Video Horror Society

Video Horror Society

71 ratings
bunbunHD's MEGA VHS guide (It's been fun)
By bunbunHD - new and BAD
Your one stop shop for all VHS Information! This guide is currently a work in progress, as constant updates and tweaks are happening(the game is still VERY new). I will be updating this as often as I can!
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INTRO


Hi there! At the time of writing this guide I have over 2300 hours played in VHS with about 5500+ matches on Teen and 3500+ on Monster(650+ hours with absolutely everything unlocked)! 60% of the time I'm playing; I'm also live over at www.Twitch.tv/bunbunHD! This guide also features some videos that can might help! Any videos are over at my YouTube channel www.Youtube.com/bunbunHD, as well as some general game-play videos! I've played 1700 hours of DBD and countless others in FPS and games as a whole. Feel free to stop by or comment with any questions or just to say hi!

INDEX
Check the chapters on the side of the guide to jump around to sections you're looking for!
Important Things to Consider
Again, if you have ANY question, I'm usually playing monster over at my Twitch, so come and ask any questions!! [www.twitch.tv]

Why does Monster feel so difficult to play/weak?

This is probably one of the most asked questions/points of debate. It comes down to a few things.
1. If you have questions during a game, you have to figure it out yourself. Teens have 3 other people who can help them out. I've had the pleasure of having a TON of questions answered while I'm in the middle of a match as teen but as a monster I had to either play a few dozen matches, watch streams/YouTube videos, and look up guides. I've spent dozens of hours in the training areas alone so I can fully understand this game and help other people learn.
2.The skill ranges can be inaccurate currently. Everyone's account has been reset, so any experience or MMR they had during the beta has been wiped. This means there are skilled players scattered around, getting into matches with new players. THIS is an issue for the beginning of Early Access ONLY. As more people play, the skill disparity will slowly disappear. I've seen players scream that the game is broken and abilities only work half the time; when in reality they didn't understand how WART's armour works.
3.Teens aren't pushovers. Unlike some other Asyms, Teens are weak for the first 42~ seconds (the fastest weapon that can be crafted to kill you is the 1 shot Slingshot in 31.5 seconds). After that, it's truly a fight for your life. You can die to ambushes, coordinated teams, or by a simple mistake. Taking the time to understand how teens play and their limitations, will greatly increase your chances of winning.
4.This is unlike most other Asyms. Yes, there is some looping and hiding during the match but the main draw is weapons and fights. Aside from 1 other Asym, I can't think of a successful Asymmetrical game where you can actually fight the monster(and even that one you can choose to just escape). You have to take the time to learn and not become frustrated that your skills aren't super transferable. Some ARE (see section about coming from other Asym games) but you can't be stubborn and refuse to learn.

Don't sweat the early games
Seriously. This is a different game than you're used to, regardless of your background. You'll get better with time. Every game has a learning curve and this one can be steep. The fact that you're reading a guide means you have a far better chance at success than someone who just queues and learns by themselves. It's rare for even the most professional eSports players to consistently get above a 55% winrate (T1 Faker, probably the BEST League of Legends player, has a 68.1%) Focusing on Movie challenges is great when you're still getting used to the hang of things.

UNDERSTAND THE MAPS
This will come as you play but trying to learn and understand callouts/loops early on is going to make a big difference. Healing stations and Vending machines are always in the same spot. Crafting stations will be in the same general area but won't be in the same exact spot every game. Knowing where the kill stations are at any given time is important for both sides.
It also doesn't feel good to run into a dead end or a teammate by accident! Like any game you'll naturally learn the more you play but remember to look in the bottom left to see which room you're in, as well as where your teammates are(as a teen!

When you're more comfortable with the game, you'll be able to know exactly where every station is, which stigma your teammates are working on, and where an ambush is being set up all without anyone saying a word


USE THE WEAPONS and abilities IN THE TRAINING MODE
ESPECIALLY IF YOU'RE MAINLY INTERESTED IN THE MONSTER ROLE
Every weapon is immediately able to be used in the Training room. Each weapon is unique as they have different travel times, ranges, ready times, and uses! Teens start with 4 unlocked, and unlock a total of 12 to use at any time during a match. BOTH sides need to understand how the weapons can be used to successfully use or counter them. Mods will eventually

Play with friends if you can!

playing with random people can be fun, but also stressful. If you find someone you enjoyed playing with, add them and try to play with them again! Having dependable people to play with can make your entire experience much more enjoyable. Meeting people over at the official Discord is a great idea too! You can find players on both sides that can be really cool!

This game is more sound based than most.
Listening to foot steps, the Tension Track, Crafting Stations, Resurrections, Weapon sounds, etc. There are a LOT of things to hear and it can be difficult to distinguish between them. Different rooms may sound metallic or carpeted and sounds are difficult to pin down sometimes. This is further discussed in the Sounds section but just know you'll get better at pinpointing where things are happening as you play more games.

Check out the video below for more info on how sound works, as well as the SOUND section of the guide!
QUICK GAME OVERVIEW
VHS is a 4 v 1 Asymetrical, battle to the death. The game ends when 1 team dies, either the monster gets hit 1 time from each of the 4 weapon categories, or the teens' health bars deplete or they're all downed on the ground.

Playing as a Teen

You start in a random area of the map. Your main goal is to build weapons to use against a Monster that's going to hunt you. There are 4 different types of weapons, and you need to use at least 1 of each to win the game. To obtain a weapon, you need to find crafting stations. When you walk within 15m of a station, it will show you which type it is. As you learn the maps more, you'll notice that you'll find them in the same general area of the map each time. There are 2 of each stations, for a total of 8 different spots to craft. This prevents the monster from just sitting at one and never letting you get that weapon type.

Once you find a crafting station, you can begin crafting. It takes 42 seconds on average to fully craft a weapon. During this time, your station will make a distinct sound in a 35m radius. If the monster hears this, they'll be able to tell exactly where you are. Remember that the Monster is also controlled by a player, so you must out-think them if you wish to win. You won't get very far if you try to outrun the monster, as they're much faster than you. Weapons are your key to winning.

You cannot transfer/drop weapons for someone else. Learning to utilize the weapons is the core to this game. If you wound a monster with a weapon, they are banished for 15 seconds. In this time, they can move around the map quickly but cannot see or interact with the teens. If you wound the monster with a Fire weapon, any fire weapons will only stun the monster for 3 seconds instead of banishing them.

Playing as a Monster

As a Monster, you're both stronger and weaker than the teens. You don't need to spend time crafting for your weapons, you ARE the weapon. Your abilities recharge over time and you run faster than the teens do.

The downsides of Monster is that you're alone. You don't have anyone watching your back and you have to deal with 4 individuals working together to try to kill you. If you have questions during the game, You have to learn by fire. Videos and guides like this will certainly help but experience is your best teacher.

When you spawn in, you have 17 seconds where you appear as a teen. After the 17 seconds, you'll be forced to transform into whichever monster you chose when you queued. You can use this time in disguise to run near crafting tables and see if you can hear anyone working on them. As soon as your transform, the chase begins!

