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BrandywineBoyz-PeakStalker-1.0.4 icon

PeakStalker

Do not linger in the airport. A haunted mirror awakens a relentless stalker with rampages, custom horror audio, campfire refuge and multiplayer pursuit.

Date uploaded 3 weeks ago
Version 1.0.4
Download link BrandywineBoyz-PeakStalker-1.0.4.zip
Downloads 22
Dependency string BrandywineBoyz-PeakStalker-1.0.4

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.75301 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.75301

README

Peak Stalker

AIRPORT SAFETY NOTICE: Scouts have reported a smiling figure behind the basketball gate. Do not linger in the terminal. If your reflection stops moving, leave immediately. If something follows you to the beach… you have 70 seconds. Run.

What the mod does

Peak Stalker turns PEAK into a haunted climbing run. A disturbing airport encounter unlocks a persistent stalker for your expedition, with multiplayer pursuit, escalating speed bursts, custom horror audio and places to take refuge.

Haunted airport and main menu

  • A faint silhouette occasionally appears at the edge of the main menu, which also displays the installed mod version.
  • After 120 seconds in the airport, an initialized mirror freezes. Reflected players slowly become bloody and distorted, and a stalker apparition fades into the reflection.
  • The airport shifts toward dark red lighting while walls, floors and props develop wet flesh, veins, sores and swollen tissue. The mirror retains its separate bloody decay effect.
  • Ominous ambience accompanies the transformation. Lighting, textures and sound fade in and out; the event lasts approximately 90 seconds before restoring.
  • A screaming, spasming stalker waits behind the gate near the basketball court. After an eight-second warning, approaching within 12 metres triggers one 50% breakout roll per staged encounter. An escaped stalker can pursue players through the airport for up to 70 seconds.
  • The mirror event must successfully trigger to enable stalker pursuit during the climb. Seeing the gate stalker alone does not unlock it. Returning to the airport requires another mirror event for the next expedition.

The stalker

  • A custom disfigured humanoid replaces the Scoutmaster's appearance: stretched limbs, exposed ribs and spine, dry diseased skin, bloody arms and fingers, long nails, uneven bloodshot eyes and four rows of crooked teeth.
  • Bing Bong delivers a custom opening recording at the beginning of an unlocked climb. A fading warning gives players a 70-second head start. Guests who load during the recording hear its remaining portion.
  • Normal pursuit is slower than player walking by default. After losing sight of all living players for 1.5 seconds, the stalker gains a 15% speed boost.
  • Multiplayer targeting favors nearby exposed players, with brief target commitment and occasional switches to similarly close players.
  • Rampage: a 65% chance every 45 seconds to scream and chase at a movement-force target above player sprinting for 12 seconds. A 20-second cooldown follows, then a fresh chance timer begins.
  • Super rampage: 5% of successful rampages become a much faster eight-second burst. A red tint stays active throughout the rage and fades afterward.
  • Catch-up rush: beyond 150 metres from every living player, the stalker screams and accelerates to super-rampage pace until within 75 metres of someone. Rush pauses new rampage rolls.
  • Campfire refuge: lit checkpoint fires repel him within 12 metres, including during rampages and rushes. The starting beach fire offers no protection; extinguished fires offer none either.
  • Persistent pursuit replaces frequent native chase teleports. Stuck, falling or missing stalkers have recovery handling across biome transitions. Beyond 600 metres from every living player by default, he seeks a hidden, terrain-checked position 45–65 metres from the lowest living player, avoiding protected campfires.

Sound and multiplayer

  • Heartbeat ambience grows louder as the stalker approaches, alongside the game's static effect. Custom arrival cues, directional monster sounds, trapped-gate screams and rampage screams use smooth fades.
  • The vanilla Scoutmaster proximity ambience is suppressed. A brief arrival vignette and super-rampage red tint add visual warnings; supported effects respect the game's photosensitivity setting.
  • The host controls pursuit, unlock state and encounter decisions. Installed guests receive shared countdowns, rage timing and audio announcements. Nearby loaded Bing Bong toys can use their native mouth animation for the opening line.
  • Every player should install the same mod version to receive the custom appearance, sounds and effects. All development/test keybinds have been removed.

