Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Anomalies
Anomalies adds eight configurable creatures: Eye Monster, Dreadweaver, Hushdoll, Warden, Harmonic, Passenger, Snipjack, and Simon Says.
| Date uploaded | 2 months ago |
| Version | 1.1.0 |
| Download link | Y4NGZ313-Anomalies-1.1.0.zip |
| Downloads | 88 |
| Dependency string | Y4NGZ313-Anomalies-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305TeamXiaolan-DawnLib
A modern API for Lethal Company content and all sizes of mods [V81]
Preferred version: 0.9.25Y4NGZ313-Y4NGZCore
Shared library for Y4NGZ mods. Adds nothing on its own.
Preferred version: 1.0.11README
Anomalies
Anomalies adds eight unique, vanilla-friendly creatures to Lethal Company, each with its own plugin, assets, spawn configuration, and encounter logic. Every encounter is designed with counterplay.
Published on Thunderstore as Anomalies by y4ngz313.
Creature Roster
| In-game name | Packaged module |
|---|---|
| Eye Monster | EyeMonster.dll |
| Dreadweaver | Y4NGZDreadweaver.dll |
| Hushdoll | Y4NGZCreepyDoll.dll |
| Warden | Y4NGZFlyingTV.dll |
| Harmonic | Y4NGZHarmonic.dll |
| Passenger | Y4NGZPoltergeist.dll |
| Snipjack | Y4NGZScissorsCreature.dll |
| Simon Says | SimonSays.dll |
How spawn weights work
All eight creatures are indoor enemies. A creature's authored base moon weight
is adjusted by its interior multiplier and its SpawnWeightMultiplier config
(default 1x). Company, test, and unimplemented moons have weight 0. The
paid/free/unknown values below are fallbacks for other moons, including modded
moons with DawnLib tags.
Set MoonWeightOverrides to replace selected base weights before those
multipliers. For example, Experimentation:8,Offense:15 changes those two
moons, while namespace:moon=12 targets a modded moon by its stable DawnLib
key. Use 0 to disable a listed moon; unlisted moons keep their authored
weights.
Power level is how much of the indoor enemy power budget one living creature consumes. Damage values are health points against a worker's normal 100 HP.
Eye Monster
A wandering, lonely eyeball that does not like to be watched. Stare too long and it will come investigate, leaving a trail of slime behind it.
- Default stats: 5 HP, 2 power, maximum 2, 35 damage per hit, 1.5-second attack cooldown.
- Base moon weights: Experimentation 3; Assurance/Vow 5; Offense/March/Embrion 7; Adamance 9; Rend/Dine 11; Titan/Artifice/Liquidation 13. Other paid moons use 10; other free or unknown moons use 5.
- Interior multipliers: Facility
1x; mansion, mineshaft, and unknown interiors0.75x. - Important configs:
SpawnWeightMultiplier=1,MaxCount=2,PowerLevel=2,Health=5,NoticeRange=12m,GazeAngle=28°,FlashlightRange=15m,RoamSpeed=2,ChaseSpeed=5,FleeSpeed=7,AttackDamage=35,AttackCooldown=1.5s, andFleeDuration=6s.

Dreadweaver
A demonic stalker that waits for the perfect moment to attack. It prefers isolated prey, haunting marked players by manipulating doors, lights, and sound until it can strike from active camouflage.
- Default stats: 5 HP, 2.8 power, maximum 1, 40 damage per hit, 1.8-second attack cooldown.
- Base moon weights: Experimentation 1; Assurance/Vow 3; Offense/March/Embrion 5; Adamance 7; Rend/Dine 9; Titan/Artifice/Liquidation 11. Other paid moons use 8; other free or unknown moons use 3.
- Interior multipliers: Mansion
1.25x; facility1x; mineshaft0.5x; unknown interiors0.75x. - Important configs:
SpawnWeightMultiplier=1,MaxCount=1,PowerLevel=2.8,Health=5,SightingIntervalMinSeconds=45,SightingIntervalMaxSeconds=65,AttackDelayMinSeconds=15,AttackDelayMaxSeconds=30,StalkMoveSpeed=1.5,CrawlSpeed=2.1,AttackSpeed=5.15,AttackDamage=40,AttackCooldown=1.8s,CreatureSpotlightEnabled=true, andFlashlightHarassEnabled=true.

Hushdoll
A possessed robotic doll designed to lure victims with her songs. Eye contact gradually steals mouse control, then movement, until she can close in. Breaking line of sight interrupts the hypnosis.
- Default stats: unkillable and unstunnable, 2 power, maximum 1, instant-kill neck slash.
- Base moon weights: Experimentation 1; Assurance/Vow 3; Offense/March/Embrion 5; Adamance 7; Rend/Dine 9; Titan/Artifice/Liquidation 11. Other paid moons use 8; other free or unknown moons use 3.