The start of the match is important. The more chaos can you cause early will ensure you have an easier time when weapons come in to play. Monsters have a distinct sound that comes from their body in a 35 meter radius at all times. It's quieter at the edges and gets louder the closer they get. Since crafting tables also have a 35m radius when someone is working on them, it's a good idea to investigate crafting sounds even if they were brief. Footsteps of Monsters and teens are heard 20m away. If you heard running sounds that stop suddenly, the teen may be hiding close by.

Knocking down a teen will break any weapon they were carrying, prevents them from working on another weapon, slowly drains their life for every second they're on the ground, and forces a teammate to come pick them up. If an unarmed teen comes to pick up the body, it's especially dangerous for both of them if caught. Punish the risky play but always be wary of a weapon hiding just out of view.

You win the game when all the teens are dead or if they're all prone at the same time. Each hit from the monster takes away 22% of the Teen's maximum health bar. On average it's 5 hits to fully kill a teen but it could take more or less depending on how long they spent on the ground being prone, if they have perks or mods, or if they've eaten chompie bars which can restore health.




Danger Sense
Danger sense is a new mechanic added for monster players.

When an armed teen is within 15 meters of a monter, The monster gets an indicator around their reticle.


Although somewhat similar to Doll Master's indicator when he's possessing a doll, it works quite differently. Danger sense won't trigger If a remote weapon is next to you, only if the teen controlling it is. Additionally, a Firebomb or Slingshot ball that's in mid air won't give any Danger Sense indication.

This is mainly focused on preventing a single teen who would wait around a corner and get a free kill on the monster. That play style had cause a lot of unnecessary stress when Monsters were simply walking around the map and wasn't very skillful or fun.

Understanding Danger sense is crucial for both Monsters and Teens.


Character Progression
Playing a character will let you level them up and unlock them further! Experience is earned every match and unlocks aura points which you can ONLY spend on that specific character! If a specific character has a perk you want to unlock, you'll need to spend time playing them to earn it!


A level 37 Leo

You unlock PERKS, PERK SLOTS, PERK POINTS, FLUX, and COSMETICS by playing games and completing movies!

(Act 2 of a Teen's Journey)

AURA POINTS:

Earned every time you level up. Can be used to purchase nodes in the Journey

PERKS
Additional buffs you can equip to help you in game.

PERK POINTS
Each perk costs a different amount of perk points to equip. Max 30 per character

PERK SLOT
Max of 5 slots per character. Used to equip perks

Plot Twist
Plot Twists can have Flux, Cosmetics, or Prizes in them.

______________________________________________________________
At max level you'll have 5 slots for perks and 30 perk points to spend on your build.

(A perk loadout with 4 perk slots unlocked, 13 total perk points, and 11 perk points used by equipped perks.)

Once you put enough points into an act other teens automatically learn and can equip whichever perks you had learned!

UNLOCKING MORE WEAPONS!
Weapon progression is a big thing for teens. While Monsters unlock their mutations in their journey, teens unlock addition weapons and weapon mods by using them in game and gaining experience. See the WEAPONS section for more details!
Teen Role
The Teens are a team of 4 that have to work together to kill the Monster. Your goal is to craft weapons and attempt to destroy the Monster's "Stigmas" to win the game! Every game ends with 1 team dying, so there's no escape. Utilizing communication, items, cunning and guile will ensure you come out on top!

You win the game as a teen by hitting the monster fully with each 1 of the 4 stigma types: Shock, Curse, Burn, and Purify. There are tables that spawn in somewhere in the map that you have to locate and start working at to craft weapons. Each table has a specific type associated with it and gives you the option to craft 1 of the 3 weapons. It takes 42 seconds on average to craft a weapon and each table generates a unique sound in a 35m radius. The monster's terror Track is also 35m, so if you can hear it, the Monster can hear you crafting.




Teen Health States


HEALTHY --------- INJURED --------- PRONE --------- CRITICAL
Teens all start Healthy. They make slight breathing sounds while standing, so they CAN still be found if they're hiding close to the monster.

After being hit with a Monster's attack, they become injured. Injured teens make more verbal noises while injured (whimpers and gasps) which make them easier to track. They also leave a trail of Chromatic Aberration that disappear after 3 seconds


(Injured teen leaving Chromatic Aberration)

Healing Speeds

Medkit - 25 seconds
Quick Fix 3 + medkit = 21.5 seconds
Teen healing another teen - 16 seconds
Self heal with staff - 20 seconds
Teen healing teen with Healing Hands 3 - 14 seconds
Healing Hands 3 + Revelations staff - 11.5 seconds

If a teen is hit while they're injured they become prone. In the prone state, they can move around but require the help of another teen to come over and pick them up. While prone, you can release a spectral which let's you fly around and collect "LUMA". Each luma pick up will increase the progress of your prone bar, allowing for teens to pick you up quicker. If you need to crawl around while prone, you can sometimes getting a skill check that can increase or decrease your movement speed shortly, depending on if you're successful.


(Spectral leaving a Prone Teen to find Luma)

Teen Health Bar
Each hit from the monster will remove 22% of your maximum health. This means that after 4 hits you're remaining health will be just 12% and you'll be in danger of dying the next time you go down. Each second you're on the ground reduces your remaining health by around .2% per second. A purple skull will appear by your character's portrait to indicate that your health is low enough for you to die the next time your character is knocked to the ground.


DEAD TEEN

The Book of the Dead is a 1 time use item that spawns in a random area in the map. Which room it spawns in is random but the spot in the room is always the same. It takes 4 minigame puzzles to open and the sound of the box being opened travels 30m. Resurrecting a teen provides a mini-game similar to healing and also can be heard about 35m away. If the res is interrupted, your progress will restart.


Zombie teen brough back with the book of the dead.

Zombies make additional grunting noises while healthy, making them VERY easy to find if they're hiding close by. They're also brought back with 35% health and injured, meaning they'll die after 2 hits or 1 prone hit and 30 seconds on the ground.


Teens can communicate effectively with each other through the use of voice communication, and a ping system.

MOVEMENT SPEED
TEEN
Running: 5m/s (100%)
Walking: 50%
Crouching: 25%

Monsters:
WART, Dollmaster, Doll: 112% (5.6m/s)
Werewolf: 116% (5.8m/s)
Communication



Ping and communication system

Communication is very important in VHS. Using voice communication is recommended but SAFETY is more important than anything. If anyone is making you feel uncomfortable, do NOT hesitate to mute them immediately. A free game with voice comms means that any number of idiots can join and try to ruin peoples' day.

Try to stick to important information and avoid telling people how to play the game.
being helpful is encouraged but It's not fun for others if you try to order people around. Try to have fun, and make friends! Voice comms are just another tool to help you win and enjoy the game but they aren't needed.

You can simply turn off all other voice communications, relying solely on large amount of pings, items, perks, and HUD information available.

A simple ping will mark a location and the distance you area from the ping. Double pinging quickly will make an exclamation point which is a "Danger" ping. This is normally reserved for the monster's location. Single pinging the monster directly will automatically show a danger ping.

You can ping any number of items, containers, and healing stations. Pinging a non-active doll will highlight its aura for a short time as well.

