13 days to escape classes are specializations that change how you manage prison risks. The clearest currently supported option is Spy Class: it costs 200 Gems or Diamonds and gives 50% less Suspicion inside the prison. That makes it the most practical documented choice for players who expect to move often, collect resources, or prepare an escape near guards and surveillance.
The game also names Medic and Murderer as classes, but the available evidence does not confirm their skills, prices, requirements, or purchase rules. Treat those names as an incomplete list rather than as proof of healing, damage, or revival mechanics.
Confirmed Classes
The table separates the one class with a documented effect from classes that are only identified by name. Use the confirmed effect as a decision aid, and check the live class panel before spending currency because class details can change between versions.
| Class | Documented effect | Documented cost | Best use |
|---|---|---|---|
| Spy Class | 50% less Suspicion inside the prison | 200 Gems or Diamonds | Lower-risk movement, exploration, and escape preparation |
| Medic | Not confirmed | Not confirmed | Check the current class panel |
| Murderer | Not confirmed | Not confirmed | Check the current class panel |
Spy Class is the only row with a verified gameplay effect in the available material. The 50% reduction applies to suspicion gained inside the prison; it is not evidence that the class makes you invisible, removes existing suspicion, or prevents guards and CCTV from reacting to other actions. The source also describes the class as something purchased through the class interface for 200 Gems or Diamonds.
Check Spy Class cost and suspicion reduction
This moment supports the documented Spy Class price and its 50% less suspicion effect inside the prison.
What Spy Class Changes
Suspicion is a central risk to manage while you act normally during the day and prepare an escape. A lower increase gives you more room for mistakes when you move through the prison, work jobs, search for resources, or approach areas where guards and cameras can expose unusual behavior. In practical terms, Spy Class is strongest when your plan involves repeated movement rather than staying safely in one place.
The class does not replace normal caution. The available evidence still describes guards, police, CCTV, roll call, and suspicious behavior as hazards. Keep your actions controlled even with the reduction active. Avoid interpreting “50% less suspicion” as immunity, a stealth mode, or a guarantee that every risky action succeeds.
The class also does not have a documented direct effect on the rest of an escape plan. Once suspicion is under control, use the escape guide for the confirmed tool and movement sequence. There is no confirmed change to Cell interactions, Tools, Keycard access, money earned, tool prices, digging, tunnels, or the route out of the prison. Choose Spy Class for its suspicion-management value, not for an assumed discount or shortcut.
Choosing a Class for an Escape
Use this sequence when deciding whether to buy the documented class:
- Identify your main risk. If your plan requires frequent travel, searching, or approaching monitored areas, suspicion is likely to be more important than an unconfirmed combat or support benefit.
- Check the live price. The supported price is 200 Gems or Diamonds. Confirm which currency and amount the current class interface displays before purchasing, because the supplied material does not establish whether the wording represents one currency, two accepted currencies, or a version-dependent label.
- Read the effect in context. Spy Class lowers suspicion gained inside the prison. It does not erase suspicion you already have and does not prove that guards ignore you.
- Continue the ordinary escape loop. Work prison jobs, gather the resources your plan needs, hide tools appropriately, and manage movement around guards and CCTV. The class reduces one risk; it does not complete the escape for you.
- Recheck unknown classes in-game. If you are considering Medic or Murderer, use the current class panel as the decision source until their effects and requirements are documented.
This makes Spy Class a risk-reduction purchase rather than a universal best class. A player who values safe exploration has a clear reason to choose it. A player looking for healing, combat, team support, or a special escape interaction should not infer those benefits from the names of the other classes.
Classes and Multiplayer Roles
The game supports solo play and teams of up to three friends, and the available material shows classes being discussed in a multiplayer context. That is enough to treat classes as possible role choices, but not enough to define a team composition. No reliable evidence confirms class-specific cooperation skills, party restrictions, role limits, or bonuses for combining different classes.
For now, coordinate around documented tasks instead of assumed class combos. A Spy player can focus on movement and suspicion management while teammates handle their own jobs and escape preparation, but this is a practical way to divide attention, not a confirmed class synergy. Do not promise a team that Medic heals or that Murderer adds damage until the in-game descriptions establish those mechanics.
Review the named classes before choosing a role
This moment supports the article's distinction between named classes and their still-unconfirmed skills.
Unknown Class Details
Several purchase and progression questions remain open:
- The evidence does not confirm whether classes can be changed after purchase.
- It does not establish whether a class is permanent, lasts for one round, or must be selected again.
- It does not confirm whether Spy Class is available in every mode or whether teams have a class limit.
- It does not provide a complete class roster beyond Spy Class, Medic, and Murderer.
- It does not verify separate prices, unlock levels, or requirements for Medic and Murderer.
These gaps matter when planning a purchase. If the class panel shows a different price, duration, or requirement, follow that current panel rather than treating the documented 200-cost entry as universal. The same rule applies to the class names: a name alone is not enough to establish a skill.
Practical Recommendation
Buy or prioritize Spy Class when lowering suspicion directly supports your escape route and the live interface confirms the 200 Gems or Diamonds cost. It is especially defensible for players who expect to explore, collect, or pass through risky prison areas repeatedly. Keep normal stealth habits because the class reduces suspicion growth rather than removing danger.
Wait before choosing a class based on an assumed Medic or Murderer effect. Their names are documented, but their gameplay, cost, and requirements are not. Read their current descriptions in the class interface and compare the actual benefit with your route before spending currency. This approach preserves the one clear decision supported by the available evidence without turning an incomplete class list into invented mechanics.
Reading the Class Panel
When the class menu is open, separate three kinds of information before you commit currency. First, look for the named effect and its scope. Spy Class is described with a percentage and the location qualifier “inside the prison,” so the useful interpretation is reduced suspicion during prison activity, not a global bonus in every part of the game. Second, confirm the displayed payment method. The evidence records 200 Gems or Diamonds, but it does not resolve whether both names describe the same currency in different wording or whether the interface accepts either one. Third, look for duration and ownership wording. The current evidence does not establish whether buying a class unlocks it permanently, equips it for a run, or allows it to be changed later.
This check prevents two common planning mistakes. A player may otherwise spend currency expecting an escape-route discount that is not documented, or choose a class name because it sounds useful without knowing its actual skill. Use the panel’s explicit description for the purchase decision and leave any unlisted behavior out of your plan.
If the panel presents a value that differs from this guide, the live panel should control your immediate choice. Prices, wording, available classes, and requirements are mutable game values. The documented entry remains useful as a reference for the confirmed Spy Class effect, but it should not override a newer in-game description.
Before choosing a class
Does Spy Class make you immune to Suspicion?
No. The documented effect is 50% less suspicion inside the prison. It reduces suspicion growth, but the available evidence does not say that it clears existing suspicion or prevents guards, police, or CCTV from reacting to risky behavior.
Are Medic and Murderer confirmed to have healing and damage skills?
No. The available material confirms the names Medic and Murderer, but not their skills. Do not assume healing, damage, revival, or any other effect from the class names until the current in-game descriptions confirm it.
Should a team use different classes?
There is no confirmed class-combination bonus, class limit, or required team composition. Choose from documented effects and coordinate around actual escape tasks rather than assuming that named classes provide a particular multiplayer synergy.
Can you change classes after buying one?
The available evidence does not confirm whether classes are permanent, switchable, round-based, or selectable again later. Check the current class interface for the change and duration rules before purchasing.

