- Greater-Scope Villain: They exist across an unknown but likely massive amount of alternate realities and have managed to destroy multiple Earths through Lunar explosions alone. Despite this they never faced by the main characters or directly oppose them due to anyone they consider important enough to save have long since left to another rrality.
- Mega-Corp: The worlds leading technology company thanks to the fact they can travel between realities.
- Easy Amnesia: Averted. Part of the inversion of usual escape games is that they remember everything, including why they must not escape.
- No Name Given: Just a nameless werewolf.
- Painful Transformation: The Werewolf SCREAMS while transforming.
- Reluctant Monster: Their main goal is making sure that they don't hurt anyone when the full moon comes out.
Don't Escape 2
- Zombie Infectee: Bill's already been bitten by a zombie at the start of the game. Unlike most examples, he doesn't try to deny it.
- Blind Without 'Em: Jeremy won't go anywhere or help you in any way unless you can first find his glasses.
- Crisis of Faith: When you first find Father Bernard, he's lost his faith in everything.
Don't Escape 3
- No Name Given: The Pilot doesn't get a name, and it isn't listed on any of the files scattered throughout the UEFS Horizon.
Don't Escape: 4 Days to Survive
The Hero of the story. Long after the world has died, he wakes up from a nightmare in a tent and does his damndest to survive just one more day.
- Guile Hero: While he knows how to use a gun, David would like to avoid violent confrontations whenever possible. However he's not above using lethal force if his hands are tied.
- The Hero: He's the player character in this game, and a generally good-hearted man.
- I Did What I Had to Do: If you choose to kill the bandits, this is how David will rationalize his actions. Barry or Cody will still chastise you for it though.
- Maybe Ever After: With Cate, in the golden ending, she has David's picture as her desktop background. The fact that she even has David's picture, and the fact that she consider it significant enough to use it as background is probably a good indication of their relationship.
- Prophetic Dreams: Every night, David experiences a dream of dying in some horrible way. After waking up, he'll devote the entire day to making sure that the nightmare does not come true.
A helicopter pilot that crashed into the house David was residing in on Day 2. She's the one that comes up with the plan to find the Sidereal Plexus space ship to escape this dying world, but seems to know far more than she leads on.
- Captain Crash: You're introduced to her after she crashed her chopper into the roof of your house. This happens again with the Space Shuttle, although how severe it will depend on how prepared you were. Do anything less than perfect and she gets speared by a loose beam.
- Hair Flip: She occasionally does this in her idle animation.
- Jerkass: She's very sarcastic and brash. Whenever this is addressed in-universe, she tells the other characters to just get used to it.
- Jerk with a Heart of Gold: But she's got a good side.
- Must Have Caffeine: Coffee is the one thing she misses most about the pre-apocalyptic days. In the Golden Ending, she's shown finally drinking a coffee.
- Maybe Ever After: With David, in the golden ending, she has David's picture as her desktop background. The fact that she even has David's picture, and the fact that she consider it significant enough to use it as background is probably a good indication of their relationship.
- Only Known By Her Nickname: Cate's almost never called by her full name, Catherine Mayweather.
- Sarcastic Devotee: She never stops snarking on David, even as she supports him every step of the way.
- Took a Level in Kindness: She softens up considerably on a second playthrough, still retaining the level of trust she and David developed on the first one despite not entirely knowing why.
A hungry orphan you find on day 2 trying to get into the kitchen of an abandoned burger joint. He will join you if you give him a can of food.
- Break the Cutie:
- If you teach him how to shoot on Day 3 and he ends up having to do it, he will be visibly shaken by it afterward and refuse to talk about it.
- If you shoot Sarge on Day 3 in the Bandit scenario, he absolutely freaks out and hides in a corner, yelling at you to stay away until he calms down.
- Once you find out that you have to travel to the moon on Day 4, David (and Barry if it's the second playthrough) becomes livid with Cate. Cody will beg them not to break up because he's terrified of being alone again.
- Child Soldier: You can teach Cody how to shoot a gun on Day 3, if you're going against the bandits. If Barry is alive and Cody kills someone, Barry will chastise you for taking away Cody's innocence.
- From the Mouths of Babes: He often speaks his mind on various subjects openly if you ask him, which results in a lot of times saying things that either embarrasses one of the adults present or says something everyone in the room was avoiding trying to say. What he says usually snaps the adults back to reality once they realize the awkwardness of the situation.
- Morality Pet: Even Cate will chastise you if you start making him upset (by telling him how the world will end) and he often brings the good out of those around him.