- Interior multipliers: Mansion
1.25x; facility1x; mineshaft0.5x; unknown interiors0.75x. - Important configs:
SpawnWeightMultiplier=1,MaxCount=1,PowerLevel=2,GazeRange=80m,SightRange=18m,HearingRange=20m,MoveSpeed=0.6,PullSpeed=0.85,AttackCooldown=2.4s,NeckSlashRange=2.15m,HypnosisOnsetDelay=0.5s,MovementLockDelay=3s,FootstepVolume=1, andMindControlVisualIntensity=0.65.

Warden
A relic from the Company that is determined to show employees a last-minute field-training video. Refusing the presentation makes it attack. Its video is fully customizable through configuration. Warden allows the first five seconds of playback before enforcing attention; after that, staying outside its view cone or moving too far away counts independently.
- Default stats: 6 HP, 2 power, maximum 3, 25 damage per hit, 1.4-second attack cooldown.
- Base moon weights: Experimentation 4; Assurance/Vow 6; Offense/March/Embrion 8; Adamance 10; Rend/Dine 11; Titan/Artifice/Liquidation 13. Other paid moons use 10; other free or unknown moons use 6.
- Interior multipliers: Facility
1.25x; mansion and unknown interiors0.75x; mineshaft0.5x. - Presentation: Embedded voice/propeller audio needs no loose audio files; encoded black video borders are detected and cropped so the picture fills the screen; the compliance line finishes before Warden leaves along a NavMesh route.
- Noncompliance: Disabled for the first five seconds of playback, then triggers when the target remains beyond 10 m or outside the 80-degree view cone for one continuous second.
- Important configs:
SpawnWeightMultiplier=1,MaxCount=3,PowerLevel=2,YouTube.VideoLink,VisibleOnlyToTarget=true,FollowDistance=2m,VideoNoncomplianceDistance=10m,TurnAwayAngleThreshold=80°,VideoNoncomplianceSustainSeconds=1,DetectionRange=40m,DetectionConeDegrees=120,RoamSpeed=3.2,ApproachSpeed=6.5,ChaseSpeed=6.2, andPropellerVolume=0.65.
Choosing a Warden video
For YouTube playback, launch the game once, open the Warden config, and paste a
full YouTube watch, Shorts, Live, Embed, or youtu.be link into [YouTube]
VideoLink. Any non-empty VideoLink takes priority over VideoFileName and
videos selected by another mod through Warden's API. The host synchronizes that
original link and one start time. Each client downloads the matching video and
audio streams, merges a local H.264/AAC MP4, and reuses it from the BepInEx
cache. No video file needs to be added to the modpack or copied to other
players manually.
Each player downloads the official yt-dlp executable into their BepInEx cache
on first YouTube prefetch and refreshes it at most daily. Warden uses FFmpeg
from PATH when available; on Windows, it otherwise downloads and verifies a
pinned 52 MiB FFmpeg helper once. Every player needs outbound access to GitHub
and YouTube on first playback. Before caching, Warden detects permanent black
padding encoded into the source, crops it, and scales the remaining picture
across the whole frame. If download or playback fails, Warden displays
animated static for ten seconds instead of immediately flying away.
Local videos remain supported:
- Find
Y4NGZFlyingTV.dllinside your profile'sBepInEx/pluginsfolder. - Open the
FlyingTvVideosfolder beside that DLL. If it is missing, create it asFlyingTVVideos. - Put your video in that folder. Supported extensions are
.mp4,.webm,.mov,.m4v,.ogv, and.avi. - Clear
[YouTube] VideoLink, then setVideoFileNameto the file's name, such astraining.mp4, or leave it empty to use the first supported file. - Leave
VideoDirectory=FlyingTVVideosunless you deliberately want another folder. LeavePlaybackDurationSeconds=0to play to the end, or enter a positive number of seconds to force a duration. - Local-file multiplayer still requires every player to have the same file. Use a filename, not a host-only absolute path.

Harmonic
A passive creature that wanders the facility playing haunting sounds. Its periodic sonar lures other creatures toward its position.
- Default stats: 4 HP, 1.1 power, maximum 1, no player-damaging attack.
- Base moon weights: Experimentation 4; Assurance/Vow 6; Offense/March/Embrion 8; Adamance 10; Rend/Dine 12; Titan/Artifice/Liquidation 14. Other paid moons use 10; other free or unknown moons use 6.
- Interior multipliers: Facility
1x; mansion0.75x; mineshaft and unknown interiors0.5x. - Important configs:
SpawnWeightMultiplier=1,MaxCount=1,PowerLevel=1.1,Health=4,MoveSpeed=1.15,AlarmChance=0.2(20%),AlarmAttractionRadius=30m,MusicVolume=0.95,SfxVolume=1,MusicMaxDistance=65m, andSfxMaxDistance=42m.

