Wonderland Difficulties and Levels Mode
Easy, Medium, Hard, Nightmare, a 0-death Survivalist stamp, and a repeatable levels campaign.
Wonderland splits difficulty and levels mode. They are not the same ladder. Difficulty is how hard a sit is when you try to beat the game. Levels mode is a repeatable campaign with its own badge track. Confusing the two is how a squad queues Nightmare because someone wanted Wonderland Forever, then wipes on the first hallway and calls the wiki a liar.
ScaryPlay shipped the park on 14 August 2026. The 1–2 September BIG REVAMP added ranks, classes, two new levels, and two unnamed monsters. It did not publish a public modifier sheet that says “Hard subtracts X seconds” or “Nightmare adds Y hunters.” This page will not invent one. The live client is the authority. What we can stand behind is the official badge mapping, the snapshot counts from 4 September 2026, and the habits that keep a harder sit alive: walk more, spend fewer lives, finish gates. Pair this with the walkthrough for order, stamina and lives for the bar, and the badge checklist for the stamps.
The four difficulties
The lobby lets you pick Easy, Medium, Hard, or Nightmare. Beating the game on those settings awards:
- Easy → First Words (~56k awarded)
- Medium → First Steps (~3.5k)
- Hard → Big Kid (~987)
- Nightmare → Fearless Child (~623)
Warm Welcome, the first-play badge, sits at ~11.9 million. First Words at ~56k is the honest funnel: most players enter the park, few beat even Easy. Medium is already a cliff. Hard and Nightmare are tiny rooms. If your stack has not escaped once on Easy, Nightmare is a thumbnail, not a plan.
What changes as you climb? Expect tighter timers and hunters that leave less slack. Expect less room to sightseeing-run a Shop. Do not expect a wiki-invented list of extra toys, extra moles, or a fake “double stamina drain” line that ScaryPlay has not written. If your live picker shows a tooltip, trust the tooltip. If it does not, play the sit and write down what actually tightened: clock, chase, or chip. Bring that note back. Do not download a fake patch from a screenshot account.
Co-op still shares three lives on every difficulty. Five players on Nightmare still have three hearts. Solo still has three. A revive booth after the BIG REVAMP can sell extras for about 1000 Tickets. That booth is a late buy, not a license to treat Hard like a playground.
Survivalist is 0 deaths, any difficulty
Wonderland Survivalist (~1k) is beat the game on any difficulty without dying. Easy counts. Medium counts. You do not have to be Fearless Child to be Survivalist. You have to be clean.
A teammate death fails it. Chip that spends the pool fails it. A joke sprint that feeds Wonder fails it. This is why Survivalist (~1k) can sit near Big Kid (~987) even though Easy is the allowed setting: zero deaths is rarer than “we beat Easy while dying.” Read stamina and lives until walking is boring. Then attempt.
Do not mix Survivalist with the death-track badges. Death Commoner through Death Welcomer reward dying 1, 5, 10, 25, and 50 times. Those stamps are the opposite of Survivalist. You will earn Commoner by accident. Do not farm Welcomer on purpose. The badge checklist keeps both rows so you can see the joke.
Closed stack if you can. Randoms spend Survivalist. Assign a caller, a watch, and a wallet. One person touches late Shop. Everyone else is not “just checking a stall.” Heals from the shop item list exist to keep the pool at three, not to recover from a planned death.
Levels mode is a repeatable campaign
Levels mode is not “I escaped once.” It is a campaign you can beat again. The badge track is a repeat counter:
- Wonderland Visitor — beat levels mode once (~57k)
- Wonderland Regular — 5 times (~2.2k)
- Wonderland Patron — 10 times (~639)
- Wonderland Fixture — 20 times (~161)
- Wonderland Forever — 50 times (~29)
Visitor sitting next to First Words tells you a lot of people tried a structured clear once. Forever at ~29 people tells you the rest is a career. Do not promise a squad Forever this week. Promise a clean Easy, then a second levels clear if the stack is still talking.
The BIG REVAMP advertised two new levels. That is content inside the park, not a rewrite of this counter. We will not invent a 50-stage map. Play the mode your client labels. Bank the repeat. Stop when the pool cannot buy another sit.
Levels mode still uses the same park grammar: Lumens, Wormy, puzzles as gates, Mole, worm, and — if the sit serves it — Coaster chase. A repeat is not a skip. Layouts still shuffle. The walkthrough is still the process.
How to pick a setting without lying
- Have you escaped once? If no, Easy. Getting Started and the walkthrough, not Nightmare.
- Can the stack say the three-life rule out loud? If no, stay Easy and stay closed.
- Do you want Survivalist? Pick the easiest setting you can still respect. Clean Easy is a Survivalist. Dirty Nightmare is a Fearless Child attempt that dies.
- Do you want levels repeats? Queue the mode, not a harder story sit you have not earned.
- Do you want The Divine, The Glutton, or The Desperate? Those are chase completions, not difficulty names. Survive the chase. The setting still matters because a tighter hunt on Hard will spend the life you needed for the rail.
Redeem WORMYGOOD for 150 Gems in the lobby before you board. RELEASE26 expired. Gems persist across difficulties. Tickets do not. Rank XP on ranks comes from banking Lumens, going deep, and surviving chases. Hard is not a rank skip. It is a tighter sit.
True ending is not a fifth difficulty
True ending is extra work after a normal escape. It is not Nightmare with a hat. Magic Hatter on the badge list is an escape through Wonder’s hat, not a difficulty name. Do not queue Hard because a creator titled a video “true ending.” Escape once. Survive Mole without looking back. Then attempt deeper work on a setting the squad can actually finish.
If extra stations appear, finish them. If they do not, do not invent a backtrack that spends the last life. Official Discord is on official links. There is no public Trello. When ScaryPlay posts a real modifier list, what’s new and this page will copy it. Until then, live client, tighter timers as you climb, no fake rules.
A clean attempt that respects the snapshot
Look at the counts again. Fearless Child is ~623 people. Forever is ~29. Survivalist is ~1k. First Words is ~56k. Your job this week is probably First Words, Visitor, and a chase badge you already reached. Your job is not a Nightmare five-stack with randoms who still dump sprint.
Walk. Bank. Solve. Chase. Leave. If the picker says Hard and the squad cannot finish Medium, step down. Pride wipes do not stamp Big Kid. They stamp Death Explorer. Play the park that matches the squad you actually have.
Frequently Asked Questions
Quick answers to the most common questions.
What difficulties does Wonderland have?
Easy, Medium, Hard, and Nightmare. They award First Words, First Steps, Big Kid, and Fearless Child when you beat the game.
What does Hard change?
ScaryPlay has not published a public modifier sheet. The live client is the authority. Expect tighter timers and hunters. Do not trust invented extra rules.
Is Survivalist only on Nightmare?
No. Wonderland Survivalist is a 0-death clear on any difficulty, including Easy. A teammate death still counts.
What is levels mode?
A repeatable campaign. Badges are Visitor (1), Regular (5), Patron (10), Fixture (20), and Forever (50). It is not a difficulty name.
Should I start on Nightmare?
No. Escape on Easy first. Nightmare is extremely rare on the 4 September 2026 badge snapshot. Randoms will spend the three shared lives.
Does WORMYGOOD change difficulty?
No. It pays 150 Gems. RELEASE26 expired. Gems persist across sits. They do not loosen Hard.


