I’ve put enough hours into Silver Pines to know that the real replay value lives in the NG+ modifier list — and that most players hit a wall because the in-game menu doesn’t spell out exactly what triggers each unlock. That’s the whole reason I pulled this together: a clean run-down of every modifier, what ending it demands, and the difficulty/time conditions that trip a lot of people up. If you’re chasing the SMG or Magnum loadouts specifically, read the challenge section carefully, because those two are the tightest.
Basic Modifiers
These are the easy tier. Almost all of them are just “finish the game once” with a small twist layered on top. In my experience the Timer one is the natural first unlock — you’ll grab it without even trying on your initial clear.
Timer unlocks the moment you hit any ending. Nothing more to it.
Infinite Stamina wants you to collect every coffee upgrade in the game, then finish any ending. Miss a single coffee and it stays locked, so sweep the maps thoroughly before you wrap up.
50% Health Regeneration requires you to use 40 or more healing items across a playthrough and then reach any ending. You don’t have to waste them deliberately — just heal often rather than tanking hits.
Big Pockets is tied to inventory. Reach the maximum inventory capacity, then achieve any ending. Once your bag is maxed out, simply finish the run.
Ending Rewards
Each of Silver Pines’ three endings hands you a specific piece of equipment. This is the part I’d tell a new NG+ player to plan around, since you can’t grab all three in one go — you’ll be replaying toward different conclusions.
The Switchblade comes from the “Leave” ending. The Omega Rifle is earned through the “Live” ending. And the Reusable Repair Kit is the prize for the “Rest” ending.
Loadouts & Challenges
Here’s where things get demanding. Every challenge below requires you to finish on “Rest,” so if you’re targeting these, commit to that ending route and then stack the extra conditions on top.
The SMG Loadout needs you to finish the Rest ending in 10 hours or less on Survival Horror difficulty. Do it and you start with a fully loaded SMG plus 200 extra rounds sitting in storage.
The Magnum Loadout follows the same 10-hour Rest-ending rule, but on Nightmare difficulty instead. Your reward is a full Magnum at the start with 30 spare rounds in storage.
The One Hit Death Challenge just asks for the Rest ending on Nightmare. Warning from my own runs: this is the one that’ll break your patience, because a single hit ends you. Oddly, there’s no additional unlock waiting after you clear it — finishing this challenge doesn’t hand you anything new.
Sprint Boost tightens the clock: reach the Rest ending in under 8 hours on Survival Horror or higher.
Infinite Ammo Pack is the trickiest to conceptualize. You need to achieve any ending on Survival Horror or higher without using ranged attacks to kill a single enemy. Melee and whatever else counts as non-ranged is your friend here — anything you throw still counts as ranged, which I’ll flag again below.
Starting Loadout with All Modifiers Enabled
For a sense of what a fully unlocked NG+ run looks like from the jump, here’s the starting loadout with everything switched on:

In-Game Selection Menu
The selection menu itself, shown in both language versions so you can match it to your own copy:
menu

Notes
Three things caught me out or would catch most players, and they’re worth knowing before you sink a run into a challenge:
First, throwing weapons count as ranged attacks. That Infinite Ammo Pack condition is stricter than it looks — don’t assume a thrown knife or similar slips past it.
Second, bumping to a higher difficulty mid-game does not unlock modifiers. The difficulty at the moment you finish is what matters, so set it before you commit.
Third, completing the One Hit Death Challenge adds no new unlocks afterward. Clear it for the satisfaction, not for hidden rewards.
As for whether beating the game using only the story-provided save count unlocks anything new — that’s still unconfirmed as far as I know. I couldn’t verify it, so treat it as an open question rather than a tip.
Save File Collection
If you’d rather skip the grind and jump straight to testing a modifier, there’s a shared save collection. You can download it here: Google Drive — Saves.
What’s inside:
Profile 1 — One-Hit Death Challenge save.
Profile 2 — Nightmare difficulty at 100% completion.
Profile 3 — Infinite Ammo Pack and Sprint Boost already unlocked.
And here’s where each ending’s save point sits, so you know which profile to load for the outcome you’re after:
“Leave” — found at the save point called “A Place That Ends,” available in Profiles 1, 2, and 3.
“Live” — located at “Rodney’s General Store,” and it only exists in Profile 2.
“Rest” — at “Rabbit Hole,” present across Profiles 1, 2, and 3.
One thing to keep in mind: the “Live” ending save is exclusive to Profile 2, so if you’re hunting that specific ending you have no shortcut in the other profiles.