+1 Stone Skipping Inventory: What You're Holding and How to Equip It
What +1 Stone Skipping gameplay shows you holding — stones with stat values, pets, eggs, and skill/win potions — plus the observed equip, swap, and potion-use actions.
Quick answer
Gameplay footage of +1 Stone Skipping shows players holding four kinds of entries: stones with listed stat values (one shown as '+275k'), pets, eggs, and skill/win potions. The recordings never show the Inventory panel itself, so its tab names and layout aren't documented — but the actions you perform with these items are.
- Stones — each entry displays a stat value (e.g. '+275k') that tells you which is strongest
- Pets — equipped for boosts; you can equip your best one
- Eggs — seen only as items to open, never as equip targets
- Skill and win potions — timed consumables you store and use later
What the game shows you holding
Recorded gameplay gives a concrete picture of what a +1 Stone Skipping player accumulates — even though the footage never opens the Inventory panel itself. Reviewing a collection after unlocking new rocks and opening eggs, the player points to multiple stones ("We got all these stones here. So that is really good."), with individual stone entries showing stat values that distinguish them ("This one is plus 275k"), plus a set of pets ("We got all these pets right here"), eggs (the transcript garbles this line as "We bet eggs here," most likely "we got eggs here"), and consumables ("We got that skill and win potion added here"). Those four item types — stones, pets, eggs, and potions — are everything the footage shows a player owning. Because the Inventory UI itself is never on screen, its tab names, category labels, and layout can't be stated here; this page sticks to what's observable.
The game's own description confirms the object types you'll collect and store: "Unlock better stones and unusual objects to throw... even a DONUT!" and "Collect pets for powerful boosts!" So beyond numbered stones, the game ships unusual throwable objects — the donut being the flagship example — alongside pets. That description covers what you own, not the interface that holds it.
Equipping and replacing: what observed play shows
Three management actions are visible in recorded play:
- Equipping your best pet. After hatching a pet — an "aura" the player valued at 100x — they equipped their strongest: "let's go ahead and equipped our best here. So, there we go. So, it's already going to be 75% better."
- Changing stones. Stone swaps happen as part of the rebirth routine: "We're changing stones. And over here we can just throw." Comparing the stat values on stone entries informs the pick, and the player confirms the result: "Best. We did the best stones."
- Equipping a specific throwable before a throw. A chosen owned throwable can be selected ahead of a throw: "let's go ahead and equip this one though that we have the cookie. And then let's go ahead and throw here."
The footage doesn't show the menu or button names used for these actions, but the actions themselves are routine: compare stat values, equip the strongest option, and swap before you throw.
Using stored potions and timed boosts
Potions behave like stored consumables: they arrive into your holdings and get spent later. One sequence shows a skill and win potion being added to the collection, then a stored potion used minutes afterward: "2x skill potion here to use for 10 more minutes here. So, let's go ahead and use that here." That means a stored potion carries a remaining-duration value you can check before activating it. Another sequence captures an "Activate" confirmation on a win-related entry ("10 million inventory win. Yes. Activate."), though the garbled audio doesn't identify exactly which item or menu that was. Whether potions are stored and activated in the inventory panel, the shop, or an on-screen prompt isn't shown in the footage — look for the use/activate option in-game when you have one stored.
What isn't shown — and what to check in-game
- No capacity cap, slot count, or storage limit appears anywhere in observed play, so none can be stated here; if the game enforces one, you'll encounter it directly.
- Sorting or filtering controls never appear in the footage either.
- Eggs always show up as items to open, never as equip targets — don't expect an equip action for them based on what's been shown so far.
- The gameplay footage is undated, and inventory structure and equip controls can change with updates. If anything on this page doesn't match your screen after an inventory UI change, trust the live game — category structure and equip controls are the two things to recheck.