Day Multiplier & Day Count: Every +1 and What Day 100 Does
Updated 2026-09-02 · Roblox 100 Days At Sea
The short version: the day multiplier starts at x1 and decides how many days the counter jumps after every night. You raise it by rescuing the 3 survivors (+3), placing the 4 container structures (+4), clearing the Pirate Stronghold (+1), discovering every island (+1), killing the Ancient Squid (+1) and the biome boss (+1). Those one-time sources cap at x12. Beyond that, every Corruption dungeon clear adds +1 with no documented limit, which is how players reach the x15 and x20 corruption badges. Nothing special is documented for day 92, and day 100 is a badge, not an ending: the counter keeps going, with badges at day 250 and day 500. If you searched this page for reviving a friend, the only documented way is a medkit; see the revive page.
How the day count works
- A day lasts 3 minutes, a night lasts 1 minute 30 seconds.
- When a night ends, the day count at the top-center of the screen increases by the current day multiplier. At x1 you gain one day per night; at x10 you gain ten.
- The cycle only starts once the bonfire first reaches 100%. Until then you can explore without any night events, but most crafts (including the map) need bonfire levels, so you cannot progress far. Defeating the Pirate Stronghold also starts the cycle, even with the bonfire unlit.
- Whenever the multiplier changes, the new value flashes on screen the same way a new morning does. The radio structure (4 metal, 4 wood) shows the current multiplier on a small TV screen on its left side.
- Multiplier gains are permanent for that run. The one exception is containers: break every copy of one container type and you lose its +1.
Every day multiplier source
| Source | Bonus | Repeatable | Notes |
|---|---|---|---|
| Starting value | x1 | - | Every run starts here |
| Rescuing survivors | +1 each, +3 total | No | 3 survivors per game; the radio pins the closest un-rescued one |
| Survival Shelter (crafted) | +1 | No | 1 metal, 6 wood; listed as "small shelter" on the crafting page |
| Container Shelter (Small Rig) | +1 | No | Purple chest on the Small Rig |
| Makeshift Building (Big Rig) | +1 | No | Purple chest on the Big Rig |
| Outpost (Huge Rig) | +1 | No | Purple chest on the Huge Rig |
| Pirate Stronghold cleared | +1 | No | Also gives 5 pearls, a corrupt shard and the ghost cutlass chest |
| All islands discovered | +1 | No | Same requirement as the Magellan badge |
| Ancient Squid boss slain | +1 | No | Also 10 pearls, a corrupt shard and the squid laser |
| Biome boss slain | +1 | No | Lord of Lava (volcano) or King of the Snow (ice), one per map |
| Corruptor slain | +1 per clear | Yes | Costs 5 corrupt shards and 50 glue to open the portal each time |
Adding the one-time rows gives x12, which matches the wiki's stated non-renewable cap. The Corruptor companion page mentions x21 as an end-game maximum, but the Day count page says corruption clears have no known upper limit (testing needed), so treat any hard cap above x12 as community-reported, unconfirmed.
Survivors: the easiest +3
Each of the three survivors grants +1 when you rescue them. They also work in your base: they run machines, put items in the crafting table and feed the bonfire. Survivors are permanent and cannot die. Craft the radio to locate the nearest one; once all three are saved the radio only serves as a multiplier display.
Containers: +4, but keep them safe
Four container structures each add +1, and duplicates of the same container add nothing. Ghost pirates during ghost raids and Bukus during Buku raids target containers, so the wiki recommends placing all four on the fisherman's island (drop a wooden floor first, then place them on it) where raids do not reach. The three rig containers can only be crafted after you have taken them from the matching oil rig's purple chest, and only by players who personally picked one up. See crafting for recipes.
Stronghold, map, squid and biome boss
- Pirate Stronghold: opens after freeing all three keys on the pirate islands. Inside are about 20 ghost pirates (more with more players) and a mini-boss. Clearing it gives +1.
- Map: discover every island on the map for +1. Combine it with the Magellan badge run.
- Ancient Squid: +1 on kill, but the wiki notes a trade-off. Keeping a lever squid island alive gives an infinite glue supply, and each corruption run costs 50 glue. Some players skip this +1 for glue.
- Biome boss: each map has either a volcano biome (Lord of Lava, summoned with three magma golem corpses) or an ice biome (King of the Snow, summoned by returning 20 penguins). Either gives +1, plus the boss weapon and 5 pearls. Details on the bosses page.
Corruption: the 20x multiplier
Corruption is the only repeatable multiplier. Collect 5 corrupt shards (kraken last tentacle, Greenbeard on the Ghost Galleon, biome boss, Ancient Squid, a cargo purple chest, or one bought from MukuMuku for 500 doubloons), open the portal on the cargo ship, and beat the 20,000 HP Corruptor. Each clear is +1. The badges tied to it:
| Badge | Requirement | Note |
|---|---|---|
| Time Corrupted | Reach a x10 multiplier | Also unlocks at x10 without a corruption clear |
| Too Corrupt to Fail | Reach x15 | Repeat the dungeon |
| The Corruption Consumes | Reach x20 | Repeat the dungeon |
So "how to get 20x": max the x12 one-time sources, then clear the corruption dungeon at least 8 more times. Time stops while all players are inside the dungeon (tested solo only), so the runs do not cost you days.
Ghost Galleon day count
Killing Greenbeard on the Ghost Galleon adds the full day multiplier to the day count immediately, exactly like a night ending, without changing the time of day. At day 100 with x10, the kill sets the counter to 110. It is possible to hit day 100 the moment the boss dies. The galleon sinks 2 minutes 30 seconds after the kill and can be summoned again with the bell, which is why the wiki's advice for day 500 is to max the multiplier and raid the galleon repeatedly.
What happens at day 100 and after
Day 100 awards the Rescued! badge plus a party-size badge (solo, duo, trio, 4 or 5 players), counted by how many are present when day 100 is reached. The game does not stop: the Stranded badge is at day 250 and Gone Missing at day 500, and the wiki's tier list rates companions separately for "to reach 100 days" and "past 100 days". Raids do scale: kraken tentacles and ghost pirate strength increase with the day count. Any cutscene or ending at day 100 is not documented yet, and nothing at all is documented for day 92 (the survival badges run 10 days apart, 30 through 90, then 100).
Trivia
- Before the corruption update the multiplier was hard-capped at x12.
- The cargo ship sails in around the 5th in-game day, counted by nights passed rather than the displayed day count (the multiplier is not taken into account).
- The Corruptor companion gives +2.5% damage per multiplier point.