13 Days to Escape is a Roblox prison escape game where you work jobs, earn cash and dig your way out. It has six classes, from the free Prisoner up to the Spy at 200 Gems, and each one brings its own mix of starting gear and level perks. Prisoner costs nothing, so you can learn the game before spending a single Gem.
| Class | Unlock cost | Starting gear | Level 1 perk | Level 2 perk | Level 3 perk |
|---|---|---|---|---|---|
| Prisoner | Free (default) | None | None | None | None |
| Hustler | 20 Gems | None | Earns 50% more money from jobs | Suspicion drops 50% faster while working | 80% chance to win dice games |
| Medic | 30 Gems | First-aid kit and bandage | Receives its starting kit | Passive healing 25% faster | Team healing 25% faster |
| Engineer | 50 Gems | Spoon | Removes 25% more dirt when digging | Digging tools last 15% longer | Can land critical digging hits |
| Murderer | 100 Gems | Knife | Receives its starting knife | Moves 25% faster while holding the knife | Gains 20% less suspicion after a kill |
| Spy | 200 Gems | None | Receives 50% less suspicion | Night lighting 25% stronger | Starts with 20 cash and a flashlight |
How to Unlock Classes in 13 Days to Escape

Unlocking a class follows a simple path:
- Earn Gems by completing challenges and matches.
- Head to the lobby, where classes are unlocked.
- Unlock the class you want by paying its Gem cost.
- Equip the class and keep playing with it.
Perks grow as you play more with a class equipped, so how far a class levels up depends on how much you use it. Each class has three levels, and sticking with one for a while is how you reach its full set of perks. Since every paid unlock costs Gems, it's worth picking a class that matches how you plan to escape before you spend them.
Prisoner and Hustler: Starting Free and Earning Cash
Prisoner is the default class, so it's where you begin. It has no starting gear and no perks, which makes it a plain baseline. Use it to get comfortable with roll call, the prison jobs and the layout before you put Gems into another class.
Hustler is the cheapest paid class, and it's built around money. Its first perk makes jobs pay better, and more cash gives you more room to prepare for the escape. Its second perk helps your suspicion drop faster while you work, which keeps your daytime routine from drawing attention. The third perk, the dice bonus, is more of a side extra than an escape tool.
Engineer and Medic: Faster Digging and Team Healing
Digging is a central part of the escape, so Engineer is built to make it quicker. It starts with a Spoon, which fits the job. Its perks all aim to make digging faster and less of a chore, and the top-level perk can land critical hits while you dig.
Medic is the class for keeping people alive. It comes equipped for patching up wounds right away, and its perks build on healing, first for you and then for your whole team. That team perk is the main reason to choose Medic, since it helps everyone.
Murderer and Spy: Combat and Staying Unseen
Murderer is for players who want a more direct approach. It starts with a knife, and its perks let you move faster while holding it and pick up less suspicion after a kill. That makes it a good fit for players who are willing to eliminate enemies and still want to escape with as little suspicion as possible.
Spy costs the most at 200 Gems, and it's built around staying unnoticed. Its perks reduce the suspicion you gain, make night lighting stronger, and add a small starting boost at the top level. Since night is when you plan your escape, the night lighting perk has a clear purpose.









