Gaming Guide

13 Days to Escape Alpha: How to Survive Day 01 and Its Lockdown

Every Day 01 period in Cell 13, plus how much each prison job pays and the 15-second lockdown that can end your run.

Every Day 01 period in Cell 13, plus how much each prison job pays and the 15-second lockdown that can end your run.

13 Days to Escape is a RoDark Studios prison game on Roblox, now playable in alpha. You act like a model inmate during the day and work on your escape at night. Day 01 teaches you the loop. You follow a timed schedule, earn cash from prison jobs, keep the guards relaxed, and get back into your cell before lockdown. Miss that last deadline and the run ends on the spot, no matter how well the rest of the day went.

Quick answer: Follow each period’s timer, earn cash from jobs, and stay away from alerted guards. When “RETURN TO CELLS” appears, be inside your cell within 15 seconds or suspicion jumps to 100% and the day fails.


13 Days To Escape – Alpha version out now

How 13 Days to Escape works in the alpha

You start in Cell 13. The story setup is simple and unsettling: after lights out, prisoners get taken behind a door marked STAFF ONLY, and they come back changed. Your job is to get out before your turn comes. You can launch it from the 13 Days to Escape page on Roblox. Servers hold up to 30 players, and you can play solo or in a team with up to three friends.

The game runs on two halves that feed into each other:

  • By day, you show up for roll call, work prison jobs for cash, and keep your suspicion low around guards and CCTV.
  • You spend that cash on tools at OJ’s Deals, run by an inmate vendor named OJ.
  • By night, you hide those tools, move the toilet, and dig into dark tunnels under the prison.

Day 01 covers the daytime half. Everything you do here exists to get money into your pocket without drawing attention, so you can afford the tools you need later.


Day 01 starting state and objectives

You spawn in your cell during Roll Call with the doors open. You have $0 and 0% suspicion. Every inmate, you included, wears the same orange jumpsuit with “INMATE” printed on the back. The Objective panel on your HUD lists two goals: “Don’t get suspicious” and “Buy a screwdriver from OJ.”

OJ is easy to pick out because he has a money bill icon floating over his head. Talk to him and you open OJ’s Deals, which includes a “Browse all items” option for seeing his full stock. The screwdriver is the first tool the game points you toward. You start broke, though, so the rest of the day is about earning enough to buy it.

Day 01 Roll Call with the screwdriver objective on screen and OJ marked by a cash icon
Day 01 Roll Call, with OJ marked by the cash icon and the screwdriver objective already on the HUD.

Roll Call puts you among other inmates with a guard watching. Standing where you are expected to stand is part of acting normal, and leaving your cell area early is not worth the risk at this point.

Inmates and a guard gathered during Day 01 Roll Call with the screwdriver objective shown
Inmates gather under a guard’s eye during Roll Call.

The Day 01 prison schedule and timers

The day is split into fixed periods. Each one is announced in large text at the top of the screen, and most come with a countdown. When a timer runs out, the schedule moves on and the other inmates walk to the next location. Follow the crowd unless you have a good reason not to.

PeriodTimerLocationMain activities
ROLL CALL—Your cellMeet OJ
LIBRARY01:30LibraryBook delivery job
LUNCH02:00Cafeteria, kitchenFood tray, potato peeling
YARD TIME—Fenced yardLitter, weights, hit contracts
RECREATION TIME01:00IndoorsTable dice
RETURN TO CELLS15sYour cellGet inside before lock-in

The timers are short. Lunch is the longest window at two minutes, so you rarely have time to do everything a period offers. Choose one earning activity per period and finish it instead of starting three.


How the suspicion meter works

Suspicion is the number that actually ends runs. It starts at 0%, and when it reaches 100% your day is over. Guards react to you visibly. When one notices you, orange exclamation bubbles (“!!”) appear above their head and your meter starts rising. Loitering near guards or doing something they read as out of place both push it up.

The meter does not need a single big mistake to climb. It can creep up to 65% over one Yard Time from small moments of standing in the wrong spot. CCTV cameras also count as watchers, so a room with no guards in it is not automatically safe.

Yard Time gym area with the suspicion meter showing 65 percent
Suspicion at 65% during Yard Time, well into the danger zone.

One event fills the meter instantly. If you are outside your cell when the lockdown deadline passes, suspicion jumps straight to 100% regardless of where it was before.


Prison jobs and cash sources on Day 01

You interact with almost everything by pressing E at a prompt ring. These are the ways to earn money or pass time across the Day 01 schedule:

ActivityPeriodPromptPayout
Deliver bookLibraryE Deliver book$13 (per request)
Peel potatoesLunchE Peel potatoes$5 per potato
Litter pickupYard TimeE Pick upTrash counter
Hit contractYard TimeAccept hit$35
Table diceRecreation TimeE Sit & playCash stakes

Potatoes are the most dependable pay. A full session is five potatoes, which works out to $25. The book job pays more per delivery but depends on finding the right shelf in time. The hit contract pays the most, but it involves attacking an inmate in the open, which conflicts with the “Don’t get suspicious” objective. Each period is covered in more detail below.


