GRIMWORKS abilities define how matches unfold in the FNAF-inspired asymmetrical survival horror game created by puliltz and the Grimworks Enterprise development team on Roblox. The game pits a team of survivors against a player-controlled animatronic killer, known in-game as an Attraction.
Unlike standard horror titles where characters carry fixed loadouts, GRIMWORKS uses a selective ability system. Attractions have access to a pool of three unique abilities but must choose exactly two to equip before each round begins. Survivors do not possess innate combat abilities; instead, they equip up to two perks per match, each designed with a distinct positive benefit balanced by a negative drawback.
How Abilities Work in GRIMWORKS
The ability system in GRIMWORKS differs significantly between Attractions and survivors. Understanding how each role selects and activates skills is essential for setting up loadouts.
- Attraction Ability Selection: Every Attraction is designed with three distinct abilities in their kit. Before the match timer begins at 12:00 AM, the Attraction player selects two abilities to take into the trial. Abilities are activated using designated keys (such as F or number hotkeys), triggering cooldowns upon use.
- Survivor Perk Loadouts: Survivors do not cast spells or fight back against killers. Instead, survivors select up to two perks in the lobby. Every survivor perk grants an advantage alongside an intentional gameplay penalty to prevent overpowering the killer.
- Environmental Interaction: Survivors supplement their perks with map tools, including rechargeable flashlights, limited-time security doors, and ventilation shafts governed by an oxygen meter.
The Leader Abilities and Stats
The Leader—modeled after Freddy Fazbear—is the primary mascot Attraction available from the initial testing phase. His playstyle focuses on stealth and ambushing. His audio cues are cut back by 25 to 35 studs compared to other Attractions, allowing him to close distances silently.
| Ability Name | Cooldown | Primary Effect | Drawback or Limit |
|---|---|---|---|
| After Hours | 40s or less | Removes Terror Radius and silences sound; grants ESP on nearby survivors; facing away causes bonus damage | Run speed reduced; ends upon performing an M1 attack, which triggers a 3–4 second M1 lockout |
| Eternal Lullaby | 29s | Emits a 35-stud aura that severely slows any survivors caught inside; grants 1 heavy M1 hit dealing 35 damage | Run speed drops to 21 while active; M1 hit ends the ability and triggers a 3–4 second recovery lockout |
| Haunting Torment | TBA | Gabriel's hand detaches from The Leader's mouth to crawl across the floor at high walkspeed, latching onto a survivor to reveal them and nearby allies via ESP | The hand cannot sprint; while active, The Leader's main body remains hunched and motionless |
After Hours Breakdown
Activating After Hours strips The Leader of his Terror Radius and suppresses audio footsteps, turning him into a pure stealth hunter. While active, an eye icon appears above nearby survivors:
- An open eye indicates the survivor is looking toward The Leader.
- A closed eye indicates the survivor is looking away, leaving them susceptible to boosted ambush damage.
- When The Leader strikes with an M1 attack, After Hours immediately cancels, slowing him down and preventing follow-up attacks for 3 to 4 seconds. Survivors can detect an active After Hours by watching for The Leader's piercing white glowing eyes.
Eternal Lullaby Breakdown
When The Leader triggers Eternal Lullaby, he lurches forward while the Toreador March echoes from his chassis. A 35-stud radius surrounds him (visible to the killer), and survivors within range see a magenta aura tinting their screens.
Survivors caught in the radius are drastically slowed. The Leader's run speed decreases to 21 studs, but his walk speed increases, and his next M1 hit deals an enhanced 35 damage. Landing this blow immediately cancels the lullaby and puts the skill on its 29-second cooldown.
Haunting Torment Breakdown
Haunting Torment deploys Gabriel, the spirit possessing The Leader, as a crawling detached hand. The hand has a very fast walk speed, near-silent movement, and low floor profile, though it cannot sprint.
Upon coming into contact with a survivor, the hand latches onto them, shifting camera perspective back to The Leader. A latched survivor suffers persistent ESP tracking that also highlights nearby teammates. A latched player cannot shake the hand off alone; a teammate must interact with them to remove it.
Scrapped Attraction: The Perfectionist
During early development, the team drafted an Attraction called The Perfectionist (based on "Buddy" from the FNaF 1 Remake project). Although the character was ultimately scrapped due to permission constraints, the documented kit illustrates the developer design philosophy for control-oriented Attractions:
- Data Rot (Passive): Emitted a grayscale, static filter across the map. Successful hits corrupted the target survivor's HUD for 5 seconds with false stamina, flickering health, and scrambled audio.