Passenger
Passenger is a ghostly creature that phases through walls and possesses wounded workers, turning them against their crew. Defeating it requires constant teamwork.
- Default stats: 5 HP, 2.5 power, maximum 1, 20 claw damage, and 10 damage from each forced possessed-player attack.
- Base moon weights: Experimentation 1; Assurance/Vow 3; Offense/March/Embrion 5; Adamance 7; Rend/Dine 9; Titan/Artifice/Liquidation 11. Other paid moons use 8; other free or unknown moons use 3.
- Interior multipliers: Mansion
1.25x; facility1x; mineshaft0.5x; unknown interiors0.75x. - Important configs:
SpawnWeightMultiplier=1,MaxCount=1,PowerLevel=2.5,Health=5,SightRange=45m,RoamSpeed=2.2,StalkSpeed=3,ChaseSpeed=4.6,FleeSpeed=5.4,AttackDamage=20,AttackRange=2.2m,AttackCooldown=1.6s,TacticsEnabled=true, andSightingRetreatChance=0.3(30%). - Possession configs:
WallPhasingEnabled=true,PhaseCooldown=5s,PossessionEnabled=true,PossessionHealthThreshold=75,PossessionDurationSeconds=20,PossessionRange=3m,PossessionCooldownPerPlayerSeconds=90,PossessedFriendlyFire=true,PossessedAttacksEnabled=true,PossessedAttackCooldownSeconds=1.6,PossessedAttackDamage=10, andStealthPossessionEnabled=true.

Snipjack
A strange fusion of wood and metal. Keeping Snipjack unwound prevents the creature from going off.
- Default stats: 3 HP, 2.5 power, maximum 2, 35 damage per rush hit.
- Base moon weights: Experimentation 2; Assurance/Vow 4; Offense/March/Embrion 6; Adamance 8; Rend/Dine 10; Titan/Artifice/Liquidation 12. Other paid moons use 9; other free or unknown moons use 4.
- Interior multipliers: Facility
1x; mansion0.75x; mineshaft and unknown interiors0.5x. - Important configs:
SpawnWeightMultiplier=1,MaxCount=2,PowerLevel=2.5,Health=3,DetectionRange=28m,WalkSpeed=0.286,RushSpeed=6.24,WindupDuration=12s,AttackDamage=35, andWheelHoldTime=0.7s.

Simon Says
A demonic entity that demands a life-or-death game of Simon Says. Concept credit goes to Frogballoon on the Lethal Company Modding Discord server.
- Default stats: unkillable and unstunnable, 2.5 power, source-enforced maximum 1, instant death for failing a command.
- Base moon weights: Experimentation 1; Assurance/Vow 3; Offense/March/Embrion 5; Adamance 7; Rend/Dine 9; Titan/Artifice/Liquidation 11. Other paid moons use 8; other free or unknown moons use 3.
- Interior multipliers: Facility
1.25x; mansion1x; mineshaft0.5x; unknown interiors0.75x. - Important configs:
SpawnWeightMultiplier=1,PowerLevel=2.5,ApproachSpeed=3.5,RetreatDuration=3s,RoundsPerEncounter=3,ComplianceWindowSeconds=4,TrapWindowSeconds=1.75,SimonSaysChance=0.6(60%),TwoActionRoundChance=0.5(50%),BetweenRoundPause=0.3s, andSpotlightIntensity=12.

Configuration
Anomalies creates one BepInEx config per creature after the first successful
game launch. The files are inside the active mod-manager profile's
BepInEx/config directory; there is no single Anomalies.cfg file.
| Creature | Config file |
|---|---|
| Eye Monster | y4ngz.lethalcompany.eyemonster.cfg |
| Dreadweaver | y4ngz.lethalcompany.dreadweaver.cfg |
| Hushdoll | y4ngz.lethalcompany.creepydoll.cfg |
| Warden | y4ngz.lethalcompany.flyingtv.cfg |
| Harmonic | y4ngz.lethalcompany.harmonic.cfg |
| Passenger | y4ngz.lethalcompany.poltergeist.cfg |
| Snipjack | y4ngz.lethalcompany.scissorscreature.cfg |
| Simon Says | y4ngz.lethalcompany.simonsays.cfg |
Launch the game once and exit cleanly before opening Thunderstore or r2modman's config editor. In LethalConfig, select Apply before closing the menu. If the files are not visible, confirm that the editor and the game are using the same profile.
Each config uses plain-language sections such as General, Spawning,
Core Stats, Detection, Movement, Combat, Abilities,
Audio and Presentation, and Diagnostics. Existing configs that still use
numeric section prefixes are upgraded without losing their values; the previous
file is retained as a .pre-section-names.bak backup.
The most useful common controls are Enabled, MoonWeightOverrides,
SpawnWeightMultiplier, MaxCount, PowerLevel, and Health where
supported. Defaults are authored per creature, so change one creature at a time
when balancing a modpack.