Working through each Day 01 period

Library: deliver requested books

When Library starts, you have a minute and a half. Inmates walk through the corridor into a room full of bookshelves, with a guard sitting at a desk. OJ moves with the crowd, so you can still find him here.

Player beside an inmate in the Library with the buy-a-screwdriver objective active
The Library period, with inmates spread among the shelves.

The guard at the desk asks for one specific book by its number, such as “Library book #110,” and pays $13 for it. Every book on the shelves has its own call number, so you need to read the spines until you find the exact match. Press E at “Take” to grab a book, then bring it back to the desk and use “Deliver book.” Grabbing the wrong one, like Book #065 when the request was #110, does not complete the job.

Library bookshelves where the player searches for a numbered book away from the guard
Searching the Library shelves for the requested book number.

If you already have cash, the Library is also a quiet place to get to OJ, since everyone is spread out among the shelves rather than packed in a line.

Player walking up to OJ in the Library to buy a screwdriver
Approaching OJ in the Library to open OJ’s Deals.

Lunch: eat, then peel potatoes

The cafeteria period lasts two minutes. Take a tray from the serving line, then sit at a table with the inmates. Like any other item, the tray uses an inventory slot, and eating with the group is the expected activity during this period.

The kitchen has a potato-prep counter where the “E Peel potatoes” prompt appears, labeled at $5 per potato. Starting it opens a mini-game where you peel with the mouse while a counter tracks your progress out of five.

Kitchen potato-prep counter with the E Peel potatoes prompt
The “Peel potatoes” prompt at the kitchen counter.

You hold a potato and peeler over a chopping board and drag the peel off. Each finished potato moves the counter forward (“Peel potatoes 1/5,” then “2/5,” and so on) and adds $5 to your cash. Press Q at “Leave” whenever you want to quit.

Potato peeling mini-game at 0 of 5 with a potato and peeler in hand
The peeling mini-game at 0/5.

The schedule keeps moving while you peel. If Yard Time starts while you are still at the board, everyone else heads outside without you, so keep an eye on the period banner.

Peeling a potato on the chopping board at 2 of 5 as Yard Time begins
Peel progress at 2/5 as the schedule rolls over to Yard Time.

Yard Time: litter, weights and hit contracts

Yard Time moves everyone into a fenced recreation yard. There are three things to do here. You can pick up litter, use the weight bench (“Bench press”), or deal with other inmates directly. Aiming at an inmate can bring up an “E Lure” prompt.

E Lure prompt shown while targeting an inmate in the yard
The “E Lure” prompt on an inmate during Yard Time.

Litter is scattered across the yard. Walk up to each piece and press E at “Pick up.” A “Trash collected” counter in the corner tracks how many you have gathered.

The yard is also where guards are most likely to spot you, because it is open ground with few places to hide. If orange “!!” bubbles show up over a guard, stop what you are doing and move away.

Trash collected 2 shown on the HUD while moving through Yard Time
Trash collected holds at 2 while guards watch the yard.

Hit contracts can pop up during this period. The window, marked “KILL,” offers $35 to take out a named inmate before a countdown runs out (1:25 on one Day 01 contract). Choosing “Accept hit” puts a red diamond marker above the target. It is the biggest single payout of the day, but you will be weighing $35 against how much suspicion an open attack brings.

Recreation Time: table dice

Recreation Time lasts one minute and brings inmates back indoors. That makes it the shortest timed period of the day, so do not start anything you cannot finish quickly.

Recreation Time banner as the player heads back through the yard
Recreation Time begins and inmates head back inside.

Indoors, the crowd makes it easier to blend in. That also makes it a reasonable moment to close the distance to OJ if you have enough cash for the screwdriver.

A cafeteria table hosts a dice game, with cash and dice laid out on top. Press E at “Sit & play” to join. Keep the clock in mind, because Return to Cells follows right after this period.

Table dice game with the E Sit and play prompt during Recreation Time
The “Sit & play” prompt at the table dice game.

Return to Cells: beating the 15-second lockdown

This is the last check of the day, and the one most likely to end a run. A lockdown announcement appears with the text “GET INSIDE · LOCKING IN 15s,” and every inmate has 15 seconds to be inside their own assigned cell.

Drop whatever you are doing the moment “RETURN TO CELLS” appears. Leave the dice table or any other activity right away, because fifteen seconds is not much time to cross the prison.
Head straight for your own cell, which is the one you spawned in at Roll Call. Do not stop for pickups on the way. Going to the wrong cell does not count.
Get fully inside and stay there until the countdown hits zero and the doors lock. Your cell may have a cash pickup marker over the bunk, which you can grab once you are already inside.
Return to Cells lockdown with a cash pickup marker above a bunk inside the cell
Entering the cell during Return to Cells, with a cash pickup marker over the bunk.

You will know immediately if you were too late. The screen shows “SUSPICION REACHED 100%” along with the reason “Outside your cell after the lockdown deadline,” and the day ends. If no message appears and the doors lock with you inside, you have survived the day and the game moves on to the night.

Solo players have one more thing working in their favor. The escape menu notes “Your solo run saves,” so progress made alone carries over between sessions. Day 01 is about learning the timers and building up enough cash for OJ’s screwdriver. The digging, the moved toilet, and the tunnels behind Cell 13 all depend on getting through the daytime routine first.