Players

13 Days to Escape Players & Classes Hub

Roster entry point for Prisoner, Hustler, Medic, Engineer, Murderer, and Spy.

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Players Hub

Class roster for 13 Days to Escape

Every run of 13 Days to Escape [ALPHA] starts with a class choice in the lobby. Classes change your starting kit, Gem investment, and how you contribute to the Cell 13 loop — daytime jobs, OJ’s Deals shopping, suspicion control, and night digs under the toilet. This hub points you at the full roster write-up and the ranking pages that tell you what to unlock next.

RoDark Studios layered classes on top of the core escape fantasy rather than replacing it. A Spy still needs cash for the Screwdriver and Saw. An Engineer still answers roll call. A Hustler still hides tools before lockdown. Think of each kit as a lens on the same prison, not a separate game mode.

Roster pages

  • Classes Roster — unlock order, playstyle identity, and how each class feels across solo and co-op (up to three friends).

The six classes at a glance

ClassUnlockRole identity
PrisonerFreeBlank slate learner
Hustler20 GemsDaytime earner / dice shark
Medic30 GemsHealer and stabilizer
Engineer50 GemsTunnel specialist
Murderer100 GemsKnife aggressor
Spy200 GemsLow-profile scout

Gems come from challenges and completed runs. Spend carefully during alpha — costs are steep relative to early rewards, and New Prison Saturdays can change how valuable each kit feels on a fresh layout. Confirm prices in the lobby panel before you commit a bank of Gems you farmed all week.

How to use this hub with other pages

  • Want power rankings? Open the Classes Tier List for S–D boards by dig, cash, stealth, and co-op.
  • Want mechanic instruction? Use Guides, especially classes, suspicion, and digging articles when published.
  • Want patch context? Check Updates before assuming a perk still matches last week’s notes.
  • Want promo honesty? Codes still reports no verified active strings as of November 2026.

The Players category stays focused on who you are in the lobby. Tier List answers who is strongest for a goal. Guides answer how to execute the plan once you load into Cell 13. Keep those jobs separate so you do not mix a flavor write-up with a balance board.

Party composition quick tips

Bring at most one primary digger (Engineer), one earner (Hustler), and one support (Medic or Spy) when you queue a four-player escape. Duplicate Murderers rarely beat a balanced toilet-tunnel plan. If friends are new, keep one Prisoner slot only long enough for them to learn roll call — then upgrade.

Callouts that matter more than fashion kits: who buys from OJ first, who carries the Power Drill after the lockdown workshop grab, who watches CCTV while others dig, and who sprints back for mandatory schedule blocks. Classes amplify those roles; they do not replace communication.

Solo versus co-op shopping advice

Solo players usually climb Prisoner → Hustler → Engineer, then save toward Spy if suspicion walls the clear. Co-op organizers often insert Medic earlier so the digger stops soft-resetting the night. Murderer remains optional flavor unless your group specifically wants knife pressure on a hostile lobby objective.

FAQ

Frequently Asked Questions

Quick answers for Cell 13, tools, jobs, and escape routes.

How many classes are in 13 Days to Escape?

Six: Prisoner, Hustler, Medic, Engineer, Murderer, and Spy. Prisoner is free; the others cost Gems in the lobby.

Where do I unlock classes?

In the lobby class / contraband van menu. Earn Gems from runs and challenges, pay the listed cost, then equip before queueing.

What should I read first as a new player?

Skim the Classes Roster for identity, then Getting Started and the tier list so you know whether to buy Hustler or Engineer first.

Do classes matter in co-op?

Yes. Up to three friends can cover cash, dig, heal, and stealth roles. Overlapping kits wastes Gem investment.