Compatibility
- Requires BepInEx 5 and DawnLib. LethalLib is no longer required. YouTube playback also requires outbound access for every player's automatic helper and media download.
- All eight creatures use DawnLib contextual moon/interior spawn policies, generated bestiary entries, and namespaced enemy registration.
- Creature config files remain generated and writable when LethalPerformance is installed.
- Ships all required creature bundles and supporting audio/video assets in one package.
- Retired development creatures are intentionally excluded from this release.
Bugs & Feedback
When reporting a creature problem, include BepInEx/LogOutput.log, the creature's in-game name, the moon/interior, host or client status, and what the creature was doing when the issue occurred.
Assets
- https://assetstore.unity.com/packages/3d/characters/creatures/dreadweaver-347106
- https://assetstore.unity.com/packages/3d/characters/creatures/alien-flora-45-328210
- https://sketchfab.com/3d-models/doll-51b4dafa7fa745c0af8e3772d0ac8a33
- https://sketchfab.com/3d-models/tv-helicopter-ab587b8791b4466bba63a5fe1ad8e55e
- https://sketchfab.com/3d-models/charlie-soul-eye-demon-jumpscare-5c680439a84d43879a7eb67901dc1224
- https://puszke.itch.io/psx-horror-entity-free
CHANGELOG
Changelog
1.3.0
- Hushdoll: She stays upright for 2.5 s when a prop hides her from a player who is still looking at her (
Detection.ObstacleGraceSeconds/ObstacleGraceAngle/ObstacleGraceRange); the first-sight flare no longer turns her face green; she now glitches with a spark and a crackle every 4-8 s while walking (Audio and Presentation.WalkTics/WalkTicIntervalMin/WalkTicIntervalMax) (#403). - Hushdoll: Her eyes cut out for a split second when she first spots you; walkie-talkies now pick up her footsteps and cues; after 10 s of being stared at she glitches every 2-4 s instead of 4-8 s (
Audio and Presentation.WalkTicStareSeconds/WalkTicStareIntervalMin/WalkTicStareIntervalMax); she now stays upright 3.5 s (was 2.5 s) when a prop hides her from a player still looking at her, and a stored 2.5 is updated once (#403). - Hushdoll: Her crawl is re-animated as a smooth, deliberate spider creep at every speed: low and wide, elbows and knees jutting out, head level, with no jerks, lunges, slaps or holds; her drop onto all fours and her rise flow into and out of it (#403).
- Hushdoll: The Hush finisher no longer fills your view with your own arms and body, and a refused Hush kill leaves your view where it ended instead of whipping round (#403).
- Passenger: Each concealment hides her for 8-15 s (
Abilities.HiddenSecondsMin/HiddenSecondsMax) while she moans in the walls and moves to a side or rear face of her target; she can also sink into the floor or rise from the ceiling (Combat.ConcealWallWeight/ConcealFloorWeight/ConcealCeilingWeight), screams when a worker looks at her face from close up as she emerges, mutters while stalking you off screen, and her claws connect more forgivingly, swinging from 1.9 m instead of 2.2 m (Combat.AttackRange; an unchanged 2.2 moves to 1.9) (#403). - Passenger: Her three claw swings now rake 1.3-1.5 m in front of her at chest height instead of passing overhead or stopping short; her bundle also carries floor and ceiling emergence animations and new scream, chatter and in-wall moan sounds (#403).
- Passenger: Floats nearer eye level, has a wider emergence-scream window and longer-ranged jaw-driven chatter, varies her hidden returns with hallway drive-bys sharing a per-worker cooldown, fake-outs and visible exits, flickers nearby powered lights and repeatedly slams non-chance-gated doors with vanilla effects and sounds while the doorway stays clear, and avoids false native-walk stops on baked structural geometry (#403).
- Passenger: Her face offset now blends out during floor sink and rise and over 0.3 s when she dies, so her shroud meets the floor, and a per-machine ceiling probe lowers her under ceilings below about 3.3 m at the default face height (#403).