Self pinging is defaulted to "C" on the keyboard. Self pinging while working on the crafting table will show how much progress you have on a weapon at that table. It will also show when you're injured or healing. If you're being chased by the monster, it will show a chase symbol. Being careful not to over ping with irrelevant information is important, but don't be afraid to use it.

(Purify crafting ping with 15% weapon progress)

(Purify crafting ping with 90% weapon progress)



MUTE AND REPORT ANYONE IF THEY DON'T MAKE YOU FEEL SAFE




https://www.youtube.com/watch?v=yHu-Kjg1a3M&ab_channel=bunbunHD
TEEN PERKS/BIOS
In the Progression section, we talked about how experience earned on a character can be used to unlock their journey. Weapons experience is tied to the weapon and shared between all teens, regardless of which teen you were using when you earned the experience. Choosing which teen to play is MOSTLY a choice of aesthetics, although they do gain a benefit depending on your perk choice.

Choosing which teens to play

Each teen has a unique trait that gives them a discount with their own perks. Each act you complete gives you another discount, up to 3 total. 1 discount lowers the perk's cost by 3 points. Stronger perks cost more points but the game rewards skill and experience more than perk choice in most instances.

I've added a ⭐ symbol by perks especially good for beginners!

LEO



LEO is the REBEL. His perks can really help newer players with finding luma and healing yourself to give your teammates freedom to build weapons. I still use Head Trip and Street smart in almost every match because of how valuable they are.


PERKS

HEAD TRIP
While controlling a Spectral, you will now see the aura of Luma within 13m/26m/EVERYWHERE, and the movement speed of your Spectral is increased by 4%/12%/20%.
COST: 3/4/5 Perk Points

QUICK FIX
Increases the speed at which you can Heal yourself with a Med Kit by 6%/10%/14%. While Injured you can see the aura of Med Kit stations within 16/20/24 meters.
COST: 4/6/8 Perk Points

STREET SMART
You can see the aura of Pickups and most Searchable objects within 5/10/15 meters.
COST: 4/6/8 Perk Points

GLORIA

LIGHTNING FAST
The Duration of the speed boost gained after being injured by the monster is increased by 10%/17%/24%
COST: 6/9/12 Perk Points

FRIEND ZONE
While within 13/20/27 meters of another teen, their aura is visible to you.
COST: 4/6/8 Perk Points

TEAM SPIRIT
Other teens within 12 meters of you gain a 6%/9%/12% speed increase to Healing, Reviving, Resurrecting, or Disarming actions. Does not Stack
COST: 6/9/12 Perk Points

JESS

PERKS

EVIL EYE
The monster's aura will be visible to you for 2.5/3/3.5 seconds after Transforming/ Transforming and while Disintegrating after suffering a Wound/ Transforming, while Disintegrating after suffering a Wound, and while Stunned.
COST: 4/5/7 Perk Points

LOW PROFILE
Increases your UNARMED movement speed while Crouching by 25%/50%/75%.
COST: 4/8/12 Perk Points

SILENT SHADOW
When a crafting skill check is failed, there is a 50%/75%/100% chance the Blunder will be prevented and the monster will not be alerted.
COST: 3/5/8 Perk Points

BRETT

PERKS

BORN TOUGH
Gives an additional 8%/16%/24% Life for the first 180 seconds of a match.
COST: 4/8/12 Perk Points

NEVER SAY DIE
The rate at which you lose Life while Prone is reduced by 9%/18%/27%.
COST: 4/6/9 Perk Points

VICE GRIP
Once per match, if you are knocked Prone while you have a weapon equipped you will not lose it. This perk only becomes active after 2/1/0 other teens have died
COST: 6/10/14 Perk Points

FAITH

PERKS

HEALING HANDS
Increases the speed at which you perform Healing on others by 6%/12%/18%.
COST: 3/6/9 Perk Points

MAGIC TOUCH
Increase the speed at which you revive a prone teen by 10%/20%/30%. The revived teen also regains 2%/4%/6% of their total base Life.
COST: 3/6/9 Perk Points

SECRET ADMIRER
When a teen is Injured, their aura becomes visible to you for the next 3/6/9 seconds.
COST: 4/6/8 Perk Points


The game-play in VHS revolves heavily around Weapons. The teen's ability to run away is very limited, so hiding and avoiding conflict is your best defense until you can acquire a weapon.

The Monster has 4 "stigmas" which act as their health bar. Once removed, They won't get them back.

When you load into a match, you'll notice your portrait, as well as your teammates' portraits in the bottom left of your screen. This is a constant source of important information, so being able to interpret it is step 1!


The picture above shows that exactly where everyone is, their health bars, their health status, and which weapons are available. It also shows which ones will stun and which will banish.

Below is an example of a typical game I had as teen! I'm playing with random players I don't know and I get 3 Stigma wounds!
WEAPONS (Burn+ Purify) Part 1
Weapons are the #1 resource teens have in the game. Running will only get you so far, you'll have to fight back if you want a chance to survive. When you first start playing, You only have 1 weapon in each category unlocked. You will gain Experience by crafting the weapon(200xp per craft) and damaging the monster! (about 600~ for a strike).

Terminology

*STRIKE* Means completing either 2 seconds of continuous damage to the monster or hitting it with an instant hit weapon (Shocksphere and Infernal Eye). Both a stun or wound counts as a strike.

*WOUND* Completing the first strike with a specific damage type. This will banish the monster for 15 seconds.

*STUN* Completing additional strikes of a Stigma type that has already happened. The base stun duration is 3 seconds.



To unlock the next weapon, craft that type of weapon! For example, crafting a Flamethrower in game will eventually unlock the Firebomb! You can then craft either the Firebomb OR Flamethrower in a match to unlock the Solar Flare! Once a weapon is unlocked, it's always available as a choice to craft in a match.

Earning experience with specific weapons will also level up that weapon. This unlocks mods that change how that weapon functions in game! Check out the mods section for more!

There are 4 damage types, each with 3 weapons that can be crafted. The average crafting speed is 42 seconds; while some base weapons can be required faster but needing extra charging away from a crafting table.


FLAMETHROWER

🔥🔥🔥🔥🔥
Lethal Ammo
22
Crafting Time
40 sec
Range
9 meters
Difficulty
Easy
Flamethrower is the starting Burn weapon. You can shoot for 9.5 seconds and it only takes 2 seconds of damage to get a strike. It's technically projectile based, so leading (aiming where the Monster is going to be) is very important. You can perform a fanning motion to ensure you catch the monster with a flinch before focusing them down. You can't gain distance while "kiting" but with the right technique you can prevent the monster from getting closer to you.

Fire Bomb

🔥🔥🔥🔥🔥
Lethal Ammo
1 bottle (2 seconds)
Crafting Time
33.5 sec
Range
50~ meters
Difficulty
Hard
The Fire Bomb has only 1 shot by default. Luckily, the first mod you unlock will give you a second throw while increasing the crafting time by 40%. I highly recommend using it when you can so that you don't have to stress about having only 1 chance. It makes noise within 10~ meters while you're aiming, so be careful of a monster hearing it and changing direction quickly.

