Revenge of the Savage Planet: All Suit Upgrades — Complete List & Planner

Revenge of the Savage Planet
All Suit Upgrades — Complete List & Planner

📅 Updated March 2026
⏱️ 15 min read
🟠 ~880 Goo total
🔧 Post-QoL patch verified

Every suit upgrade in the game, ranked by priority with exact Orange Goo costs — plus an interactive planner so you can map your own unlock path. Use the planner to track what you've already bought and see exactly how much Goo you still need.

~880
Goo for all upgrades
1,000+
Total Goo in game
18
Total upgrades
Goo needed vs available0% unlocked
🔧
December 2025 QoL Patch — What Changed
Stomp Attack cost reduced by 20 Goo (from ~55 to ~35 Goo). This makes Stomp viable as a Priority 3 pick before Double Jump, changing the optimal early-game path. All costs on this page reflect post-patch values. Also: Scan Boost range increased by ~15%.

ToolInteractive Upgrade Planner

Click any upgrade row or the circle button to mark it as unlocked. Your total Goo spent and remaining count update in real time. The planner is saved in your browser — it persists between visits.

🔧 Upgrade-o-Rama Planner
Click upgrades to mark as unlocked · Auto-saves to browser
🟠 0 Goo spent
🦘
Jump Boost Priority 1
Dramatically increases jump height. Unlocks the majority of each planet's hidden areas.
40Goo
🪝
Grapple Hook Priority 2
Hook glowing anchor points. Swing, climb, and reach hidden ledges. Opens an enormous amount of previously blocked areas.
75Goo
⬆️
Double Jump Priority 2
A second jump in mid-air. Stacks with Jump Boost for massive vertical reach. Essential for combat dodging.
60Goo
💨
Sprint Boost Priority 3
Increases sprint speed significantly. Makes backtracking and large open areas far less tedious.
55Goo
🛷
Slide Boost Later
Extends slide distance and speed. More useful later once you have Sprint Boost as a base.
70Goo
💥
Stomp Attack Priority 2-20 Goo Patch
Ground pound from mid-air. Staggers enemies, breaks floor panels, and hits groups. Post-patch: now cheaper than Double Jump.
35Goo
🟠
Goo Damage Up Priority 3
Increases damage of all three Goo types. Noticeable difference versus boss health bars.
50Goo
🟢
Binding Goo Range Priority 3
Extends Binding Goo projectile range and slightly widens impact radius. More reliable immobilisation from distance.
45Goo
🔵
Explosive Goo Blast Radius Later
Increases Explosive Goo detonation radius. Excellent investment before facing clustered enemies on later planets.
65Goo
🔄
Whip Knockback Optional
Increases Whip melee knockback force. Niche upgrade — excellent against rushers but situational overall.
55Goo
📡
Scan Boost (Range) Priority 2
Increases scanner range significantly. Scan aggressive creatures safely. Essential for Kindex 100% completion.
30Goo
Scan Speed Priority 3
Reduces scan time. Small quality-of-life upgrade but appreciated during intense creature encounters.
40Goo
🔍
Goo Detector Priority 3
Pulses a radar-like indicator when uncollected Goo is nearby. Game-changer for thorough collection and 100% completion.
50Goo
🛡️
Armour Plating Later
Reduces incoming damage. Save for Planet 3 difficulty spike or when boss fights start one-shotting you.
90Goo
💚
Health Regen Later
Slowly regenerates health when out of combat. Removes most need for health pickups during exploration.
60Goo
🪂
Fall Damage Reduction Optional
Reduces fall damage significantly. Once you have Double Jump this is rarely needed, but useful on early Stellaris Prime cliffs.
45Goo
🪢
Lasso Range Priority 3
Increases Lasso capture range. Capture creatures from safer distances — important for aggressive flying species.
40Goo
📦
Carry Capacity Optional
Increases the number of items you can carry simultaneously. Niche but useful for resource-intensive habitat building phases.
35Goo

01Recommended Unlock Order

If you follow this sequence you'll spend Goo in the order that returns the most value — each early upgrade directly unlocks more Goo deposits than it costs.

40
1st spend
+75
2nd spend
+35
3rd spend
+60
4th spend
+30
5th spend
  1. 1
    Jump Boost — 40 Goo
    Opens the top half of every planet. More areas = more Goo = the investment pays for itself within minutes of unlocking it.
  2. 2
    Grapple Hook — 75 Goo
    Grapple anchor points are everywhere on every planet. Without this you're blocked from 20–30% of collectibles per planet permanently.
  3. 3
    Stomp Attack — 35 Goo Post-patch cheaper
    Breaks floor panels that hide secret rooms with Goo deposits. Also unlocks more combat options before harder planets.
  4. 4
    Double Jump — 60 Goo
    Massive combat improvement and a third tier of vertical mobility. By this point you'll have enough Goo saved from the areas unlocked by Jump Boost + Grapple.
  5. 5
    Scan Boost + Goo Detector — 30 + 50 Goo
    Scan Boost is cheap and immediately useful for Kindex work. Goo Detector turns exploration into a treasure hunt — get it before Planet 2.
💡
The Compounding Rule
Every mobility upgrade unlocks more Goo than it costs. Jump Boost + Grapple unlock ~120–160 Goo worth of previously inaccessible deposits on Stellaris Prime alone — more than their combined 115 Goo cost. Spend on mobility first, always.

02Upgrade-o-Rama Terminal Locations

Every planet has at least one terminal. You can use any terminal to access the full shared upgrade pool — upgrades are not planet-locked. Here's where to find each one.