- Passenger: She breathes while she is alive and not possessing (
Audio and Presentation.PresenceLoopEnabled, now on by default), rotating four takes and continuing muffled inside walls; she exhales on every emergence with rotating takes; every vocal cue now moves her jaw; she screams from 12 m / 60 degrees (ScreamRange/ScreamConeDegrees; 15 s per worker), and has wired cast-howl, hurt and death cues that stay silent until their clips ship (#403). - Passenger: When free scrap lies near her while she stalks you inside the facility, she sometimes fades to a 10 % shimmer, picks a piece up and throws it at you with a whoosh (two rotating takes) for 20 damage with no knockback; the item lands with its value and scan node intact (
Combat.ScrapThrowEnabled/ScrapThrowDamage/ScrapThrowCooldownSeconds(45 s)/ScrapThrowRange(14 m)) (#403). - Passenger: When a worker inside the facility turns their back on her within 2.5 m with at least 3 m of clear space above their head, she sometimes lifts them 2.5 m, makes them drop the item in their hand, holds them for 1.2 s and lets them fall; the fall follows vanilla rules, so from that height it costs the item, not health, and a stun, her death, concealment, possession, the worker's death or a teleport frees them at once (
Combat.LiftEnabled/LiftCooldownSeconds(60 s)/LiftMinClearance/LiftHeight/LiftHoldSeconds/LiftReach) (#403). - Passenger: He now flies instead of gliding along the floor: he floats about 0.9 m up and swells slowly up and down while roaming, keeps low while stalking, rises while fleeing, banks into turns and sways, builds up to chase speed over about 1.2 s and slows before he stops; he sinks to the floor before every claw swing, scrap throw, lift, possession and wall, floor or ceiling passage, and drops lower under low ceilings (
Movement.FlightEnabled/FlightAltitudeMin/FlightAltitudeMax/FlightClearanceMargin/FlightSwayMeters/FlightTiltDegrees) (#403). - Passenger: When a worker inside the facility is 5-12 m away and in his sight, he sometimes lunges instead of closing in: he vanishes, flies at them and shows himself mid-flight, rakes them with three fast claw sweeps (10 damage each, at most two hits per worker per lunge), vanishes again and reappears 4-7 m away, usually behind them; a stun, a hit, his death or the worker's death, teleport or exit cuts it short (
Combat.LungeEnabled/LungeChance(70 %)/LungeCooldownSeconds(20 s)/LungeMinRange/LungeMaxRange/LungeSpeed/LungeSweepDamage/LungeMaxHits/LungeReappearDelay) (#403). - Warden (Flying TV): Its bundle now carries the damage effects and sounds: sparks on each hit, smoke from the top of the set that thickens with every hit, a burst of sparks, glass and smoke over the death explosion, and the hit clank, smoke, explosion and idle-hum sounds (#403).
- Warden (Flying TV): Greets only up close after you see it coming, warns "stay" before turning hostile, tilts and smokes as it takes hits, explodes for everyone, and rises away instead of vanishing; everyone now sees it (#403).
- Warden (Flying TV): Rule-breaking spends one warning per encounter, with 1.5 s grace and 6 m / 45-degree / 0.5 s limits. Hostile hunts follow the last-seen position and give up after 20 s without sight, with strikes reaching 4 m. It turns toward the viewer during playback and holds video completion for a pending breach or warning (#403).
- Warden (Flying TV): New "stay" warning sound. During playback the look-away limit is its own setting (VideoGazeAngleThreshold, 45 degrees); TurnAwayAngleThreshold now covers only the check before the video. A hunting Warden only re-acquires a player its screen faces (within 70 degrees) (#403).
- Warden (Flying TV): The "stay" warning is now just a spoken "Warning." (0.7 s instead of the 7 s announcement): a soft "Warning.", a loud one halfway through the 1.5 s grace if you still break the rule, then it attacks. A warning before the video no longer holds the video back by up to 7 s (#403).
- Simon Says: Uses a narrower HDRP spotlight. His head follows the selected player. Failure now holds the light red for 1.5 s, then dark for 0.3 s before a victim-only kill. He darkens, sinks and shrinks inside smoke before despawning. Smoke materials now try HDRP shaders first (#403).
- Simon Says: Sounds fade with distance like other monsters (logarithmic, 35 m). Players who join mid-encounter now see the spotlight and head look. A warm flash lights the vanish smoke. Authored smoke materials fade correctly (#403).
- Simon Says: His bundle now ships the authored vanish-smoke material, so the smoke draws as soft grey puffs that thin out by 3 s without a runtime shader repair (#403).
- Eye Monster: A stare now irritates it first (its eye narrows and keeps tracking while the body stays planted); it chases when hit, when a light is held in its eye, or when stared at from within 4 m (
Detection.StareAttackRange), a chase ends after 3.5 s out of sight or beyond 10 m (Detection.ChaseLeashDistance), its hit sound plays when the bite's damage lands, and its footsteps are no longer cut off by other sounds (#403). - Snipjack: It now stands on the floor instead of sinking into it to the hips, its legs show, it keeps its 2.8 m height, and its fall-apart heap rests on the floor (#403).
- Eye Monster: Its frustration warning no longer jumps and stomps: its body stays planted while its eyelids narrow, twitch and glare, and the eye keeps following you (#403).