Installation and settings

Install through Thunderstore with BepInExPack_PEAK. For a manual update, close PEAK and replace BepInEx/plugins/PeakStalker/PeakStalker.dll in your mod profile; keep only one copy.

Settings are in BepInEx/config/local.peak.stalker.cfg. Restart after editing. Options include event timing, appearance, pursuit speed, targeting, rampage chances and cooldowns, rush distance, campfire radius, recovery, audio levels and menu effects. The values above are defaults; existing custom settings persist. Speeds use movement force, so terrain, physics and player modifiers affect actual pace.

Version 1.0.4: description and documentation update; gameplay, model and recordings are unchanged from 1.0.3.

CHANGELOG

1.0.5

  • Replaced the package icon with the supplied stalker image.
  • Restored F7 rampage, Shift+F7 super rampage, F8 mirror, F9 restore and F10 gate placement shortcuts and their configuration bindings.
  • Added a hotkey table explaining actions, conditions and multiplayer use. Automatic gameplay, model and audio retained.

1.0.4

  • Replaced the package summary and README with an airport safety warning and a complete description of current features, default settings and multiplayer requirements.
  • Updated the displayed version to 1.0.4. Gameplay, model and supplied recordings are unchanged.

1.0.3

  • Removed F7/Shift+F7 rampage tests, F8 mirror test, F9 reset and F10 gate placement shortcut, including their config bindings.
  • Preserved automatic mirror/rampage events, gate discovery, timeout restoration and all 1.0.2 recovery/audio fixes.
  • Updated main-menu version to 1.0.3; approved model and audio unchanged.

1.0.2

  • Removed the ten-second guest loading cutoff for the shared Bing Bong opening; loaded guests resume while the recording is still active.
  • Preserved the original head-start timestamp when reclaiming or replacing a stalker.
  • Added host recovery for biome falls, inactive/destroyed native stalkers and extreme distance from every living player.
  • Emergency relocation uses native hidden terrain placement 45–65m from the lowest living player, respecting campfire protection.
  • Updated menu version; approved model and existing audio/balance retained.

1.0.1

  • Added the supplied Bing Bong opening recording at the haunted beach run's shared start; nearby loaded toys use native mouth animation.
  • Head start increased to 70 seconds; normal walking reduced another 5%; rampage recovery reduced to 20 seconds. Saved profiles migrate once.
  • Super-rampage tint holds throughout rage and fades out after expiry.
  • Updated menu version to 1.0.1; approved model and previous fixes retained.

1.0.0

  • Added host-controlled distance rush: starts beyond 150m from all living players, uses super-rampage speed, ends within 75m of any living player.

  • Plays one supplied rampage scream at entry with reliable host announcement and longer audio falloff.

  • Defers chance rampages while rushing and applies cooldown plus a fresh interval on exit. Campfire protection, mirror lock and head start remain.

  • Shows installed version on the main menu independently of haunting.

  • Approved model, leg-weight fix, native gate pinning, beach warning, airport effects and supplied recordings retained.

0.9.1

  • Removed 56 erroneous arm-bone influences from the left leg, preserving approved geometry and stretched posing.
  • Gate spawn data now shares the intended pose; initialized native rigidbodies are aligned and pinned behind the fence before visual updates.
  • Added native body spawn anchors, trapped collision suppression and validation of saved gate locations.
  • Approved model appearance, beach countdown, airport effects and pursuit balance retained.