🟠 Stellaris Prime — Terminal 1
Crash Site Terminal
Very close to your starting spawn point. Follow the main path from the crash wreckage — it's the first large orange machine you'll see. Unmissable on a natural first playthrough.
Near spawn · Can't miss it
🟠 Stellaris Prime — Terminal 2
Mid-Zone Terminal
Located in the mid-zone area between Sector B and C. Requires Jump Boost to reach the ledge it's on. Worth finding before heading to Sector C — saves backtracking.
Requires Jump Boost
🟢 Xephyr — Terminal 1
Jungle Canopy Terminal
Located on a wide platform in the upper jungle canopy. Accessible immediately on arrival at Xephyr — it's placed on the main route from the landing zone toward the planet's first boss area.
Main route · Early access
🔵 Cryo Station — Terminal 1
Ice Cavern Terminal
Inside the main ice cavern hub, beside a large frozen structure. Requires navigating the first cave system. If you have Grapple, you can reach this terminal significantly faster via the ceiling route.
Ceiling route with Grapple
🟣 Noxious Ridge — Terminal 1
Toxic Flats Terminal
In the open area just past the toxic gas entrance zone. Slightly off the main path to the left — look for the orange glow through the haze. Bring Armour Plating before this planet.
Slightly off main path
🔴 Your Habitat — Home Terminal
Habitat Workshop Terminal
Buildable at your Habitat using collected materials. Functions identically to planet terminals. Unlocked mid-game after you collect the Workshop Schematic from the second planet.
Build it · Requires schematic

03Upgrade Category Deep-Dives

🦘 Mobility Upgrades — Always First

Mobility upgrades have the highest ROI of any category because they directly expand the playable world. Every new movement option you unlock opens secret rooms, new Goo deposits, and shortcuts that persist for the rest of the game. Never delay mobility upgrades.

The core mobility chain is: Jump Boost → Grapple → Double Jump → Sprint Boost → Slide Boost. You don't need all five to be effective, but completing this chain before tackling Planet 3 makes the back half of the game dramatically smoother.

⚔️ Combat Upgrades — Tier by Planet

Combat upgrades scale in importance with planet number. On Stellaris Prime you can complete most content with zero combat upgrades — the enemies are manageable. By Cryo Station and Noxious Ridge, Goo Damage Up becomes noticeably impactful against boss health pools.

The exception is Stomp Attack — don't treat this as a pure combat upgrade. Post-patch at 35 Goo it's also an exploration tool: Stomp breaks specific floor tiles that hide Goo caches and secret rooms. Get it early for exploration value alone.

🎯
Boss Fight Recommendation
Before each boss fight, ensure you have at least Binding Goo Range and Goo Damage Up unlocked. The Bind → DPS window is the core boss damage pattern and both upgrades extend it significantly. See Boss Guides for fight-specific recommendations.

📡 Scanner Upgrades — Underrated, Get Early

Most players skip scanner upgrades entirely and regret it at completion time. Scan Boost costs only 30 Goo and immediately makes Kindex work safer — you can scan hostile flying creatures from outside their aggro range. Goo Detector at 50 Goo is the single best quality-of-life upgrade in the game for thorough explorers — it removes the frustration of pixel-hunting for the last few Goo deposits on each planet.

🛡️ Survival Upgrades — Save for Late Game

Armour Plating at 90 Goo is the most expensive upgrade and the least impactful early. On Stellaris Prime and Xephyr you simply don't take enough damage to justify the cost. Save it for when you first arrive at Cryo Station — the damage spike is real there and you'll feel the difference immediately. Health Regen is a comfort upgrade that makes extended exploration sessions less stressful.

🔧 Utility Upgrades — Situational but Worthwhile

Lasso Range is worth getting before Planet 2 if you're planning a Kindex playthrough — several Xephyr creature types require capturing and they're skittish. Carry Capacity is the least impactful upgrade in the game for most players but valuable if you're doing heavy Habitat building runs.

04Frequently Asked Questions

What is the best first upgrade in Revenge of the Savage Planet?
Jump Boost is definitively the best first upgrade. At 40 Goo it's affordable early, and it immediately opens the upper half of Stellaris Prime — an area containing more than 40 Goo worth of deposits. It pays for itself within the first area you explore with it.
How much Orange Goo do you need for all upgrades?
Approximately 880 Orange Goo to unlock every upgrade in the full tree. The game contains well over 1,000 Goo in total across all four planets, so thorough exploration on every planet will yield more than enough for a complete tree — without needing to hunt down every last hidden deposit.
Do upgrades carry over between planets?
Yes, all upgrades are permanent and universal. Once you unlock Jump Boost on Stellaris Prime, you have Jump Boost on every subsequent planet. You never lose upgrades when travelling, and the upgrade tree is shared across all terminals on all planets.
Where are the Upgrade-o-Rama terminals in Revenge of the Savage Planet?
Every planet has at least one terminal (Stellaris Prime has two). They're large glowing orange machines — hard to miss once you know what to look for. The first one on Stellaris Prime is very close to your crash site spawn. Your Habitat also has a buildable terminal once you find the Workshop Schematic on Planet 2.
Is there a wrong order to unlock upgrades?
You can't soft-lock yourself — all upgrades are available at any time and nothing is permanently missable. However, spending heavily on Armour or Survival upgrades before getting Jump Boost and Grapple will slow your Goo accumulation significantly, since those mobility upgrades are the keys to finding more Goo deposits faster.
Changed after the December 2025 patch?
Two upgrades changed: Stomp Attack cost was reduced by 20 Goo (from ~55 to ~35), making it a more viable early-game pick — now cheaper than Double Jump. Scan Boost range was also increased by approximately 15%, improving its value for Kindex work. All prices on this page reflect post-patch values.