- Eye Monster: Its pupil now follows you instead of sticking to a corner, its slither speeds up and slows with how fast it moves, with a subtle jitter, and keeps its tentacles on the floor; its voice now comes from its eye and fades with distance; every charge now starts with its vocal; clients see one smooth position; and
Movement.MovePlaybackScaletunes the slither speed (#403). - Eye Monster: Each slithering step now leaves a small slime splat that fades in 6 s, alongside its trail (
Audio and Presentation.SlimeTrailturns both off); its eyelids flinch shut and its eye pulses when a light scares it; and it can play a death sound fromassets/EyeMonster/sfx/eye_death_NN.wav(none ships yet, so death stays silent) (#403). - Eye Monster: Re-rigged and re-animated by hand: its body sways and leans while each tentacle steps on its own timing and stays planted, it walks forward, backward, sideways and diagonally with matching steps and runs when it speeds up, and its idles, warnings, recoils, bite and death pose rest on the floor instead of floating or sinking (#403).
- Eye Monster: A far stare now has a 50/50 chance (
Behaviour.FarStareLeaveChance) to make it back away staring and leave instead of attacking; it steps back from players who crowd it, and walks backwards and sideways with the new gait (#403). - Snipjack: Stops and turns in place before walking on while roaming and winding up (the rush still turns on the run), its walk clips play at the speed it actually moves, its legs now stand on the floor, and clients see its walk without one-metre hops (#403).
- Snipjack: Roams to distant spots with a short listening pause instead of wandering, stands still while it turns in place, walks at its measured stride (
[Movement] WalkPlaybackScaleto tune), and steps in time with its feet (#403). - Snipjack: Glances toward the last noise it heard (or slowly looks around) while it pauses to listen, all its sounds now fade the same way with distance (silent past 35 m), and it is ready for its turn animations, a trimmed step sound and a single-impact rush step (#403).
- Snipjack: Ships a single-impact rush step (
assets/Snipjack/rush_step_1.wav), so each rush footfall is one hit instead of the six-hit run burst (#403). - Snipjack: Its new animations now ship: the walk no longer slides its feet, it stands idle and turns in place with its own turn steps, its wind-up walk loops without a hitch, and its footstep sound lands on each foot plant (#403).
- Hushdoll: Ships her get-down and get-up cues, played as she drops onto all fours and as she rises again (
assets/Hushdoll/cues/drop_impact_1.wav,rise_creak_1.wav) (#403). - Beetle Bull: new passive daytime herd creature (grazes and wanders, a struck bull charges the player who hit it while its herd flees, hunted by Eyeless Dogs and Old Birds, three colour variants, its own footsteps, voice and ambient sounds) (#286).
- Beetle Bull: spawns in vanilla groups of
Spawning.GroupSize(default 3) and nearby herds merge; only the struck bull rams while its herd scatters, and gunshots, explosions, loud noises, a hostile creature in sight, creature damage or a player sprinting at them send a herd fleeing; bulls notice things on their own timing, spar, dust-bathe, move on in single file, sniff at a player who stands still and rest in turns; the head no longer twists sideways when it looks around (#403). - Beetle Bull: Its ground-scratch animation no longer tips its head sideways until one horn lies flat; the bundle also carries the animations, sounds and shell dust puffs for the new herd actions (sparring, dust bath, curious sniff and back-off) (#403).
- Beetle Bull: Scanning a bull now shows only its name, with no subtitle, like the other creatures (#403).
- Beetle Bull: His jaw now follows the loudness of his moos, alerts, bellows and hurt sounds instead of a fixed timed curve (#403).
- Beetle Bull: The bulls' flee bellows, sparring clacks and dust-bath shakes no longer play an octave too low and slowed down (#403).
- Creatures: Seeing Hushdoll, Crooked Choir or Moder adds insanity; all ten creature scans show only their names (#391).
- Hushdoll: Sings her siren songs again while roaming and searching; the near-field static and the stalk hum are quieter (#345).
- Hushdoll: The execution camera stays on the victim's head; she stands farther back so the hand no longer clips (#345).
- Hushdoll: Finishers check her spot and the victim's view before starting (falling back to the claw when blocked), keep the camera clear under third-person mods, and her chase re-paths on stairs and ledges instead of sliding into walls (#403).
- Hushdoll: Steps carry to 55 m with the Jester curve (#345).
- Hushdoll: The music-box siren is gone; loud robotic footsteps now land on her animated feet on every machine, crawling adds hand steps and a quieter clatter, a stun throws sparks and makes her eyes flicker, and her eyes flare when she notices someone (#345).
- Hushdoll: She now counts as watched when any visible part of her (head, chest or hips) is on screen and unoccluded, and only gives up the stance after 0.5 s out of view; doorway and peek clearance follow Walk4's shallower stoop (crown drop 0.963 m), so at full height she needs about 3.3 m of headroom to peek through an opening; a refused kill now logs its reason (#345).
- Hushdoll: In complete darkness (power off, outside at night, or ship lights off, with no flashlight or other light on her) she can now crawl at you even while you watch her; a light on her stops it (#345).
