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.
BecomeTheMonster
Turns one player per run into a controllable enemy instead of the usual robot, with a unique attack, movement feel, and health per monster.
| Date uploaded | 2 days ago |
| Version | 1.1.0 |
| Download link | EspressYoGame-BecomeTheMonster-1.1.0.zip |
| Downloads | 782 |
| Dependency string | EspressYoGame-BecomeTheMonster-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: 5.4.2305README
Become The Monster
Turns one player per run into a controllable enemy instead of the usual robot. You keep moving and aiming the way you always do — you just look like, move like, and attack like the monster instead.
How it works
- At the start of a run, one player (roughly 1 in every 5) is secretly turned into a random enemy. Everyone gets a reveal showing who became what.
- Each form has its own attack, movement speed, and health, modeled after how that enemy actually behaves in the base game.
- Some forms have a second ability on right-click in addition to their main left-click attack.
- If your monster "dies," you don't drop a head and sit out — you get a quick death effect and come right back as a freshly rolled form. No two forms in a row repeat.
- Camera is third-person, positioned and scaled to whichever monster's body you're currently wearing.
Current roster
Gnome, Bang, Runner, Duck, Bowtie, Robe, Beamer, Floater, Spinny, Slow Walker, Birthday Boy, Hidden.
Notes
- This is a from-scratch reimplementation of each monster's attack/feel for player control — it does not modify or redistribute any of the base game's own files.
- Built and tested against game version v0.4.4.3.
Installation
Install with r2modman / the Thunderstore Mod Manager like any other BepInEx mod, or drop the DLL into BepInEx/plugins/ manually.
CHANGELOG
Changelog
1.1.0
- Possessed players who "die" now respawn immediately as a new random form instead of dropping a human head and sitting out — no repeats back-to-back.
- Reworked the camera to third-person, scaled per monster instead of a fixed first-person placement, fixing repeated cases of the camera clipping into the model.
- Per-monster health now pulled from each enemy's own real values instead of a flat default.
- Fixed several attack animations/visuals not playing (laser tracer shader, Hunter's aim windup, Beamer's real laser beam effect, walk animation not playing at all).
- Fixed animator "moving" state suppressing attack animations when attacking while still walking.
- Fixed several monsters' borrowed visual silently detaching from the player on spawn (caused by the base game's own enemy setup reparenting itself), which was the root cause behind a few forms never visually following the player at all.
- Elsa now starts calm/small like the real thing and only turns feral after being ignored or hit, instead of always spawning already transformed.
- Birthday Boy's balloon now uses the real balloon prop instead of a placeholder shape.
- Added a Force Field secondary ability to Floater.
- Trimmed the roster to the forms that are in good shape; a few are held back for further work.
1.0.0
- Initial release.