Solar Flare

🔥🔥🔥🔥🔥
Lethal Ammo
25~
Crafting Time
40 sec
Range
8.5 meters
Difficulty
Hard
The solar Flare is a stationary weapon. Once you set it up, you can fire it from anywhere. When the solar flare turns RED, the monster is in range to be damaged by it.


Holy Cross

✨✨✨✨✨
Lethal Ammo
28-31
Crafting Time
40 sec
Range
7 meters
Difficulty
Easy
The cross has a short range and is really easy to use. The beam starts small and quickly extends to its full 7m when firing. While you can get the kill with 28 shots, the beam might not reach right away and can use up about 3 charges before you start to do damage; so be wary of if you can actually finish them off!

Holy Slingshot

✨✨✨✨✨
Lethal Ammo
1 shot (2 seconds, can stick directly to monster)
Crafting Time
40 sec
Range
infinite
Difficulty
Hard
The slingshot makes noise in a 10m radius when you're aiming with it. Shooting at a surface will leave a 4.4m wide circle on the ground that lasts for 5 seconds. Shooting at the bottom of a doorway can help ensure you gain distance, even if you don't think you can get the strike. A direct hit will stick to the monster almost always guarantee a strike!

Sacred Staff

✨✨✨✨✨
Lethal Ammo
28
Crafting Time
25.7 sec
Range
12m
Difficulty
Hard
💫 Sacred staff requires about 1 full heal and 1/3rd of another teen's HP to become charged (based on % healed and not time spent healing). If there aren't any teens in need of healing, the charge will automatically start to charge at a rate of 3.3% per second. Reviving a downed teen will not fill the charge meter, only healing from injured to healthy. You can heal yourself 15% faster with a staff.
WEAPONS (Curse + Shock) Part 2



Cursed Sword

🍆🍆🍆🍆🍆
Lethal Ammo
2 swings minimum)
Crafting Time
40 sec
Range
infinite
Difficulty
Easy


Infernal Eye

🍆🍆🍆🍆🍆
Lethal Ammo
Instantly (on contact)
Crafting Time
40 sec
Range
25 seconds flight time
Difficulty
Medium


Enigma
🍆🍆🍆🍆🍆
Lethal Ammo
28
Crafting Time
25.7 sec
Range
12m
Difficulty
Hard
💫Enigma requires you to be within the Monster's Tension loop(35m) to begin charging. It charges faster depending on how close you are to the monster, as quick as 7 second if you have direct line of sight and are within 12m of the monster but can take up to 40 if you're at the edge. It emits a noise within 10m while charging.






Raygun

⚡⚡⚡⚡⚡
Lethal Ammo
9 shots
Crafting Time
40 sec
Range
40m
Difficulty
Medium
The Raygun can be really good with some practice! Holding down the button can fire it continuously! While it can go 40m, the projectile takes awhile to fly and missing even once can really be punishing. Using it at 5-20m and in tighter corridors can really help secure the strike.

RC Flyer

⚡⚡⚡⚡⚡
Lethal Ammo
25~
Crafting Time
40 sec
Range
Fly for 55 seconds
Difficulty
Medium

ShockSphere

⚡⚡⚡⚡⚡
Lethal Ammo
Instant (on contact)
Crafting Time
25.7 sec (+10 seconds of charging)
Range
20seconds of flight
Difficulty
Hard

💫 Shock Sphere requires running to 3 different spots on the map and channeling for 3.3~ seconds each on a charging station. Stations recharge slowly so moving to a new one is recommended. Takes 3.5 weapon charges before you're flying, and slowly increases your speed over 5 seconds until you're faster than any monster running at normal speed.



Weapons can be difficult to use. The hitboxes are really accurate, but also fair. Wart is long so the Devs snipped part of his tail so make it more fair for Monster players. Understanding where you can hit will make the difference in getting the strike, or letting them wiggle out.




- eventually this will be a Weapon Guide but currently it's just a video where I use the raygun, Slingshot, and Fire bomb to get 3 stigmas vs a really good Monster -
Weapon Modifications
Modifications are unlocked for each weapon and can change how they're used drastically. Some are detrimental, while others can be really helpful. Mastering how the base weapons work is most important, as mods only complicate things. This section will be filled out soon, along with a video.


Teen Items
Teen can utilize additional items to help them in their fight to survive!
They can be found spawned in around the map, grabbed out of containers, or brought in to the map with you by using a Prize!

Chompie bars
Chompie bars allow you to heal 1 hit worth of HP(22% of max HP)
When you eat a Chompie, you gain the "FED" status effect. The FED status effect lasts for 7 seconds. For the first 4 seconds, your health doesn't change. During the last 3 seconds, you gain health over time. Taking damage during those 7 seconds will immediately cancel the effect. Be aware that eating a chompie while healthy doesn't benefit you, unless the monster is enraged. It's best used if you're injured but want to push a weapon, giving you more time on the ground; or after you've been hit in chase while critical and healthy.


Crash Colas
Crash Colas give you a movement speed increase for a short while. The movement speed applies over 1 seconds once you drink it, giving you about a 30% movementspeed increase for 4 seconds. You run as fast as a berserking Werewolf, but not for long.


Walkie Talkies
Walkie talkies allow all the teens to see each others' static aura. If you are controlling a piloted weapon, or are disrupted - it will turn off. All teens are given the "Teens Revealed" status effect when anyone is using it. Turning it on while running will slow you down temporarily.


Noisemakers
You can spend a second setting up a noisemaker on the ground. If the monster gets within 4m of the Noisemaker, it triggers: showing the teens the Monster's aura for 5 seconds. it emits a noise while set up, so putting it in high traveled spots will force the monster to walk in to it.

Smoke Bomb
Throw down a bomb to create a 4m by 4m block of smoke. Monsters who pass go into the smoke are blinded (cannot see teens or items/weapons) and deafened(this may be unintended but deafened means you just can't hear any noises. Debuffs end when monster is out of the range and the smoke lasts for 6~ seconds.

Book of the Dead
The book of the Dead is a 1 time use item that will bring a dead teen back to life. The book will spawn in a random room each match. Which room is unknown game to game, but the exact spot IN the room will always be the same. This lets you quickly check a spot without needing to look in every single corner. The more you play/find the book the more you'll remember the spots.




Holiday Items
Brain Biscuit(Halloween) Consume to turn yourself into a zombie! Eating another will turn you back into your normal look.


Monster Role
It's you against a team of 4 teens. While the Teens' gameplay doesn't change much depending on their character choice, The monsters' does.

Currently there are 3 Monsters to choose from! Each one will have their own section going over their powers, perks and mutations below! This section will explain basic strategies you can use with any of them!

Although you appear as a teen in the lobby and for the first 17 seconds of a match, this is not a reliable way to fool the teens. With the amount of communication available, there's a good chance they won't be fooled by you running up to them. If you don't want to immediately change to start setting down dolls, you can take advantage of your lack of a 35 meter Terror Track by checking crafting stations. A running Teen's footsteps can be heard 20 meters away, so you can get close to a crafting table to hear if anyone is working on that station before they notice you. Crafting stations make noise 35m away, though they're louder with multiple teens working on a single one.