- Eye Monster: It is now passive: it only attacks after being stared at for 5 s (frustrated warning at 2.5 s) or lit for 0.75 s (blinded, then it charges the light holder); it no longer flees, and its eye follows nearby players (#350).
- Snipjack: After its windup it chases for 8 s (
Combat.ChaseDuration), then falls apart and dies; it can also be killed into the same fall-apart, and the back-wheel unwind is gone (#350). - The Crooked Choir now hunts and devours Blacksite soldiers when Contracted is installed (#346).
- Hushdoll: The server drives her v08 gait, speed and stance and replicates them to every client, so feet match her travel speed and stay on the floor without the old offset, and her hitbox now covers her whole 4 m body instead of a knee-height box (#345).
- Hushdoll: Hypnosis is gone; she now plays a stare-down: while anyone looks at her she rises and walks upright slowly, and once nobody has seen her for half a second she drops to all fours and rushes, with new placeholder sound cues; a stun grenade now freezes her. CatchBackAngle replaces the hypnosis settings, which are removed from existing configs automatically (#345).
- Hushdoll: She now executes: a Hush when she reaches a watcher upright or a player who faces her as she rushes in, a Catch from behind when she rushes into a player facing away, and the claw only for a player passing her sideways or when an execution is refused; the config key
NeckSlashRangeis migrated toContactRange(#345). - Hushdoll: She now moves on seven authored gait cycles blended on her real speed, and both stances ramp with time: watched, she walks from 0.6 up to 3 m/s over 10 s; unwatched, she crawls from 2.5 up to 6.5 m/s over 8 s; each ramp restarts when she changes stance. WalkSpeedMin, WalkSpeedMax, WalkRampSeconds, CrawlSpeedMin, CrawlSpeedMax and CrawlRampSeconds replace StalkSpeed, RushSpeed and RushRampSeconds, whose customized values carry over; MoveSpeed is retired (#345).
- Hushdoll: Her walk tic now has its sound: a short electric crackle ships with her, and the siren song, stalk hum or static you hear from her cuts out and drops in pitch on the head jerk, then picks up where it was (#403).
- Hushdoll: When she crawls slower than her slowest stride, her limbs now slow with her instead of scrabbling at full pace, and she holds still when she stops (#403).
- Add Moder, an outdoor deer-god creature; Anomalies now depends on the Y4NGZCore package (#339).
- Simon Says: Punishment can gib with BloodVFX (Company#1414).
- Crooked Choir: New creature that lunges with its jaws, kills on the strike and devours the body in four bloody chomps, sometimes sneezes out a Masked, and stumbles or runs into a wall when it misses; new voice pack (#252).
- Crooked Choir: Walks without one-frame pose pops and gait snaps, eases between idle, walk and run, keeps stalking through a half-second glimpse loss behind railings, and has a
LogGaitdebug option for gait diagnostics (#346). - Snipjack: authored the fall-apart death (the planks and metal come apart and tumble to the floor, with a clatter sound) and its animator state (#350).
- Harmonic: No white light; his pipes breathe slowly; the siren draws monsters to a 12 m area around him instead of his exact spot; late joiners hear his current track and see a dead Harmonic's hidden body (#350).
- Harmonic: translucent, emissive body material, and a much brighter glow in his veins and trumpet throats (#350).
- Retired Dreadweaver from the package; its source and bundle are archived (#350).
- Eye Monster: Livelier idle and run, new blinded and frustrated clips, and the body now stands on the floor instead of sinking into it (VisualRoot scale 0.27) (#350).
- Eye Monster: The corpse now stays in its death pose on the floor (#350, #180 follow-up).
1.2.1
- Reduced package size by removing unused Hushdoll animations and Simon Says roughness, compressing Passenger, Warden and Snipjack audio, and lowering fourteen 2K creature maps to 1K (#175).
- Creature configs are no longer reset and backed up on every launch; legacy migration keeps
MoonWeightOverridesand never rewrites a numbered-section config (#220). - Disabled creatures still register for multiplayer so host and client prefab lists match, and low moon/interior weights no longer round a creature out of the spawn pool (#220).
- Added stun, hit and death sounds on the base enemy hooks and a hearing baseline; Snipjack audio follows the game mixer, walls and walkie-talkies (#220).
- Snipjack: Stuns freeze it, snips use normal damage instead of an instant kill (a lethal snip cuts the player in two like the Barber), and its alarm, footsteps, snip sound, wheel prompt and damage setting behave the same on every machine (#223, #289).
- Dreadweaver: A strike hits exactly one player, late joiners see its death, spotlight and pose, stuns no longer strand its search, and room lights are restored with two Dreadweavers (#222).