0.9.0

  • Locked in the approved distorted face, disfigured body, bloodshot human stare and four dental rows (96 teeth, including six sparse ruined outer crowns).
  • Updated bone rest anchors to match the twisted body; preserved ten hand-bound nails.
  • Added a fading beginning-of-run countdown tied to the actual host head-start deadline, shared with guests and late joiners.
  • Warning appears only after mirror unlock; airport return and pursuit release clear it. Configurable visibility; head-start duration stays unchanged.
  • Existing airport effects, breakout chance, pursuit balance and supplied audio retained.

0.8.4

  • Added 30 crooked, stained outer crowns and two wet gum strips ahead of the original curved dental set.
  • Added smeared blood on the chin and neck and up the forearms to the elbows, with wet skin shading.
  • Preserved existing sculpt, rig attachments, gameplay, airport effects and audio.

0.8.3

  • Added a second wet blistered tissue treatment for architectural and previously skipped scenery, with projected UVs and a small overlay depth offset.
  • Native gate stalker is always staged; proximity only triggers the host's single 50% escape attempt. Failed attempts keep it visible and trapped.
  • Shared breakout decisions and reset cleanup handle guests; escaped encounter duration increased to 70 seconds.
  • Doubled airport event and fades: defaults now 90 seconds, 36-second corruption entrance and 16-second exit. Saved durations migrate once.
  • Original mirror decay, approved model geometry, spasm pose, chase balance and supplied recordings retained.

0.8.2

  • Scenery receives transparent spreading flesh layers; original materials and shaders are retained. Walls, floors and decorative meshes no longer need individual colliders.
  • Restored the approved frozen mirror decay independently of scenery flesh.
  • Gate proximity within 12m triggers a native networked Scoutmaster using the approved in-game skin and ragdoll, with isolated head/shoulder spasms and clawing pose.
  • Preserved 50% escape chance and trapped-only audio; shared deadlines and cleanup cover guests, expiration, reset and scene exit.
  • Gate proximity does not unlock the climb; the mirror freeze remains required.

0.8.1

  • Restricted airport flesh to supported physical scenery; camera/UI objects, transparent overlays, effects, mirrors and render textures are excluded.
  • Removed unsupported-shader replacement that could turn screen surfaces white before tissue appeared.
  • Preserved original texture/normal bindings at zero spread and retained ownership tracking so skipped original materials are not changed or destroyed.
  • Added regression tests for surface selection. Gameplay, approved model and recordings remain unchanged.

0.8.0

  • Only a successful host airport mirror freeze unlocks climb pursuit; shared room state supports installed guests, late joiners and host migration. Returning to the airport resets it.
  • Gate escape chance increased to 50%; normal walking reduced by 10% once on upgrade.
  • Airport scenery gradually turns into veined red tissue with shaded folds and a wet sheen, using reversible texture blends; frozen reflections receive matching flesh staining.
  • Proximity-based targeting with commitment, closer-player priority and occasional weighted nearby switches.
  • Removed distance-only recovery and blocked automatic native chase teleports; hidden stall recovery waits 120 seconds and cannot bypass campfires.
  • Lit campfire refuge, perimeter waiting and avoidance; starting Beach-entry fire exempt.
  • Base rampage at 130% sprint force; rare 8-second super rampage at 185% with shared fading red grade. Existing chance/recovery schedule retained.
  • Shift+F7 super test respects mirror unlock and cooldown.
  • Approved model and supplied audio retained, including the quieter rampage scream.

0.8.0

  • Only a successful host airport mirror freeze unlocks climb pursuit; shared room state supports installed guests, late joiners and host migration. Returning to the airport resets it.
  • Gate escape chance increased to 50%; normal walking reduced by 10% once on upgrade.
  • Proximity-based targeting with commitment, closer-player priority and occasional weighted nearby switches.
  • Removed distance-only recovery and blocked automatic native chase teleports; hidden stall recovery waits 120 seconds and cannot bypass campfires.
  • Lit campfire refuge, perimeter waiting and avoidance; starting Beach-entry fire exempt.
  • Base rampage at 130% sprint force; rare 8-second super rampage at 185% with shared fading red grade. Existing chance/recovery schedule retained.
  • Shift+F7 super test respects mirror unlock and cooldown.
  • Approved model and supplied audio retained, including the quieter rampage scream.

