House13
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Observed Systems Reference

House 13 Money, Shop Items & Weapons

No official API entity describes House 13 items, prices or upgrades. This page publishes only what is directly visible in a current-build session, labelled with its source and date, and keeps the official position separate.

Official API: no item entityObserved in video, 2026-09-16Robots: noindex, follow
Correction first

This Page Previously Said House 13 Has No Weapons or Currency

That claim was wrong against the current build, so it is withdrawn here rather than quietly edited.

Until 2026-09-17 this page stated that “House 13 [HORROR] contains no collectible item inventories, weapons, consumables, or currency rewards”. That statement was based on the absence of an item or economy entity in the official Roblox API, and it does not match the live game. A full-duration session recording of the current build shows a persistent money counter, a shop terminal with priced items, purchased weapons and a consumable light item. The old wording is withdrawn.

What is still true is the narrower, official half: no official Roblox API endpoint publishes House 13 items, prices, upgrade values or drop rates. There is no first-party table to check, so the entries below are published as observed in one recorded session of the build current on 2026-09-16, with the timestamp and the limits stated. They are not permanent rules, and prices can change with any update.

Observed in game

House 13 Money and Shop Items (Observed Prices)

Read from the in-game shop terminal and the HUD in a recorded session of the build current on 2026-09-16: video q9DqvixrUNs, source in /sources.

Item (as shown)Observed priceEvidence
Signal JammerFREE (terminal request)Observed 00:43–01:17
Glowstick$39Observed 13:16–13:26
Handgun$59Observed 13:16–13:26
Blunderbuss$60Observed 13:16–13:26
Flashlight$75Observed 13:16–13:26, bought 17:40
Hunting Rifle$79Observed 13:16–13:26
M1897 Shotgun (wall-mounted)Found in house, 6 shellsObserved 07:47

How money arrives (observed): the HUD keeps a running MONEY total. At the 06:00 AM settlement screen the run reports how many people were sheltered and adds a payout; in this session the night payouts ran from $10 to $40 and scaled with the number sheltered. The exact payout rule is not stated anywhere first-party, so treat the amounts as this session’s numbers, not a formula.

Where a bought item actually comes from (observed): paying at the in-house terminal is only the first half of a purchase. In the recorded session the flashlight was bought at the terminal at 17:40 and then taken out of the delivery crate outside the house straight afterwards (observed 17:40–17:43) — the same delivery point the free Signal Jammer request arrives at, per the controls reference. Nothing you buy appears inside the house before the crate is emptied, so the route to the flashlight is terminal purchase, then collect the crate, not a pickup already lying in a room. The amount charged is equally unsettled: the terminal listed $75 while the same session’s MONEY counter dropped by $45, so treat both the list price and the deduction as one session’s numbers.

Not established: whether these are all the items, what each weapon’s damage or ammo economy is, whether the shop rotates, whether money carries between modes, or whether any of it changes the survival badges. Nobody has published a first-party price list, so nothing above should be quoted as a fixed price.

Observed in game

House Fixtures That Are Not Shop Items

These are house interactions rather than purchases, and they are the part of the defense loop that does not depend on money.

  • Front-door console: three controls — a check control, a let-in control and a close-door control — plus dialogue prompts to question the visitor (observed 01:45–02:12).
  • Signal Jammer: a wall unit with a stability readout that decays over the night and is topped back up by holding the interact key (observed 01:23–02:47).
  • Windows: forced open from outside and closed by interacting with them (observed 11:18–11:21).
  • Closets: opened from the inside by an entity and shut by interacting with the door (observed 19:28–19:30).

The window rule and the closet rule are the same rules the official badges name for The Reacher and The Nester, so the badge text stays the authority for those two. The console and the Signal Jammer have no official description at all; they are observed only. How each of these fixtures is operated is documented by control on the House 13 controls reference.

Verified Documentation

Where to Find Confirmed House 13 Game Data

Review our verified guides covering official badges, threat entities, and defensive house systems.