Grace Roblox Reprieve is a high-speed, single-player challenge mode in the Rooms-inspired game Grace by The Fartering Few. Unlike the linear corridors of the base game, Reprieve drops players into open, randomly generated arenas filled with slopes, massive walls, and black beacons. The core gameplay loop tasks you with collecting between 10 and 30 beacons per floor before a strict timer expires, all while parrying hostile entities and stacking modifiers to multiply your brick and XP earnings.
Because death strips away all unbanked rewards, surviving Reprieve requires mastering its altered movement physics, understanding entity parry timings, and knowing when to cash out your run.
Core Objective and Floor Flow
Each Reprieve run begins in a stark, white void featuring a black sun and a solitary starting beacon. Stepping into this beacon plunges you into the arena to begin the first floor.
Your goal on every floor is straightforward:
- Navigate the open map to locate and touch every black beacon scattered across the terrain.
- Complete the collection before the round timer reaches zero.
- Once all beacons are collected, choose whether to cash out your rewards and end the run, or select a modifier to advance to the next floor.
If the countdown timer expires before all beacons are collected, the entity SHAME spawns. SHAME is a floating red goat head representing remorse over unconfessed sins. Upon its arrival, the timer converts into a distance tracker showing how close SHAME is to your position. If you run out of time when only a few beacons remain, God delivers an urgent onscreen warning in large red text: "JUST A LITTLE MORE, COME ON!"
Unlike normal mode where the timer entity (Goatman) is difficult to shake, Reprieve gives you tools to counter SHAME directly. Parrying SHAME knocks the entity backward and propels your character upward, buying crucial seconds to grab the remaining beacons.
Reprieve Movement and Parrying Mechanics
Reprieve substantially buffs your character's mobility compared to the base Grace mode, giving you the agility needed to traverse vertical arena geometry.
Enhanced Mobility
- Wall Kicking: While base Grace caps consecutive wall kicks at two (or four with the 10-Point Crampons trait), Reprieve grants infinite wall kicks. Kicking against walls maintains momentum and converts vertical fall speed into forward horizontal speed.
- Slide-Bouncing: Sliding directly into a wall while grounded launches you high into the air. This technique allows you to reach elevated ledges and recover instantly without losing speed.
- Sliding Physics: Sliding rotation speed is doubled, accelerating further when facing walls, and slide acceleration down slopes is doubled.
- Walk Speed: Default movement speed is increased by +25 compared to standard mode.
Parrying Entities
Reprieve introduces a dedicated parry mechanic that allows you to neutralize incoming attacks. Successfully parrying an entity prevents death, clears the immediate threat, and provides a burst of speed or elevation.
- Mashing the parry input increases its recovery cooldown, so mistimed parries leave you vulnerable.
- Doppel can be parried as it trails your past inputs. In Reprieve, Doppel mimics movements from just 0.5 seconds prior, rather than the 1.5-second buffer seen in standard gameplay.
- Litany opens its eyes individually across its attack sequence. In Reprieve, each eye must be parried separately; doing so successfully causes the eye to bleed shut, and parrying all eyes causes Litany to burst into black mist.
- Dozer, Rue, and The Doombringer can also be parried to avoid instant-kill states.
Modifiers and Point Multipliers
Whenever you clear a floor and choose to continue, you must select a modifier from a randomized menu. Selecting a modifier increases your difficulty and point multiplier for subsequent floors. You cannot select the same modifier category twice in a row.
| Modifier Option | Type | Multiplier Bonus | Behavior in Reprieve |
|---|---|---|---|
| LESS TIME | Miscellaneous | +0.75x | Reduces starting timer by 25% (e.g., 60s to 45s) |
| JUST THE SAME | Miscellaneous | +0.00x | Keeps current settings without adding extra entities |
| ADDS DOPPEL | Entity | +0.10x | Spawns a clone mimicking your movement with a 0.5s delay |
| ADDS DOZER | Entity | +0.15x | Yellow face forcing players to manage posture and parry |
| ADDS DUK | Entity | +0.25x | Fast-moving duck with instant-kill contact damage |
| ADDS RUE | Entity | +0.25x | Stalks from behind; provides speed boost when parried |
| THE DOOMBRINGER | Entity | +0.25x | Places the rat in your hands; requires parry/silence before exploding |
| ADDS LITANY | Entity | +0.35x | Spawns multi-eyed entity requiring consecutive eye parries |
Modifiers stack with each floor cleared. Picking high-tier modifiers like Litany and Less Time drives your multiplier up quickly, which accelerates score bonuses and end-of-run payouts.
