Glossary

Every game-specific term used on this wiki, in one place.

TermMeaning
Big itemAn item that fills both your hands, so you can only carry one at a time: a fuel can, Mr. Wiggles, a teddy, or a toddler. See Items.
Bag itemA small item that takes one of your six bag slots. See Items.
BrightnessA room's 0–1 light level. 0.55+ counts as "lit" for Bob; 0.62+ blocks pre-turn Grump entirely. See The Night.
TurnedThe point Grump stops asking questions and starts hunting — day 4 at the latest, or sooner if his resentment hits 100. See Grump.
ResentmentGrump's internal 0–130 anger meter (capped display at 100), driving his stage and eventual turn. See Grump.
StageGrump's tier, 0–4, derived from resentment (or forced to 4 once turned). Gates which questions he can ask and what he does. See Grump.
ChargeTurned Grump sprinting at ×1.45 speed the instant he has a clear line of sight on you. See Events & Encounters.
CampTurned Grump waiting outside a hiding spot he can't reach into, breathing, for 7–12 seconds. See Events & Encounters.
RelocateGrump teleporting to somewhere nearer and unseen instead of walking there, when his target is far away and out of sight. See Events & Encounters.
LoomGrump's behaviour during a blackout: standing right next to you, breathing, before he's turned. See Events & Encounters.
Patrol / Investigate / ChaseBob's three states. See Bob the Janitor.
FearYour 0–100 panic meter; hitting ~99.5 makes you cry automatically, the loudest noise in the game. See The Night.
Noise levelA 0–1.6 value attached to every sound you make, checked against Bob's and Grump's hearing radii. See The Night.
Threat pressureAn internal measure of how close and how actively something dangerous is to a given player, used to speed up fear gain and to decide who's "busy" enough to be ignored.
DownedHealth reaching 0: can't move properly, on a death timer (45s co-op, 4s solo) unless revived. See You (the Baby).
FitA temporary status from passing one of Jerry's minigames: 150 seconds of half-rate stamina drain while sprinting. See Jerry.
BusyA player currently inside a minigame — excluded from every threat's target list until it ends. See Minigames.
Lost / Safe / Carried / TakenA toddler's four possible states: wandering loose, delivered to your classroom, currently in your hands, or taken by Grump (gone for the run). See The Toddlers.
Search countHow many times a container has been searched today — resets each dawn, and drives the shrinking odds of repeat searches. See Searching.
ScarcityThe multiplier applied to every loot table's "nothing found" weight as the run goes on, capping around night 8. See Loot Tables.
Night modifierA random per-night twist from night 5 onward (Storm, Overtime, Echoes, Long, Closer, Cold). See Nights & Difficulty.
OvertimeA night modifier: Bob's hearing and hiding-spot-find chance are ×1.6, plus a flat speed bonus. See Nights & Difficulty.
EchoesA night modifier: every sound you make carries further — noise levels ×1.35. See Nights & Difficulty.
He Is CloserA night modifier: Grump starts the night right outside your classroom door instead of wherever he was. See Nights & Difficulty.
Injured / BandagedAbout 25% of toddlers spawn hurt (whimpering, red cross) and can't be kept safe until patched up at the nurse's office. See The Toddlers.
Escape / Escape openThe front doors unlocking the morning after the final required night, letting any player end the run as a win. See Nights & Difficulty.
The cribWhere finished job rewards, and rescued toddlers, end up — in your own classroom.
The Card Kid / the TakerA boy who shows you his card collection at the generator, then is dragged away by something called only "the Taker." Local, unavoidable, unfightable. See Card Boy & the Taker.
The Big Boys ClubA one-per-run cutscene: three older kids corner you, and Grump defends you. See The Big Boys Club.
Fit / Jerry's classesLaps, Dumbbells, and Jump Rope — the three minigames Jerry the gym teacher forces on you. See Minigames.
Tray tiersGold / Nice / Soggy — the three outcomes of Meredith's lunch-line rhythm game, based on your accuracy score. See Meredith.
HostIn co-op, the player whose machine runs the actual simulation (phase clock, AI, loot rolls, quest progress) and mirrors it to everyone else. See Co-op.
SeedThe single number that deterministically generates the entire school layout — the whole basis of peer-to-peer co-op, since every client can rebuild the identical building from just this number.
Grump the Baby Destroyer Wiki · last updated 2026-09-13 · matches game commit af3955c Play the game · Game source