13 Days to Escape Players & Classes Hub
Roster entry point for Prisoner, Hustler, Medic, Engineer, Murderer, and Spy.
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
| Class | Unlock | Role identity |
|---|---|---|
| Prisoner | Free | Blank slate learner |
| Hustler | 20 Gems | Daytime earner / dice shark |
| Medic | 30 Gems | Healer and stabilizer |
| Engineer | 50 Gems | Tunnel specialist |
| Murderer | 100 Gems | Knife aggressor |
| Spy | 200 Gems | Low-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.
Related reading
- Classes Roster
- Tier List Hub
- Guides Hub
- Codes Hub — still no verified active codes as of Nov 2026
- Wiki Hub — full database map
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.