12 with Tesla and the nuclear barrel. There is no published drop table. Treat it as a planned high crate, in the same spend bucket as OP and armored: buy after slots and spawn rate, not as a starter click.

Nuclear barrel. Also named on Day 12. One public opening rolled a golden legendary bunker from it. Rank it with Tesla as a mid-to-late conveyor SKU. A radioactive sticker is not a $/s reading.

Frozen crate. The same session opened Frozen into a Trapdoor bunker. Treat Frozen as a named belt SKU in B or C until more drops are logged. It is not an S-tier armored substitute.

Galactic crate. That recording called Galactic a playtime reward around 30 minutes, not a starter conveyor buy. It dropped a Tesla bunker in that run. Do not spend early cash hunting Galactic as if it were a cheap belt box. A plasma barrel in the $350k class was also mentioned as a later playtime or save-up target; we do not have a studio tooltip for it.

Halloween fuse / seasonal crate windows. The same session noted a Halloween fuse listing rogue robot and Lockdown Ultimate. Seasonal boxes are B because they can be the only legal path to an S fuse, but they also expire in presentation. Read Halloween shop before you dump the plot treasury into a GUI that was broken before QOL.

C tier — leaving Nature behind

Medieval crate. This is the named source for a grave-themed bunker that sessions read near $50/s. That jump from Nature’s ~$20/s is the whole point of C-tier. Buy medieval until Graveyard or Lockdown exists, then stop. Medieval is not how you finish Black Hole.

Conveyor regulars just above tutorial price. Early boxes exist so the first pad is not empty. They are C when they still can roll Lockdown (footage has Lockdown off a mid-priced open). They drop to D once your plot already has Lockdown and Prison.

D tier — tutorial spend

Starter conveyor crates. Buy one, place the bunker, hire a guard, and immediately look at spawn-rate and crate-slot upgrades. The beginner guide is the loop. Repeating starter crates after you can afford Tesla or rich is how plots stall.

F tier — thumbnail traps

F is not a crate name. F is the habit of buying whatever the UI paints with a $999,999/s sticker. If the index after the open does not match the sticker, you paid for marketing. Scripts that promise auto-opening every crate are a separate problem on the scripts hub; they do not make a D crate into an S crate.

Spend order that does not lie

  1. Place any bunker and a guard so offline cash can start, which Day 6 added as a return hook.
  2. Buy extra crate slots and faster spawns before a prettier box.
  3. Medieval or Tesla until Graveyard, Lockdown, or Prison exists.
  4. Rich or island toward Steampunk and Space.
  5. One armored when you can survive the price and have pad space for Rainy Prison or better.
  6. Hold Space and Lockdown for the fuse machine instead of opening “one more” crate that overwrites them.

Six-player servers mean another person can watch you dump 750k on an armored crate. That is not PvP, but it is a reason to hire guards first. Group testers on Yeet Pizza Productions see patches earlier; they still do not get a public drop table. No Trello exists. No confirmed codes exist on the codes hub. Crate ranks change when the shop or OP crate rotation changes, not when a thumbnail artist adds extra nines.

FAQ

Frequently Asked Questions

Quick answers for bunker owners, crate buyers, and AFK farmers.

What is the first crate I should buy?

The cheapest conveyor crate that lets you place a bunker and a guard. After that, spend on crate slots and spawn rate before you save for armored.

Is the armored crate worth $350k–$750k?

Only if your plot already prints and you have room for a Prison-tier result. One session’s Rainy Prison came from that spend. It is a planned purchase, not a starter purchase.

Do OP crates guarantee mythics?

No. Day 6 only said they raise the chance. There is no published guarantee and no Trello with percentages.

Should I buy crates or fuse first?

Buy until you own the ingredients. Space into Black Hole and Lockdown plus a rogue robot toward Lockdown Ultimate are fuse goals, not crate names. Stop opening boxes that would overwrite those pieces.

Why is there no drop-rate table?

Yeet Pizza Productions has not posted one. This wiki ranks spend order from footage and devlogs instead of fabricating odds.