0.7.0

  • Lowered rampage scream maximum volume from 75% to 45%, retaining its fades and range.
  • One-time configuration update applies the quieter level to existing profiles while preserving already lower or muted settings. Later edits persist.
  • Releases the approved arched face and body as v7; other sounds and gameplay retained.

0.6.6

  • Stronger smile arch in both gum/tooth rows; corners lift and sweep backward into the mouth.
  • Broader stretched jaw, narrower unequal cheeks and an elongated head silhouette.
  • Coordinated deformation keeps tooth roots, wet gums, saliva and eyes attached.
  • Replaced remaining painted black mouth surfaces with mottled irritated red/purple tissue.
  • Approved body below the neck, wet materials, pale eyes and gameplay retained.

0.6.5

  • Swollen mottled red gums with wet materials, stained roots and fine saliva strands.
  • Pale irises, tiny pupils, dark limbal rings and wet eye highlights.
  • Replaced misplaced outer black mouth patches with smeared wet blood; cavity stays dark.
  • Shared and merged head surfaces for efficient rendering; body geometry and existing gameplay retained.

0.6.4

  • Wide curved smile, deeper mouth pocket and thirty recessed crowns with buried gum roots.
  • Locally widened jaw supports the grin; upper face, eyes and body retained.
  • Brighter skin materials with subtle configurable shadow fill; airport apparition fill fades with the model.
  • Existing pursuit, sounds, rampage balance and airport lighting retained.

0.6.3

  • Replaced thick horizontal ribs with eight thinner, tapered arches sloping from back to front; shorter lower pairs retain a wider front gap.
  • Pronounced radius/ulna ridges under thinner forearm flesh, with clearer elbow/wrist bone ends.
  • Bloodstained fingers, nails, spine, face and game behavior retained.

0.6.2

  • Ribs wrap around the torso into a raised segmented spine, stopping short of the front centre.
  • Patchy blood staining on fingers and ten slightly longer tapered nails.
  • Nails follow the respective hand bones; face, eyes, gums and teeth retained.
  • Includes v6.1 rampage balance: 65% chance, 110% sprint pace, 30 seconds of recovery followed by a fresh 45-second roll timer.

0.6.1

  • Rampage now targets 110% of player sprint movement with a 65% roll chance.
  • Added 30 seconds of recovery after rampage ends, followed by a fresh 45-second chance timer.
  • F7 uses the same recovery guard and scheduling as automatic rampages.
  • One-time migration updates saved v6 rampage balance settings; later user edits persist.
  • Model and appearance retained pending requested model changes.

0.6.0

  • Subtle approved-model silhouette at the main menu edge with slow fades.
  • 15% stalking boost when no living players are visible to the enemy.
  • Host-authoritative 50% rampage roll every 45 active pursuit seconds; 12-second rampage at approximately 90% of player sprint pace.
  • F7 host rampage test; smooth movement transitions and no stacked boosts.
  • Separate supplied fence and rampage screams, with fading and synchronized rampage warning.
  • Removed vanilla Scoutmaster proximity fear music while retaining other ambience and visual static.
  • Approved airport appearance, lighting, model and skin preserved.

0.5.3

  • Embedded the supplied Heartbeat ambiance .mp3 and Monster sounds.mp3, preserving full recordings and the originals.
  • Replaced synthetic heartbeat/industrial chase audio with a single looping supplied heartbeat/ambience bed; supplied monster vocals replace generated screams and arrival.
  • Added proximity/scene-reset gain fades, soft clip boundaries and independent fading audio tails on event resets; prevented repeated monster-recording overlap.
  • Lightened red exposure/filter, lamp/ambient/reflection levels and material dimming to improve monster visibility.
  • Preserved approved model, 25% gate escape chance, 75% player walking target, F8/F9/F10 controls and event timing.
  • Compilation, embedded PCM hashes/format/peaks and existing APIs checked; live audio/visibility confirmation pending.

