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2026/03/31

Grace entity roster — identification appendix

Formal-style summary of what the entity list contains and how to use it alongside mechanics and items guides.

Entities are the reason Grace feels like a speedrun with teeth. They don’t just “scare you”—they force decision-making under momentum: keep moving, commit to a line, and don’t freeze in a doorway.

This page is not trying to be a perfect survival bible (patches move fast). It’s designed to solve the most common practical problem:

“What was that thing, and what family of threat does it belong to?”

How to Use This Roster

Purpose

This dataset is an appearance appendix: canonical name, render, and a short visual description. It is not, by itself, a full counterplay manual.

Scope. Entries cover documented threats and related subjects as represented on the wiki at scrape time. Behavior can change in patches; visuals often change more slowly than mechanics text.

Recommended use

  1. Identify — match silhouette, glow, and motion to a name before you commit to a route.
  2. Cross-reference — pair with the mechanics article for movement solutions and the items article for tools.
  3. Escalate — if two entities share a room, assume the worse interaction until you’ve seen the combo yourself.

Threat Families (Quick Mental Model)

Pressure threats (door / hallway)

These punish hesitation and sloppy door transitions. Your best defense is clean movement and pre-planned lines.

Chase threats (proximity and pursuit)

These punish low speed. If you’re being hunted, your goal is usually “get to the next saferoom / checkpoint” rather than “outplay forever.”

Overlay threats (environmental)

These change the room itself—visibility, floor safety, rain, fog, etc. They tend to stack brutally with other threats because they remove your normal options.

Combo rooms (two problems at once)

If two entities overlap, treat it like a new entity. Don’t assume “I can handle both separately” translates to “I can handle them together.”

Atlas (Preview + Full Roster)

Entity renders with wiki appearance text—use the atlas for search across the full roster.

Carnation

Carnation

Carnation appears as a flower with a huge eye on its front, trailing a vibrant pink glow and pink petals lighting up the the room it is present in.

Slight

Slight

Slight appears as a horizontally crossed eye with a dark blue glow and a white and black pattern going inward.

Slugfish

Slugfish

Slugfish appears to be a worm with a giant mouth, full of long razor-sharp teeth and an eye inside, and 2 eyes on its head, emitting a red light.

Elkman

Elkman

Elkman appears to be a humanoid, black, tall figure with an open, glowing mouth, standing up on four legs in an unnatural way, and deformed and inverted limbs.

Heed

Heed

Heed appears as a vertically crossed eye with a red glow and a red and black pattern going inward.

Dozer

Dozer

Dozer appears as a yellow face with closed eyes and a large smile, having an appearance of being hand-drawn.

Sorrow

Sorrow

Sorrow first appears as a blood rain/fog, having the physical form of rain.

Goatman

Goatman

Goatman appears as a humanoid with a goat-like form and red horns, having multiple outstretched arms with elongated fingers.

57 more entries not shown here

Open the atlas to search, filter by image, and load everything.

Entity atlas
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avatar for Albert
Albert

Categories

    How to Use This RosterPurposeRecommended useThreat Families (Quick Mental Model)Pressure threats (door / hallway)Chase threats (proximity and pursuit)Overlay threats (environmental)Combo rooms (two problems at once)Atlas (Preview + Full Roster)

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