- Warden: Multiplayer, wall-hit, video and stun fixes;
VisibleOnlyToTargetnow works andDetectionConeDegreesis the full cone width (default cone narrows from 240° to 120°) (#221). - Eye Monster: Ignores held or walled-off players, finishes investigating within seconds, chases when hit, and flees the light along reachable routes, including the mineshaft elevator (#224).
- Simon Says: Teleported or departing players are no longer dragged back, he gives up after 25 s, and
SpotlightIntensityworks below 24 (a config holding 12 gets a dimmer spotlight) (#225). - Simon Says: The spotlight follows the selected player wherever they walk until the game ends; the walled enclosure that caused heavy lag is gone, and his body no longer sparkles white under facility lights (#287).
- Eye Monster / Snipjack: Body materials no longer sparkle white under facility lights (#287).
- Harmonic: Every kill now pops it on every screen, other players see it bob and drift, hits and stuns no longer freeze it, and its alarm no longer yanks busy creatures (#226).
- Passenger: Possession ends on teleport, exit, ship or another enemy's grab, stuns freeze it, NavMesh loss no longer freezes it, and diagnostics logging defaults off for new configs (#227).
- Hushdoll: The basic claw now deals 50 damage instead of killing (only the hypnosis neck slash kills), and she faces you and no longer misses at point blank (#112).
- Hushdoll: Reworked the moving claw with a shoulder/torso wind-up, diagonal downward rake and small waist turn, without changing damage or hit timing (#112).
- Hushdoll: Hypnosis needs 2 seconds of unbroken eye contact;
HypnosisEyeContactSecondsreplacesHypnosisOnsetDelay, and the unusedGazeRangesetting is removed (#112). - Hushdoll: A trance ends when a wall, door or another player blocks her view of the victim; she walks to the victim to execute, and other monsters cannot take them (#112).
- Hushdoll: Players can no longer walk through her upper body, and an interrupted attack can no longer freeze her for the rest of the round (#112).
- Hushdoll: Other players see smoother movement. Players who join mid-round now get the chase siren, the hypnosis state and the host's settings (#112).
- Hushdoll: Her head turns all the way round and snaps onto a detected player with a mechanical whip before her body turns to chase, the same for every player (#112).
- Hushdoll: Uses an authored doorway stoop until her head is clear; the 3.2 m cap is unchanged and her head still clips standard doors (#112).
- Hushdoll: When hunting a hidden player she can lean into tall openings or around wall edges, stare, then sprint through; standard-height doors stay excluded (#112).
- Dreadweaver: New pale mannequin visuals and matte materials, with corrected animation facing and root drift (#178).
- Dreadweaver: Improved pursuit, doorway clearance, unlocked-door handling, attack warnings, interruption, recovery, and reengagement (#178).
- Eye Monster: Fixed death animations returning to living states; dead creatures remain inactive (#180).
- Hushdoll: Added robotic idle, walk, sprint, start/stop, and turn animations, plus smoother claw attacks that continue while moving. Hypnosis keeps its neck-slash execution (#112).
- Hushdoll: Faster, raised-head sprinting and longer-range, more persistent pursuit without changing walking speed (#112).
- Simon Says: Shorter command transitions, a consistent command cue, matched voice loudness, and correct handling of genuine and trap actions during speech (#72).
- Simon Says: Simon stays put through goodbye and disappears with the smoke burst (#72).
- Passenger: Reworked wall traversal, floor rises, feints, and emergence scares; fixed blocked approaches, doorway stalls, and unsafe returns. Claw pressure now breaks off after one or two swings (#46).
- Passenger: Stabilized possessed movement and target selection, preserved clearer speech under the horror voice effect, and separated emergence vocals from body actions (#46).
- Passenger: Added floating movement and target-facing poses, painted bone and matte cloth materials, restrained yellow eyes, and a controlled jaw animation that closes cleanly when interrupted (#203).
- Warden: Reduced its music video to 360p with original audio and timing, and removed unused loose media files (#175).
- Reduced package size by removing unused Eye Monster texture copies and lowering Snipjack's body and wheel maps to 1K (#175).
- Simplified the creature guide and corrected Passenger's default possession threshold to 60 HP (#175).
1.1.1
- Refreshed creature descriptions and encounter previews, including the Passenger possession view.
- Retained per-moon spawn configuration, config persistence, and compatibility instructions from 1.1.0.
- Reduced Hushdoll bundle size by excluding unused source models and original animation clips while preserving its runtime mesh and animations.
- Reduced Dreadweaver textures and Hushdoll albedo to 2K while retaining their compressed formats and mipmaps.
- Compressed eight long Hushdoll audio clips, retaining all siren variants and fallback sounds.
- Reduced the bundled Warden video to 480p with its original audio, frame rate, and full duration.
- Rebuilt the package from current merged creature sources; creature behavior and configuration are unchanged.
1.1.0
- Added per-moon spawn-weight settings for every creature.
- Fixed generated creature configs not persisting when LethalPerformance is installed.