0.5.2

  • Added reversible dark-red exposure/color treatment to overcome airport daylight, with a screen-blend fallback.
  • Added smooth event entry and an eight-second exit; F9 remains an immediate reset.
  • Added original industrial airport/chase ambience and directional synthesized stalker screams.
  • Added the approved sculpt as a scripted climbing/clawing gate encounter, with F10 placement calibration.
  • Added a host-rolled 25% escape chance that switches to a real networked Scoutmaster airport pursuit. Temporary gate opening and enemy are cleaned up at reset/end/airport exit.
  • Added player walking-force/drag matching with a 0.75 target fraction, overriding the older multiplier by default.
  • Compilation, native contracts and offline sound/envelope/image checks passed. New gate, lighting, AI and multiplayer integration need live testing.

0.5.1

  • Added slow grime and darkening to the actual airport and reflected room.
  • Added a gradual, still apparition of the approved stalker model behind the reflected player silhouettes.
  • Fades nearby lights off, dims emissive surfaces, and reduces ambient/reflection light; stored states restore with F9, timeout and airport exit.
  • Preserved F8/F9 test controls, 120-second timer and existing stalker/audio behavior.
  • Compiled and checked shared image processing, decay identity and apparition foreground layering; live projection, materials, lighting and networking remain untested.

0.5.0

  • Added an airport mirror event after 120 seconds, with F8 trigger/replay and F9 restore.
  • Freezes the actual mirror image, then gradually corrupts projected player silhouettes with dark blood, veins and stretching.
  • Automatically restores after 45 seconds and on leaving the airport. Photosensitivity suppresses stretching.
  • Host broadcasts the event to installed guests; guest test keys work locally.
  • Preserved approved model and 0.4.1 audio/pursuit behavior.
  • Compilation, installed-game mirror API contracts and standalone image-processing invariants checked; live mirror testing pending.

0.4.1

  • Reworked heartbeat into clearer double thumps with audible mid-bass harmonics.
  • Reworked arrival cue into an audible textured growl and softened impact.
  • Increased heartbeat gain at medium distances while retaining the 50-to-5-metre range.
  • Explicit non-looping playback, higher audio priority, sample-upload check and playback log entries.
  • Model, pursuit, event format and saved configuration remain compatible with 0.4.0.
  • Shared audio generator passed waveform and spectrum checks. In-game audio confirmation pending.

0.4.0

  • Replaced tube-based appearance with the approved continuous mimic sculpt and dry skin texture, weighted to Scoutmaster body parts.
  • Added distance-driven synthesized heartbeat and matching local static strength.
  • Added a host-broadcast arrival rumble and slow vignette after the head start.
  • Added sound volumes and optional effects, respecting the game's photosensitivity setting.
  • Preserved pursuit settings and isolated visual/audio failures.
  • Compilation and asset checks passed; live animation, audio and multiplayer testing pending.

0.2.0

  • Added a procedural distorted humanoid appearance, driven by the original body parts.
  • Added hollow eyes, an open jaw, exposed ribs and long hooked fingers.
  • Added the Appearance / DistortedHumanoid setting.
  • Appearance runs on clients as well as the host and falls back to the original model on errors.
  • Preserved the tested 0.1.1 pursuit settings and startup fix.

0.1.1

  • Removed the unsafe Character.IsInitialized check that caused the observed startup crash.
  • Confirmed working in game by the user.

0.3.0

  • Reference-based detailed face texture on a curved skull, embedded in the DLL.
  • Red eye emission mask, with sculpted skull fallback if texture loading fails.
  • Raised vertebrae, rib hooks, limb tendons and dark claw tips.
  • Keeps the working pursuit settings. New appearance awaits an in-game test.