All Dig to Escape endings
Three escapes are documented: the Mineshaft (dig to the bottom), the Janitor (200-Roll keycard, vents and twelve batteries) and the Rooftops (keycard plus a 100-Roll crowbar, then the roof). Mineshaft is the one to learn first; the others are faster once you know the prison.

The three escapes
Dig to Escape counts its escapes with badges, and the badge counts tell the story of the whole game: one route for everyone, two for the planners. All three are documented, all three pay, and only one of them needs nothing but patience.
| Route | What it needs | Clear time | Rewards | Cleared (9 Oct 2026) |
|---|---|---|---|---|
| Mineshaft | Shovel + spatula + trowel (150 Rolls) | 30–60 min | 15 Diamonds + Dug To Escape badge | ~13.9M |
| Janitor | Illegal Keycard (200 Rolls) | 20–40 min | 15 Diamonds + Janitor Escape badge | ~1.47M |
| Rooftops | Keycard + crowbar (300 Rolls) | 30–60 min | 15 Diamonds + Rooftops Escape badge | ~548K |
For every rooftop clear there are roughly twenty-five mineshaft clears. That ratio is not difficulty — it is friction. The mineshaft route never asks you to buy anything before you are ready to dig it; the other two are really shopping trips with an escape attached.
Which one should you do first?
Mineshaft. It needs no purchases, teaches the whole map — layers, energy, the seller loop — and its chase is the most forgiving of the three. Do it once, bank the 15 Diamonds, then decide.
After that, pick by appetite:
- In a hurry? The janitor route is the shortest successful run in the game once the keycard is in your pocket.
- Playing with friends? The rooftop route splits nicely: one player farms rolls, another runs the kitchen. The rooftop chase is also the most cinematic clear in the game.
- Farming Diamonds? Repeat the janitor clear. Twenty minutes of routine once you know the battery office.
What every clear pays
- 15 Diamonds into your account — the currency you spend on permanent classes in the lobby. Leaving early still pays a smaller, progress-based amount, so a failed run is never worthless.
- An ending badge you can equip next to your name. Badges are per account and each ending awards its own.
The chases, briefly
Two of the three routes end in a scripted chase. Both work the same way: the guard is faster than you, so the chase is really a run — dodge, do not stop, and do not look back. The mineshaft version is a straight tunnel with obstacles and one sparkle-marked branch to follow; the rooftop version is jumps across air-conditioning units to the red helicopter. Getting caught in either sends you back with the run over.
The route out you have not found yet
The badge list keeps one secret bigger than the endings: Archangel, held by 34 players out of hundreds of millions. Whatever unlocks it is not part of the three escapes — treat it as the game's long tail, not a fourth ending.
Next: pick your first escape — mineshaft, janitor, or rooftops.