Style Ranks and Scoring
Reprieve includes a dynamic style scoring system inspired by character action games. Your rank increases as you string together movement techniques and defensive counters without idling:
- Action Bonuses: Collecting beacons grants 100 style points. Parrying SHAME awards 600 points, Doppel awards 800 points, Litany awards up to 525 points across its eyes, and airborne trickshot parries award 300 points.
- Movement Bonuses: Executing high-momentum slide-bounces and infinite wall kicks scales through multiple tiers, culminating in Atom Bomb slide-bounces and Nuclear Missile wall kicks at 300+ momentum.
- Diminishing Returns: Repeating the exact same style action within a short timeframe gradually scales down the score reward.
Reward Calculation and Level Grinding Strategy
Reprieve is widely considered the most efficient mode in Grace for leveling up player accounts and unlocking trait charms. However, it operates on a strict all-or-nothing banking system.
Payout Formulas
For every floor you clear, accumulated rewards scale with your active multiplier:
- Bricks Earned: 40 + (Multiplier - 1) * 8
- XP Earned: 40 + (Multiplier - 1) * 10
If you choose to leave the run at the end of a floor, God catches your arm, and all accumulated XP and Bricks are deposited directly to your profile. If an entity or SHAME catches you before you bank, you receive zero XP and zero Bricks, wiping out the entire run.
Level Farming Strategy
- Build Multiplier Early: In initial floors, select "LESS TIME" or manageable entities like Litany and Rue. Litany offers a high +0.35x multiplier and predictable parry windows.
- Minimize Ground Sliding in Entity Clusters: Because initiating a slide can lock out immediate parry inputs, experienced players rely on infinite wall-kicking and jumping to maintain top speed while keeping parry reactions available.
- Bank Before Greed Sets In: Pushing multipliers past 7x or 10x can yield dozens of player levels in a single extraction (such as jumping 20+ levels in one successful session). If entity spawns overlap or you are forced into picking volatile modifiers like Duk or multiple Dozers, cash out immediately.
Lore and Thematic Meaning
Within Grace's broader religious symbolism, Reprieve serves as the soul's confessional booth. Entering the mode represents the aftermath of falling into temptation—specifically, touching the forbidden fruit and spoiling the Eden-like Zen mode.
When you voluntarily exit a Reprieve run through the safe door, the screen briefly flashes an absolution prayer written in Polish before displaying "GRACE REBUILT":
"Za te i za wszystkie zapomniane grzechy żałuje z calego serca i chce się szczerze poprawić... I ja odpuszczam tobie grzechy, w imie Ojca i Syna, I Ducha Świetego, AMEN."
In English, this translates to the Catholic formula of absolution, where the speaker repents of all forgotten sins and receives divine forgiveness. God's dialogue upon successful completion reinforces this restoration, reassuring the player with lines such as "all is forgiven," "the shell's rebirth, the inside's cleansing," and "never forsaken. you will always be under My embrace."
Frequently Asked Questions
How do I unlock Reprieve mode in Grace?
Reprieve is available directly from the lobby game mode selection or by triggering the sin sequence in Zen mode. It is a single-player exclusive mode.
What happens if I die during a Reprieve run?
Dying in Reprieve causes you to forfeit all XP and Bricks accumulated across all cleared floors in that session. You also earn the "TRAGIC IRONY." badge upon your first death in the mode.
Can SHAME be defeated in Reprieve?
SHAME cannot be permanently eliminated, but it can be parried repeatedly. Each parry stuns SHAME, knocks it backward, and launches you upward to help you reach remaining beacons.
Which entities are safest to add for score multipliers?
Litany and Rue are generally preferred by players farming high scores. Litany yields a +0.35x multiplier with distinct auditory cues for eye parries, while Rue provides a noticeable speed boost when successfully parried. In contrast, Duk and Dozer provide awkward timing windows and restrict movement options without granting forward momentum.