- Tagalong Kid: After you feed Cody, he tags along behind you for as long as you're able to keep him alive.
- The Load: Averted. While he can't help with anything too complex for a ten-year-old boy, he'll still help with what he can. The small fraction of time his help can shave off may even be the difference between life or death.
- The Pollyanna: He's generally in a cheerful mood, even as the world continues to get worse around him.
A broken man you find on day 2 outside of his destroyed home. Having just lost his wife, he also lost the will to go on living. You can help him find peace and come to terms with his wife's death or leave him to his fate.
- The Big Guy: If he's unarmed on Day 3 against the Bandits, he will take one or two of them down with just his bare fists (and possibly even jump Razor). They are armed with guns.
- The Conscience: Barry will chastise you for taking the more violent route, such as poisoning the Bandit's food or shooting an unarmed Razor.
- Death Wish: Initially, Barry just wants to be left alone to die. Showing him the message in Maggie's locket can give him a reason to continue on. If you don't do so, he will be found the next day either frozen to death or burned to death, still sitting in the same spot you found him in.
- More Expendable Than You: He insists that you save Cody instead of him as both hang on the edge on top of the Sidereal Plexus building. You can either let him play it straight or invert it.
- The Mourning After: Barry's wife dies only a short while before David arrives at his house.
- Survivor Guilt: Has this after his wife died. And again when if you chose to save him over Cody.
- Team Dad: Acts more like an uncle whenever you ask for advice, but when interacting with Cody he will often act more fatherly. Implied to have become Cody's actual adoptive dad in the Golden Ending.
- Token Black: Of David's "family."
- Doppelgänger Replacement Love Interest: In the Golden Ending, Barry hooks up with another Maggie from a parallel universe.
- Happily Married: It's clear, by reading the note left in her locket, and talking to her ghost that Maggie really loved Barry.
- Maybe Magic, Maybe Mundane: There are hints that despite her words, the ghost of Maggie that you saw isn't a just a figment of David's memory of Barry, but the genuine article. It's implied that she might have left her body somehow and stayed in the dream realm.
- Posthumous Character: She's already dead by the time David arrives at her and Barry's house.
- Supreme Chef: Barry loved Maggie's cooking so much, he never even visited the burger restaurant that was a short drive away from their house.
- Undying Loyalty: She's just as devoted to Barry as a ghost as when she was a living woman.
- Desert Bandits: Razor leads a pack of 20 bandits, including himself.
- Leeroy Jenkins: Sarge will point out how if the house is a great defensible position for the gang, it is also a good defensible position for the current occupants. Razor doesn't listen. In addition, if he's the last surviving member before they make it into the house, he'll still try to break down your barricade by himself (and fail). Cate will simply open the door and thwack him over the head with her pistol. On the other hand, turning back once he reached the door would have been unwise as it would expose him to being shot as he retreated. Whether he realized this is rended moot regardless.
- Names to Run Away From: He's as dangerous to handle as his namesake.
- Pistol-Whipping: On the receiving end if you prepare properly.
- Would Hit a Girl: He and the others in his gang will kill Cate, right alongside all the male members of David's team.
- Would Hurt a Child: He has no problem with gunning down Cody.
- A Father to His Men: He has the complete respect of the four men under his command. In fact, healing a wounded subordinate in Thunderstorm scenario and convincing the moral choices for his men in Bandits scenario are good ways to get on his good side.
- Dying as Yourself: A variant; in the Thunderstorm Scenario this is why he and his squad still act like they're soldiers; they know the world is ending, but rather go out with their honor. In the Bandit scenario, this is how you convince him to leave the bandits.
- Everyone Calls Him "Barkeep": His full name and rank is "Sergeant First Class Franklin McWillis." He's always referred to as "Sarge."
- I Did What I Had to Do: How he justifies joining the Bandits for survival. Averted in the Thunderstorm Scenario.
- It Has Been an Honor: If he survives Day 3 and you managed to fix the rocket, Sarge and his men will see you take off and toast a glass of whiskey to you as the world ends around them.
- Roaring Rampage of Revenge: If you poison the bandit's food, one of Sarge's men will be laid low by it. He is not happy about this and will go back on his word about leaving if this happens.
- Would Hurt a Child: If Sarge is part of Razor's gang, telling him about Cody will NOT deter him from helping Razor try to kill David and his other comrades when night falls.
- Undying Loyalty: They'll literally follow Sarge until the end of the world.