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The Escapists 3 Items and Weapons: The 120+ Confirmed

The Escapists 3 promises 120+ items and weapons to scavenge and craft, from wire cutters to a rooftop glider. Here is every confirmed detail.

2026/10/9 最終更新: 2026/10/9 英語フォールバック 5 分で読める

よくある質問

How many items and weapons are in The Escapists 3?
More than 120. The official Steam page states '120+ items and weapons' as a headline feature.
How do you get items in The Escapists 3?
Through two confirmed channels: scavenging what you find around the prison, and crafting items from components. Money for trading comes from jobs, trading with inmates, and theft.
What items are confirmed for The Escapists 3 so far?
Wire cutters for breaching fences and a roof glider for aerial escapes are confirmed by name in press coverage. The full roster and recipe list have not been published.
Is there a crafting system in The Escapists 3?
Yes, crafting is confirmed as one of the two sources of the 120+ items and weapons. The complete crafting table is not yet available and will be documented here after release.
What does 'a stolen fork is a career opportunity' mean?
It is official Steam page copy — a joke capturing the series' core loop of turning mundane prison objects into tools and weapons through crafting.

What Do We Know About the Item Roster?

The number on the official Steam page is blunt: “120+ items and weapons.” Not categories — items. Between announcement-day press coverage and the store copy, a clear picture exists of how gear flows through the game: you scavenge what the prison leaves lying around, you craft what scavenged parts become, and you fund the whole operation through jobs, inmate trading and outright theft.

What does not exist yet is the item list itself. Beyond two named items and one excellent joke about cutlery, the roster is unpublished — and this page documents exactly that boundary. When the game launches, this page becomes the full item and crafting reference; today it is the verified preview. New to the game? The everything we know roundup is the map.

The Two Confirmed Sources: Scavenge and Craft

Source How it works
Scavenging Searching the prison for raw objects and contraband
Crafting Combining scavenged components into tools and weapons

This loop is the economic engine of the escape. The confirmed income channels — job wages, trading with fellow inmates, and stealing — supply the money side, while scavenging and crafting supply the capability side. None of it happens in a vacuum: the prison’s daily routines gate when you can safely search, craft and move, which is why the item game and the prison timetable game are really one game. The redesigned jobs system feeding this loop is covered in the gameplay analysis.

The Two Items Confirmed by Name

Press coverage from the announcement confirms exactly two items specifically:

  1. Wire cutters — the fence-breaching classic, straight from the confirmed escape-method list. Where there is perimeter fencing in a 3D prison, there is a reason to own these.
  2. A glider (roof glider / paraglider) — the most future-facing item on the board: launch from a rooftop and cross distance from above. It exists only because the game is now fully 3D, and it turns vertical space into escape space.

Both sit inside the confirmed escape toolkit alongside vents, rope climbing, rappelling, disguises and tunneling — the full list is broken down in the 3D overhaul analysis.

A Stolen Fork Is a Career Opportunity

The Steam page contains one line of copy worth slowing down for: “a stolen fork = a career opportunity.” It is a joke, but it is also the design document in six words. The series has always been about the alchemy of mundane prison objects — a fork, duct tape, a bedsheet — recombined into escape equipment. The joke tells you the crafting philosophy survived the jump to 3D intact: nothing in the prison is just scenery, and contraband is a skill tree of its own.

Official The Escapists 3 screenshot showing the prison cafeteria with checkered floors and inmates at dining tables, the natural hunting ground for a stolen fork

The Crafting Table: Not Yet Published

To be direct: the full crafting recipe list does not exist publicly. No component chains, no station requirements, no intelligence or skill gates have been detailed. The previous game’s crafting depth — and its community-driven recipe wikis — are the obvious precedent, but importing old recipes here would be guessing, and guessing is how fan wikis ended up publishing invented prison names within a day of the announcement (a practice this site explicitly rejects).

What is safe to say today:

  • Crafting is a confirmed, load-bearing system — half of the two-source item economy.
  • The 120+ count spans both scavenged finds and crafted equipment.
  • Recipes, component lists and any crafting-skill interactions will be documented here, with dates, once the game or official guides reveal them.

One caution while the roster is unpublished: do not treat any fan-compiled item or recipe list as authoritative either. The same first-week speculation that invented prison names will happily invent crafting chains, and a wrong recipe that circulates early becomes very hard to un-ring. When in doubt, the two named items above and the official “120+” count are the entire verified inventory today — everything else is pending.

From Wishlist to Reference Page

This page has a scheduled job. Today it is the verified preview: 120+ items, two confirmed entries, one philosophy joke, and honest unknowns. At launch it converts into the full item and crafting reference — every item, source and recipe, updated as the meta develops, the same way the multiplayer guide will absorb matchmaking details and the release date tracker will resolve to a real date.

Official The Escapists 3 screenshot showing a prison storeroom with metal shelving stacked with boxes and packages beside a work desk, one of the places scavenged components come from

How Items Interlock With Everything Else

The item game does not float free of the rest of the design — the confirmed systems interlock tightly:

  • Jobs and money fund the trading channel of the item economy.
  • Physics interactions mean items are also projectiles — the confirmed ability to drop objects from rooftops makes any held item a weapon with a trajectory.
  • XP skills (like the confirmed guard-and-camera vision cones) shape when it is safe to go scavenging.
  • Co-op crews can divide the loop — some players working jobs for funds while others craft — which is why the skill system’s no-job-lock design matters, as covered in the multiplayer guide.

Official The Escapists 3 screenshot showing inmates in orange jumpsuits in a corridor lit by red emergency lights while incapacitated guards lie on the floor, slapstick proof that everyday objects change fights

That interlock is the best reason to believe the 120+ number is a real design target rather than marketing padding. The proof arrives in 2027 — the window is tracked on the release date page, and the full reveal context is in the announcement breakdown.

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