HOUSE 13 currently names Easy, Medium, and Hard modes through official Roblox Badges. Their matching survival Badges establish the clearest difference players can safely plan around: Easy asks you to survive six nights, Medium twelve, and Hard eighteen. Public first-party text does not publish numerical difficulty multipliers or a complete unlock path, so choose a mode by run length, familiarity, and team consistency rather than an invented damage chart.
Mode comparison
Six-night route
Easy Mode
Completion evidence: Survived Easy Mode Badge, ID 1627812551288468
Best use: learn the house, visitor routine, and three named threats.
Still unknown: exact event tuning, revive rules, and progress persistence.
Plan an Easy runTwelve-night route
Medium Mode
Completion evidence: Survived Medium Mode Badge, ID 1365361632822672
Best use: test whether a stable six-night routine holds through a longer run.
Still unknown: unlock requirement and exact mechanical changes.
Plan a Medium runEighteen-night route
Hard Mode
Completion evidence: Survived Hard Mode Badge, ID 373428414752794
Best use: a long consistency challenge for a practiced player or organized group.
Still unknown: current completion, save, revive, and squad conditions.
Plan a Hard runWhat the official Badges confirm
The survival descriptions explicitly connect Easy to six nights, Medium to twelve, and Hard to eighteen. Hard’s completion text also emphasizes thorough questions and sound doors, which matches the official premise of verifying people who ask to enter. These are reliable route anchors because they come from enabled Badges awarded by the HOUSE 13 Universe.
The separate Easy Mode, Medium Mode, and Hard Mode Badges describe tone and mode participation but do not disclose every rule. They should not be read as proof of enemy speed, number of visitors, exact mistakes allowed, item availability, or a checkpoint system. Likewise, platform award counts and displayed percentages do not tell you the chance that one player will finish.
Choose the right starting mode
Pick Easy if you still need to locate windows, closets, and dependable lit rooms or if visitor decisions feel rushed. Six nights provide the shortest officially documented complete run. Use them to build a repeatable sequence: identify the mode, establish safe routes, inspect each stranger, resolve house threats, reset positions, and confirm the morning or completion result.
Pick Medium after the Easy routine is stable rather than after one lucky clear. The twelve-night requirement doubles the documented run length. That makes small process problems more expensive: unclear callouts, an unreliable route to light, or inconsistent visitor checks have more chances to cause a failure. You do not need a perfect memory; you need notes and roles that remain clear when the run is longer.
Pick Hard when the group can complete the response loop without debate. Eighteen nights make recovery and attention management central. A player who recognizes the Reacher but cannot name the affected window, or who knows the Hitcher rule but has no tested path to a lit room, is not ready merely because the previous mode ended once.
Mode-ready checklist
House map
You can move from the visitor point to relevant windows, closets, and a known lit room without stopping to search.
Threat response
You can say the minimum action for Reacher, Hitcher, and Nester and distinguish a closet event from a claimed-room state.
Visitor routine
You observe and use the current inspection or question options before making the final open-or-refuse decision.
Failure record
You identify what ended the run and change one part of the next attempt instead of switching strategies at random.
Solo versus squad planning
Solo players control every decision and avoid conflicting calls, but must leave the door to handle house hazards. Keep the inspection routine compact and do not begin a long visitor review while an active window, darkness, or closet warning is unresolved. After every event, return to a consistent position that keeps the next route short.
A squad gains observation coverage. Assign one final visitor caller, one house watcher, and one player responsible for light-route warnings. Additional players can confirm what they see or cover another area, but they should not override the caller without stating the evidence. On Medium and Hard, rotate only at a clear break so a threat is never assumed to belong to someone who changed roles.
The official platform listing allows a larger experience server, and the Big Lobby pass advertises play with up to six friends, but neither fact alone proves the exact party size for every mode or whether six friends means six total players. Read the current lobby interface before building a strategy around a particular count.
Revives and completion proof
HOUSE 13 sells an Infinite Revives gamepass, but its product text only promises the ability to revive indefinitely. It does not state when revives appear, whether they work in every mode, whether the purchase is shared, or whether using one preserves survival Badge eligibility. Do not make a long-mode plan depend on an unstated exception.
Use the result screen and awarded Badge as completion proof. Record the selected mode, party composition, whether anyone revived, and the exact Badge name. If a run reaches morning but no survival Badge appears, check whether the mode, night count, or session state changed before claiming a bug.
Improve between attempts
Classify a loss as a visitor decision, Reacher window response, Hitcher darkness route, Nester closet or room response, group communication failure, or unknown event. Review only the relevant route. A visitor error calls for better observation; a Hitcher error calls for faster access to a recognized lit room. Replaying without changing the failed step wastes the extra time required by longer modes.
Move upward one mode only when the existing routine is repeatable. If Medium exposes a weakness, return to a shorter run to practice that action rather than relying on a paid pass to erase it. Longer modes reward consistent procedure more than one memorized answer.
Details that still need a current game check
Unlock conditions, enemy and visitor frequency, countdown changes, saved progress, checkpoints, failure limits, party scaling, revive eligibility, and exact completion triggers are not published in the official Badge descriptions. Individual mode pages keep those fields clearly labeled and provide useful preparation without choosing unsupported values.
For threat-specific actions, use the Threats Dex. For a complete session order, use the HOUSE 13 Walkthrough. For purchasing limits, compare the Gamepasses before spending Robux.
Official source
Recommended guides
Choose the guide that matches what you want to do next.
HOUSE 13 Easy Mode Guide
Prepare a six-night HOUSE 13 Easy Mode run with a stable visitor routine, threat responses, role plan, and completion check.
ModesHOUSE 13 Hard Mode Guide
Build an eighteen-night HOUSE 13 Hard Mode plan around thorough visitor checks, sound doors, safe light routes, and role consistency.
ModesHOUSE 13 Medium Mode Guide
Plan a twelve-night HOUSE 13 Medium Mode clear by tightening visitor checks, room routes, team handoffs, and failure recovery.
All Modes guides
3 focused guides with steps, checks, and current caveats.
HOUSE 13 Easy Mode Guide
Prepare a six-night HOUSE 13 Easy Mode run with a stable visitor routine, threat responses, role plan, and completion check.
Sep 13, 2026HOUSE 13 Hard Mode Guide
Build an eighteen-night HOUSE 13 Hard Mode plan around thorough visitor checks, sound doors, safe light routes, and role consistency.
Sep 13, 2026HOUSE 13 Medium Mode Guide
Plan a twelve-night HOUSE 13 Medium Mode clear by tightening visitor checks, room routes, team handoffs, and failure recovery.