If you find a teen before you transform, aim your camera on potential exits to see which way they go! If you don't see or hear them run, there's a good chance they're still in the room!

Beginning Advice

Take your time to learn the maps.
Teens make different sound footsteps depending on where they are. Understanding which rooms make which noise will take time and patience. This game's tracking is largely based on sound so you need to learn to understand what exactly you're hearing.

Don't run in a straight line.
Ambushes are extremely effective against monsters. Teens can be hiding around EVERY corner, and you need to minimize your chances of being caught off guard. Don't run down a hallway, see if you can take an alternate path. Sometimes it's better to take a few steps back before going up stairs or a hallway to see if anyone pops out with a weapon. the more you GET ambushes, the more you'll be able to recognize the best spots to be cautious around.

Learn what all the weapons do
"Know thy enemy and know yourself; in a hundred battles, you will never be defeated" A cheesy quote but one that hold true. Did you know that you can't use Howl to get a teen out of a shocksphere? What about the range of an enigma being 12m, and the raygun having a 40m range. The Flamethrower can shoot for 9.5 seconds and only needs 2 seconds to kill you, meaning they can kill you almost 5 times before it's out of juice. Go into the training area or play teen matches yourself so you can better play against them.

MONSTER GUIDE: DEATHWIRE

ABILITIES

DEATH DRIFT
While in Assault Mode, focusing for 1.2 seconds will switch Deathwire to Drift Mode. Drift Mode increases Deathwire’s movement speed by 20%.
While in Drift Mode, attacking or using Death Drift for 0.66 seconds will switch Deathwire back to Assault Mode.
Death Drift cannot be used for 2 seconds after hitting a teen.
Death Drift can be used to change modes while in the Banished state.

COOLDOWN: NONE

MUTATIONS
Nitro Booster
+ After switching into Drift Mode you will move an additional 160% faster for 1.4 seconds.
- The time Death Drift can’t be used after hitting a teen is increased to 10 seconds.
Homicycle
+ Decreases the focusing time required to enter Drift Mode by 40%
- The movement speed bonus provided by Drift Mode is reduced by 25%
Overdriver
+ While in Drift Mode your Voltage Vise cooldown recovers 50% faster.
- While in Assault Mode your Voltage Vise cooldown recovers 50% slower.
https://www.youtube.com/watch?v=otM8KhbsQ8s&feature=emb_title&ab_channel=HellbentGames

Voltage Vise
After focusing for 0.85 seconds, Deathwire will fire an energy pulse in a cone out to 18 meters that will afflict all active teens within the area with Shocked for 2.6 seconds and Overcharged for 7 seconds.
Voltage Vise cannot be used for 7 after hitting a Teen.
During Shocked status teens will be slowed and unable to perform most actions.
During Overcharged status teens cannot be affected by another Voltage Vise.
Up to 2 uses of Voltage Vise can be stored.
Voltage Vise cannot be used while in Drift Mode.

COOLDOWN: 15 seconds

MUTATIONS
Sensor Spike
+ While teens are Shocked they will also be Exposed.
- The activation time of Voltage Vise is increased by 45%.
Circuit Breaker
+ When teens are Shocked they will also become Jammed for 20 seconds.
- The Overcharged status lasts an additional 1.5 seconds.
Chaos Coil
+ You may now store up to 3 uses of Voltage Vise at a time.
- Voltage Vise no longer affects unarmed teens.

**Details are subject to change before release
https://www.youtube.com/watch?v=3907BY8hFt8&ab_channel=HellbentGames

Beam Matrix

After focusing for 1.2 seconds, Deathwire will sweep a targeted area with a sensor beam. All active teens within the beam will be Exposed for 3 seconds.
MUTATIONS
Risk Radar
+ The time that armed teens are Exposed by Beam Matrix is increased by 30%.
- The time that unarmed teens are Exposed by Beam Matrix is reduced by 30%.
Augmented Optics
+ The area scanned by Beam Matrix is increased by 30%.
- The activation time of Beam Matrix is increased by 30%.
Terror Tracer
+ In Drift Mode your movement speed when activating Beam Matrix is increased by 250%.
- In Assault Mode your movement speed when activating Beam Matrix is reduced by 80%

COOLDOWN: 22 seconds
https://www.youtube.com/watch?v=lReXfVZS0Wg&ab_channel=HellbentGames

Mutations

Revolt
Your Scream showckwave range is increased by 12/24/36%
COST: 4/8/12 Perk Points

Demoralize
When you knockdown or kill a teenall other active teens will become jammed for the next 6/9/12 seconds. This perk can only activate once every 80 seconds
COST: 5/8/11 Perk Points

Gutter Punch
When you injure a teen that is carrying a pickup, they will drop it on the ground. This perk can only activate once every 400/250/0 seconds.
COST: 4/6/8 Perk Points


General Strategy
Deathwire is really fun and adds our first taste of range to the killer's side. Low cooldowns allow you little downtime waiting for your abilities, and allow you to constantly push forward.

Death drift is a strong ability for catching up and patrolling. While you are noticeably faster in this mode, you are much more susceptible to ambushes, as you have to fully transform before using your voltage vice or attacking in general. You can melee to transform out, but the damage is delayed until you fully change. Taking damage will prevent you from being able to swap out as well, so even if you get behind a corner during an ambush, you still need an extra 1.5 seconds before you can get a voltage vice off. Death drift has a secondary passive where you don't lose momentum when you change directions 180 degrees. This can be very helpful in last second dodges if you react fast enough.

Voltage vice -


MAP: The Eviscerator
https://www.youtube.com/watch?v=gpv4lVox1xQ&ab_channel=HellbentGames

LORE:

"You may know it as The Bionic Butcher, a supercharged meat grinder bent on bloodshed… You’ve heard legends of The Titanium Tyrant, a harbinger hailing hardware from the heart of Replitech (supercharged by Sponsor MajorVolt™). It’s the Blight of the Voltage Vice, The Beam Matrix Backbreaker, the only undefeated executioner in Eviscerator history!"
Voltage Vise can be used through walls, so predicting spots teens could be hiding, as well as shooting in a loop can help you catch up quicker.


Video coming sooooooooon :)
MONSTER GUIDE: DOLL MASTER


DOLL MASTER IS THE MOST COMPLICATED MONSTER CURRENTLY AND TONS OF FUN

Powers

Doll Trap
After focusing for 1 seconds, the Doll Master places a Doll Trap on the map. A Doll Trap detects living teens up to 22 meters away by changing the icon to yellow.
Looking at a doll will highlight it and allow you to use Possession or Teleport.
If a teen walks or runs within 1.75 meters of a Doll Trap, it will become Alarmed for 6 seconds and then disappear. Alarmed dolls that dissappear will be put back in your inventory. While Alarmed, Abilities focus times are reduced by 50% on that doll.

Doll Traps can be placed and recalled while the Doll Master is in the Banished state.

A maximum of 5 Doll Traps can be on the map at a time. Each time a Doll Trap is disarmed while inactive or a Doll is destroyed with a weapon, the maximum dollcount is reduced by 1
Hitting a teen will recover 1 doll to your maximum, but you cannot have more than 5 (6 if using offspring). Attacking a Vending Machine or RC flyer do NOT regain dolls.

