Glossary
Every game-specific term used on this wiki, in one place.
| Term | Meaning |
|---|---|
| Big item | An 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 item | A small item that takes one of your six bag slots. See Items. |
| Brightness | A room's 0–1 light level. 0.55+ counts as "lit" for Bob; 0.62+ blocks pre-turn Grump entirely. See The Night. |
| Turned | The point Grump stops asking questions and starts hunting — day 4 at the latest, or sooner if his resentment hits 100. See Grump. |
| Resentment | Grump's internal 0–130 anger meter (capped display at 100), driving his stage and eventual turn. See Grump. |
| Stage | Grump'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. |
| Charge | Turned Grump sprinting at ×1.45 speed the instant he has a clear line of sight on you. See Events & Encounters. |
| Camp | Turned Grump waiting outside a hiding spot he can't reach into, breathing, for 7–12 seconds. See Events & Encounters. |
| Relocate | Grump teleporting to somewhere nearer and unseen instead of walking there, when his target is far away and out of sight. See Events & Encounters. |
| Loom | Grump's behaviour during a blackout: standing right next to you, breathing, before he's turned. See Events & Encounters. |
| Patrol / Investigate / Chase | Bob's three states. See Bob the Janitor. |
| Fear | Your 0–100 panic meter; hitting ~99.5 makes you cry automatically, the loudest noise in the game. See The Night. |
| Noise level | A 0–1.6 value attached to every sound you make, checked against Bob's and Grump's hearing radii. See The Night. |
| Threat pressure | An 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. |
| Downed | Health reaching 0: can't move properly, on a death timer (45s co-op, 4s solo) unless revived. See You (the Baby). |
| Fit | A temporary status from passing one of Jerry's minigames: 150 seconds of half-rate stamina drain while sprinting. See Jerry. |
| Busy | A player currently inside a minigame — excluded from every threat's target list until it ends. See Minigames. |
| Lost / Safe / Carried / Taken | A 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 count | How many times a container has been searched today — resets each dawn, and drives the shrinking odds of repeat searches. See Searching. |
| Scarcity | The multiplier applied to every loot table's "nothing found" weight as the run goes on, capping around night 8. See Loot Tables. |
| Night modifier | A random per-night twist from night 5 onward (Storm, Overtime, Echoes, Long, Closer, Cold). See Nights & Difficulty. |
| Overtime | A night modifier: Bob's hearing and hiding-spot-find chance are ×1.6, plus a flat speed bonus. See Nights & Difficulty. |
| Echoes | A night modifier: every sound you make carries further — noise levels ×1.35. See Nights & Difficulty. |
| He Is Closer | A night modifier: Grump starts the night right outside your classroom door instead of wherever he was. See Nights & Difficulty. |
| Injured / Bandaged | About 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 open | The front doors unlocking the morning after the final required night, letting any player end the run as a win. See Nights & Difficulty. |
| The crib | Where finished job rewards, and rescued toddlers, end up — in your own classroom. |
| The Card Kid / the Taker | A 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 Club | A one-per-run cutscene: three older kids corner you, and Grump defends you. See The Big Boys Club. |
| Fit / Jerry's classes | Laps, Dumbbells, and Jump Rope — the three minigames Jerry the gym teacher forces on you. See Minigames. |
| Tray tiers | Gold / Nice / Soggy — the three outcomes of Meredith's lunch-line rhythm game, based on your accuracy score. See Meredith. |
| Host | In 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. |
| Seed | The 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
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