- Showtime Blitz (15s Cooldown): A glitchy forward dash dealing 35 damage and a 2-second knockdown on hit. Missing caused The Perfectionist to stumble and suffer a 3-second self-stun.
- Interference (25s Cooldown): Spawned three phantom televisions. Survivors near TVs suffered -3 stamina per second, while The Perfectionist gained up to +1.5 movement speed until survivors destroyed the TVs.
- The Perfect Night (35s Cooldown): A 30-stud radius lasting 10 seconds that disabled all survivor abilities and drained survivor stamina at -2 per second.
Other Upcoming Attractions
Development showcases and official dev Q&As confirmed three additional Attractions planned across testing phases:
- The Savior: Based on The Puppet, confirmed alongside The Leader for the game's initial launch roster. The Savior features a taller character model, custom chase layers, and a unique jumpscare sequence. Complete ability names and numeric stats remain unannounced.
- The Lucid: Based on Nightmare Fredbear, scheduled for beta phases. Concept designs and early design notes list potential abilities titled The Terror All, Haunting Torment, and After Hours variants, including mechanics involving throwing miniature Freddles across rooms to trap survivors.
- The Revenant: Based on Springtrap. Undergoing complete visual and mechanical redesigns to comply with Roblox platform guidelines. Specific active abilities remain unconfirmed by the developers.
Survivor Perks and Utility Tools
Survivors do not have offensive powers or magic spells. Instead, player builds rely on selecting two perks before the round begins, balancing buffs against deliberate handicaps.
Confirmed Survivor Perks
Developer Q&A sessions revealed initial balance concepts for survivor perks:
- Reinforced: Grants +15 maximum health, but reduces maximum stamina by -5.
- Medic: Increases revive and healing speed on teammates by 20%. However, after completing a revive, the user suffers a 20% movement speed penalty for 10 seconds.
Additional survivor perks continue to undergo balance adjustments ahead of public beta testing, with developers reiterating that all survivor perks will follow this risk-versus-reward structure.
Map Tools and Survival Mechanics
In addition to perks, survivors rely on map mechanics to survive against Attraction abilities:
- Flashlights: Essential for navigating dark corridors and spotting lurking Attractions. Flashlight batteries drain with use and must be recharged at wall stations. Recharging locks the survivor in place until complete.
- Security Doors: Located at room entryways. Survivors can drop doors to delay an Attraction for roughly 3 seconds. Once used, doors incur a 30-second recharge delay and become completely inoperable during power blackouts.
- Ventilation Ducts: Ducts provide quick escape routes between rooms that Attractions cannot easily follow. Entering a vent triggers an Oxygen (O2) meter; lingering inside will suffocate and kill the survivor.
- Downed State and Revives: Survivors survive two health-bar depletions. The first time health reaches zero, the player is downed for 25 seconds. Teammates can revive them to 50% health. Depleting health a second time results in permanent elimination.
- Last Man Standing (LMS): If only one survivor remains, power is automatically restored across the facility, the remaining survivor receives a substantial heal, and the escape timer adjusts to provide a fair final confrontation.
Frequently Asked Questions
How many abilities can a killer equip in GRIMWORKS?
Attractions have three abilities in their overall design kit, but the player can only select and equip two abilities per round.
Do survivors have active abilities like the Attractions?
No. Survivors do not have active combat skills. Instead, they equip up to two perks per match that grant passive statistical bonuses balanced by drawbacks, and they utilize physical map tools like doors, flashlights, and vents.
What happens if you get caught in The Leader's Eternal Lullaby?
Survivors inside the 35-stud radius hear the Toreador March and see a magenta tint on their screens. Their movement speed drops significantly, making them easy targets for The Leader's boosted 35-damage strike.
How do you counter The Leader's Haunting Torment?
If Gabriel's detached hand latches onto you, run toward a teammate. You cannot remove the hand alone; another survivor must perform an interaction to remove it and clear your ESP reveal.
Can survivors stun or fight Attractions in GRIMWORKS?
No. Survivors cannot attack or damage Attractions. Defense relies entirely on team cooperation, breaking line of sight, closing security doors, vaulting obstacles, and escaping through ventilation shafts.