Dolls that are not detecting a teen are able to be picked up and put back in your inventory by looking at one and holding R

Any strikes against dolls result in a stun. Doll Master's body needs to be attacked for a wound to happen. Stuns on Doll Master's body will remove 1 doll from his maximum.

MUTATIONS
Tricky
+ A Doll Trap will twitch and its icon will turn Orange when it detects a Running teen within 11 meters.
- The maximum number of Doll Traps in your inventory is reduced by 1 (4 maximum).
Offspring
+ The maximum number of Doll Traps that can be placed on the map simultaneously is increased by 1.
- The distance at which Doll Traps become Alarmed is reduced by 90%.
Haunted
+ A Doll Trap will no longer self-destruct at the end of the Alarmed state.
+Teens will be Exposed while disarming or running over a Doll Trap and for 3 seconds after.
+The cooldown on Doll Possession is reduced by 25%.(9 seconds)
- Doll Trap icons will no longer change color when teens are nearby.
-Remove Trap can't be used while Doll Possession is on cooldown.


Doll Possession
After focusing for 1.4 seconds, the Doll Master possesses a selected Doll Trap for up to 30 seconds. Dolls can jump to gain distance and aren't slowed very much when damaged and jumping. Their hitbox is much smaller than a normal monster. Hitting R while in a doll will return you to your body instantly but cannot be used while taking damage. You can use Doll Possession while you're already controlling a doll, which will refresh the possession timer. The mutations for Doll Possession change the jump ability. While possessing a Doll, if any weapons get within 22 meters of the Doll Master a colored border will appear around the screen to alert the player.

If a possessed Doll is destroyed by a weapon, the Doll Master will be stunned for 3 seconds and Exposed for 13 seconds.

COOLDOWN 12 seconds.

Doll Jump(only while possessing doll)

After focusing for 1 seconds, the possessed Doll can jump forward 6 meters over 1 second.

MUTATIONS
Frolic
+ The total time a Doll can be possessed is increased by 25%. (37.5 seconds)
- The focusing time required to begin possessing a Doll is increased by 50%. (2.1 seconds)
Rebound
+ Decreases the focusing time required to enter Drift Mode by 40%
- The movement speed bonus provided by Drift Mode is reduced by 25%
Double-Cross
+ While in Drift Mode your Voltage Vise cooldown recovers 50% faster.
- While in Assault Mode your Voltage Vise cooldown recovers 50% slower.
Doll Teleport
After focusing for 1 seconds the Doll Master instantly travels to selected Doll Trap, destroying it in the process.

Doll Teleport
After focusing for 1 second, Teleport your body to where a doll was placed. This will remove the doll you teleported to and place it back into your inventory.

MUTATIONS
Outcast
+ Doll Teleport focusing time is reduced by 15%. (.85 seconds)
- Doll Teleport will no longer use a selected Doll Trap, but will instead always target the Doll Trap that is farthest away from the Doll Master.
Slippery
+ A second Doll Teleport can now be performed within 4 seconds of the initial Doll Teleport before going on cooldown. If the second Doll Teleport is performed, a Doll Trap will be left behind.
- The focusing time required to Doll Teleport is increased by 25%.(1.25 sec)
Aggressive
+ If the Doll Master strikes a teen within 8 seconds of performing a Doll Teleport, the Doll Teleport cooldown is reduced to 12 seconds.
- The base Doll Teleport cooldown time is increased by 15%.(69 seconds)((nice))



MAP:HOTEL

LORE:"From within the walls of an abandoned hotel, summon the craftiest of creatures. The Dollmaster haunts his victims with a deadly lullaby before whittling their petrified bones into his precious children. Set traps, possess dolls for wicked deeds, and disappear into the darkness."





HIGHER LEVEL GAMEPLAY EXAMPLE
https://www.youtube.com/watch?v=QMkJIazLNec&feature=youtu.be&ab_channel=bunbunHD
MONSTER GUIDE: WART

ABILITIES

LEAP
After focusing for 0.7 seconds, the W.A.R.T will leap forward at great speed. The force of the landing will create a Shockwave that causes all teens within 6 meters of the W.A.R.T to be Staggered, slowing movement speed for 1 seconds.

COOLDOWN: 7 seconds.

Mutations
Bombshell
+ The Leap's shockwave radius is increased by 25% and the Stagger effect duration by 10%. (7.5 meters)
- The cooldown of Leap is increased by 35%.
Throttle
+ The speed of the Leap when not taking weapon damage is increased by 24%.
- The focusing time of the Leap is increased by 35%.
Kinetic
+ The Leap base cooldown is reduced by 25%. (to 5.25 seconds)
- The Leap will no longer create a Shockwave after landing.

ACID ARMOR
After focusing for 1.5 seconds, the W.A.R.T will cover themselves with protective acid, gaining the Armored status. This will shield the W.A.R.T from damage for up to 12 seconds or until shattered by a weapon strike.

If the Armor is shattered, the W.A.R.T will Flinch, unable to perform most actions for 1 second.

COOLDOWN: 32 seconds.

Mutations
Immune
+ The Acid Armor's base cooldown is reduced by 15%.
- If Acid Armor is shattered by a weapon all of the W.A.R.T's abilities are placed on cooldown.
Fluid
+ The base speed at which the W.A.R.T can move while Armored and not taking damage is increased by 5%.
- The activation time of Acid Armor is increased by 20%.
Toxic
+ The base amount of Life loss inflicted when a teen is hit while W.A.R.T is Armored is increased by 8%.
- Acid Armor prevents the use of Leap for 3 seconds.

ECHOLOCATION
After focusing for 1.8 seconds, the W.A.R.T will emit a resonating pulse across the entire map. 2.5 seconds later, an Afterimage of all active teens at the time Echolocation was used will be shown to the W.A.R.T for 8.5 seconds. Teens can also see their after image, notifying them of which mutation your're using.

COOLDOWN 35 seconds.

Mutations
Detect
+ When Echolocation is used, the Afterimages of armed teens will appear in a different color than unarmed teens.
- Echolocation's base cooldown is increased by 25%.
Haunted
+ When Echolocation is used, a trail of Afterimages that trace the movement of teens for the next 1.2 seconds will be created instead of a single Afterimage.
- The focusing time to use Echolocation is increased by 33%.
Deafen
+ When Echolocation is used, the teens are now affected by the Deafened status for 4.5 seconds.
- If the W.A.R.T has Acid Armor active when the Echolocation Power is used, the Acid Armor is cancelled. Acid Armor cannot be used for 4.5 seconds after Echolocation.

