Dig & Clean — Dig & Clean Rarity Guide
ReferenceUpdated 2026-08-22

Dig & Clean Rarity Guide

Rarity is the heart of Dig & Clean. It is only revealed after a full clean at the Workstation, and it decides, together with Condition and Weight, what an item is worth. All the rare and valuable finds sit in the seven published tiers (Common to Omega), but the game also ranks the beach litter you dig up as Junk — the lowest tier of all.

The tiers

Tier Glow colour Role / where Best for
Junk No glow Litter · Starter Beach Plastic bottles, old cans — almost worthless; sell or museum filler
Common Faint glow Starter · always available Bulk Gold, low value — fund your first shovel
Uncommon Green glow Starter · always available Steady shovel-upgrade funding, museum filler
Rare Blue glow Early · always available First real detector payoff
Epic Purple glow Mid · always available Museum flip candidates, sell surplus
Legendary Gold / yellow Top · late Starter Island Island-trip goals
Mythic Red glow Jackpot · Shipwreck Cove Best stacked with the SECRET10 code
Omega Dark red glow (Update 1) Endgame · Sphinx Sands Endgame farming — five immensely valuable items

Glow colour matches rarity, so you can read a find’s tier from its glow even before you know its name. Higher tiers are found on later maps: Starter Island, then Shipwreck Cove, then Sphinx Sands (Omega).

Condition and Weight

A cleaned item shows three things that set its value:

  • Weight (KG) — heavier finds are often worth more, but not always (a 1.7 KG Emerald beats a 449 KG hydrant).
  • Condition — grades run from OK → Good → Great → Perfect. Better condition raises value.
  • Rarity — the tier above, plus a “1 in X” drop-chance readout (e.g. “1 in 483” or “1 in 145,000”).

The sell station prices an item from Condition, Weight and Rarity together. A Mythic-tier item in Perfect condition with a huge KG stat can sell for millions; displayed instead, it can pull in thousands of Gold every second from visitors.

How to read a find

  • High rarity number (like “1 in 500”) + strong Condition = keep for the museum.
  • Low rarity (like “1 in 22”) + weak Condition = sell.
  • Legendary and Mythic pieces earn far more on display than the flat coins the merchant pays.

Because display slots are limited, prioritise keeping your rarest items in the best possible Condition inside your base to maximise the passive Gold they generate.

The developer publishes no official drop-rate table. Rarity tiers are community-documented; the “1 in X” figures are player observations and change between updates.