UNLOCK ABLE PERKS

All Consuming
Generate Rage 15%/30%/45% faster than normal while feasting
COST: 3/6/9 Perk Points


Easy Target
When an active(non prone) teen more than 28 meters from you gets within 10 meters of 2 other active teens, you will be alerted and these teens will be Exposed for 4 seconds. This can only activated once every 120/90/60 seconds.
COST: 8/10/12 Perk Points



Lethal Weapon
Attacking a healthy teen does 4%/8%12% more damage per hit
COST: 4/8/12 Perk Points
Actual damage on a healthy teen is 22.8% - 23.6% - 24.4% per hit

General Strategy
Leap has a large slow that goes through walls. Taking damage while leaping will shorten the distance you travel and cancel the shock-wave from happening when you land. IF you're armored, the shock-wave will still happen but it will be 40% smaller. Learning to not complete the channel on your leap can also trick the teens into thinking you're actually going to leap, and make them show themselves prematurely or waste ammo. Leap is a perfect ability to close the gaps in a fight or to quickly escape when at a disadvantage.

Wart's armour lasts for 12 seconds. You're still slowed as if you're being flinched but you're able to use your leap ability freely. When armour is broken, you cannot attack for 1 second, so be mindful even if you're within range to attack. Always be watching at the bottom of your screen for when your armour will go down. Use it often, even when you don't see teens but you need to go through a dangerous area like Hotel's Lobby stairs and you're not confident. A teen that breaks your armour will lose their weapon, but even forcing them to use weapon charges is beneficial during an engagement.

Wart's Echo can be misdirected easily. If teens call it out, you may get after images that are running is misleading directions, or pretending to still be working on a table when they're actually already finished. It works through lockers but it won't show teens that are prone or dead. Use this mainly to take note of where every teen is and what they're doing. Try to choose teens that are still working on tables, alone, or healing. They can move during this time too, so don't commit too hard to looking around that area for them.



MAP: Secret Facility





LORE:
"From the secret depths of the Replicorp facility, unleash the experimental W.A.R.T. (Weaponized Amphibious Replicant Technology). Wreak havoc on humanity with this chimera’s violent Leap, track prey with a super Echo, and withstand attack in Acid Armor. Evolution is unstoppable."







EXAMPLE HIGH LEVEL GAMEPLAY
This game was actually against some really good players in the first beta! 1 is a WART main themselves!
My mutations in the game are Kinetic, Immune, and Detect.

MONSTER GUIDE: WEREWOLF


ABILITIES

BERSERK

After focusing for 0.8 seconds, their run, lunge, and vault speed are increased by 24% and their movement speed while recovering from a missed attack by 14% for 12 seconds.

Increases Tension Track by 5% while berserking. Additionally, puffs of dirt will appear when running (2m around Werewolf), giving the teens a small warning when you're about to round a corner.

COOLDOWN: 24 seconds. (3 second forced cooldown after hitting a teen)

Mutations
Nightmarel
+ The Berserk duration is increased by 35%. (14.85 seconds)
- The speed boost gained from Berserk is reduced by 30%.
Grim
+ If an active Berserk expires without the Werewolf hitting a teen or being struck by a weapon, the cooldown is immediately reduced to 2.5 seconds.
- An active Berserk will cancel when Howl or Hunt are used, and using Berserk will cancel an active Hunt.
Vicious
+ When you knockdown a teen while Berserk is active, it remains active and changes its remaining duration to 9.5 seconds.
- The cooldown of Berserk is increased by 20%. (28.8 seconds)

HOWL
After focusing for 1 seconds, the Werewolf lets out a terrifying Howl, causing all living teens within 30 meters to Cower in fear. Cowering teens are unable to attack or perform most actions for 8.5 seconds.

COOLDOWN: 28 seconds.

Mutations
Rabidl
+ Howl cooldown is reduced by 15%. (23.8 seconds)
- The maximum range of Howl is reduced by 10%. (27 meters)
thunder
+ Howl also Deafens teens for 4.5 seconds.
- The cooldown of Howl is increased by 20%. (33.6 seconds)
Savage
+ For 1.5 seconds after escaping taking damage from a weapon Howl has 80% reduced focusing time. (0.2 seconds)
- The focus time of Howl is increased by 30%. (1.3 seconds)

HUNT
After focusing for 1.5 seconds, the Werewolf enters a Hunting state for 25 seconds. While in this state they will be able to detect the presence of any living teens up to 24 meters away via a Heartbeat sound that increases in frequency the closer teens are.


COOLDOWN: 55 seconds.

Mutations
Greedy
+ When Hunting, the range at which teens can be detected in increased by 25%. (30 meters)
- When Hunting, the frequency response of the Heartbeat sound when teens are nearby is reduced by 25%.
Obsessed
+ The duration of Hunting depletes 40% slower while no teens are detected.
- The duration of Hunting depletes 30% faster while teens are detected.
Chronic
+ Hunting will no longer detect teens that are Prone.
- Whenever you Knockdown a teen, Hunt cannot be used for the next 22 seconds.

UNLOCK ABLE PERKS

RUTHLESS 1
Generate Rage 15%/30%/45% faster than normal while feasting
COST: 3/6/9 Perk Points

SCREAM FEST
Teens affected by the monster's Scream are Disrupted for 12%/24%/36% longer.
COST: 4/8/12 Perk Points

Body Count
Tier 1: When any Prone teen within 20 meters of you is moving they will be Exposed
Tier 2: When any Prone teen within 20 meters of you is moving or controlling a Spectral they will be Exposed.
Tier 3: Any Prone teens within 28 meters of you are Exposed.
COST: 4/6/8 Perk Points


General Strategy
Werewolf is the fastest Monster naturally, with Berserk increasing that even more. Use berserk right before you howl during engagements, so you're not wasting time with the channel. WW is the most vulnerable Monster, requiring the teens to waste ammo or be downed to lose their weapons. the combination of Berserk and the fact that your hitbox is so low to the ground when you're running makes you a surprisingly difficult target to hit. Whenever you swing, slow down, back up or stand still your hitbox goes from all 4's to standing up.

Howl is a strong ability that acts like a Scream, but has some rules. It cannot disable remote weapons (RC flyer, Eye, Solar Flare) or projectiles in the air (Firebomb + slingshot). It won't cleanse damage, nor can it be increased by Screamfest. You also stand still when you're actually howling, so you can be an easy target if you do it at the wrong time. The general loop is berserk, get closer to Teens, howl, and then chase them down. Teens will try to counter you by spreading out so that not all of them are affected. Don't be afraid to take things slower if you're unsure you'll get the hit.

Hunt is a very effective ability, but can take some getting used to. When you're close to a teen you'll hear a slow heartbeat. The outside of your screen will also flash red more often the closer you are to a teen. When you're within 5m, it will beat REALLY fast. think of it like playing the game Hot and Cold. Faster beats/flashes = closer to teen. Slower beats/none mean there's no one close. You can use this before going up stairs or around hallways to see if there's an ambush up ahead for you as well.


MAP: Pine Bluff High School

LORE:

"Unleash the Werewolf and strike fear into the heart of your enemy with this mythical and maniacal creature. Terrorize high school hallways with a relentless hunt, berserk speed, and a devastating howl. Ferocious and feral, no full moon is needed to feel this ancient wrath."

Howl High trilogy


Playing Werewolf with NO mutations and NO perks
https://youtu.be/YXyhwe3x5v4
Monster Overview - ANOMALY
This section is an overview of Anomaly. I will make updates to this section to provide better tactical tips when I have more playtime with them.


Power - Disperse
After focusing for 1 second, the Anomaly will Disperse for a maximum of 2.6 seconds. An active Disperse can be ended early by using the Power again after 1.6 seconds.
While Dispersed, the Anomaly cannot see or be seen by teens and moves 100% faster.
When Disperse ends, all teens within 5 meters of the Anomaly will be Gooped, slowing movement and preventing most actions for 1.8 seconds.
Disperse has a cooldown of 15 seconds and cannot be used for 3 seconds after hitting a teen. The range of this effect is diminished if Disperse is ended early.
Mutation - Ripple
+ When you use Disperse, an after-image of teens within 8 meters is shown to you for 4 seconds.
- The focus time required to use Disperse is increased by 20%
Mutation - Gooper
+ The distance at which teens will be Gooped when emerging from Disperse is increased by 20%
- Disperse can no longer be ended early
Mutation - Elusive
+ If Disperse is used while Mimicking, the cooldown to use Disperse again is reduced by 50%
- If Disperse is used while not Mimicking, the cooldown to use Disperse again is increased by 20%

Power - Mimicry
After focusing for 1.5 seconds, the Anomaly will gain the Mimicking status, taking on the likeness of a random active teen with 98% of a teen’s run speed for 14 seconds or until canceled by attacking or activating the Power again.
While Mimicking, the Anomaly’s Tension Track will be hidden from teens and the Anomaly’s aura-reading effects and Danger Sense will not function.
Running while Mimicking will cause the remaining duration to deplete 40% faster.
Weapon damage taken while Mimicking will not apply directly to the Stigmas, allowing the Anomaly to use Disperse to escape. Should the Mimic be destroyed by a weapon the Anomaly will Flinch, unable to perform most actions for 1.5 seconds.
Mimicry has a cooldown of 40 seconds.
Mutation - Malign
+ The cooldown of Mimicry is reduced by 10%
- While using Mimicry, the Mimic will always appear to be Injured, regardless of the health state of the copied teen.
Mutation - Splitter
+ When Mimicry is used, an additional mimic is created that will run in the direction you are facing. This mimic will instantly vanish upon hitting a solid object or when damaged by a weapon.
- Mimicking duration is reduced by 20%.
Mutation - Infectious
+ If the Anomaly injures a teen within 1.5 seconds of Mimicry ending, the teen will suffer the Busted status for 60 seconds.
- The focusing time required to use Mimicry is increased by 25%

Power - Scour
After focusing for 1.5 seconds, the Anomaly will enter a Scouring state for up to 15 seconds. While Scouring, the Anomaly sinks partially into the floor, becomes Blinded, and has their movement speed reduced to 8% of base movement speed.
While Scouring, all active teens will start to become Exposed to the Anomaly over 6.5 seconds, starting with those farthest away. Additionally, the cooldowns of the Disperse and Mimicry Powers will recover 300% faster.
Scour has a cooldown of 32 seconds.
Mutation - Seething
+While Scouring, the Anomaly will gain 1% Rage every second.
- While Scouring, the cooldowns of the Disperse and Mimicry powers will recover only 80% faster.
Mutation - Startling
+ While an unarmed teen is Exposed by Scour and for 2 seconds afterwards they will be Jammed.
- While an armed teen is Exposed by Scour and for 2 seconds afterwards, their movement speed is increased by 15%.
Mutation - Slinking
+ While Scouring your movement speed is 35% of base movement speed.
- The auras of teens now disappear immediately after Scour is canceled.


Small tips-
Anomaly doesn't have a way to directly remove a weapon from the equation like WART or DollMaster, nor do they have a ranged method of disruption like Deathwire or Werewolf.
Stealth plays a LARGE part in being able to sneak up on teens and get close enough to attack.
Utilizing disperse effectively to escape, as well as attack is a skill you'll need to work on. Any time you pop out of disperse, you run the risk of coming out on top of a Firebomb or simply missing your target completely. Don't be afraid to not fully commit, since it has a low cooldown to try again.
X section not finished X MONSTER GUIDE: The Anomaly (unreleased)
Currently, the Anomaly is only available through the custom game mode.

You cannot level up, complete challenges, or save any progress at all with them.


ABILITIES

Disperse

[ADD TEXT HERE]
After focusing for 0.7 seconds, Anomaly melts into the floor.

COOLDOWN: 24 seconds.

Mutations
Nightmare
+ The
- The speed boost
Grim
+
-
Vicious
+
-

Mimickry
After focusing for 1 seconds, the Anomally loses their Terror Track and assumes the appearance of a teen in the match.

COOLDOWN: 33 seconds.

Mutations
Rabidl
+
-
thunder
+
-
Savage
+
-

Scour
After focusing for 1 second, the ANomally becomes immobile and starts to search for teens. Starting from the outer edges and moving in, the search ring gets smaller and smaller.


COOLDOWN: 44 seconds.

Mutations
Greedy
+
-
Obsessed
+
-
Chronic
+
-

UNLOCK ABLE PERKS

RUTHLESS 1
Generate Rage 15%/30%/45% faster than normal while feasting
COST: 3/6/9 Perk Points

SCREAM FEST
Teens affected by the monster's Scream are Disrupted for 12%/24%/36% longer.
COST: 4/8/12 Perk Points

Body Count
Tier 1: When any Prone teen within 20 meters of you is moving they will be Exposed
Tier 2: When any Prone teen within 20 meters of you is moving or controlling a Spectral they will be Exposed.
Tier 3: Any Prone teens within 28 meters of you are Exposed.
COST: 4/6/8 Perk Points


General Strategy


MAP: Ice Station

LORE:

"Unleash the Werewolf and strike fear into the heart of your enemy with this mythical and maniacal creature. Terrorize high school hallways with a relentless hunt, berserk speed, and a devastating howl. Ferocious and feral, no full moon is needed to feel this ancient wrath."

Howl High trilogy

Earning Flux (in game currency)
Completing Movie challenges

BASE MOVIE
Scenes
Flux
10
2000
10
2000
10
2000
TOTAL -
6000

EXTENDED CUT
Challenges
Flux
5
1500
5
1500
5
1500
TOTAL -
4500

DIRECTOR'S CUT
Challenges
Flux
5
1500
5
1500
5
1500
TOTAL -
4500

Movie challenges award 100 flux per completed scene and 1000 once the movie is fully completed.
By the time you completely finish a character's director's trilogy you'll have earned at least 15000 Flux.

Completing every's Director's movie (both monsters and teens) will award you with 120,000 Flux
The limited movie "Two Feet Under" awards 1400 extra flux.
The full Director's trilogy of "Spectral Collectors" is 2600 extra flux

FORGOTTEN FLICKS
After you finish your director's movies, you'll unlock forgotten films. They are randomly generated movie challenges that award roughly 16 flux on average and 100~ flux for completing the entire film.


Daily Flux
Each day the store will refresh with at least 1 new item and the ability to claim flux.
The streak will reset if you miss a day. The base amount is 25, increasing by 5 each day of the streak.


Max Level Characters
After hitting max level with a character, you earn Flux instead of Experience.
Flux awarded after a match is equal to 1 flux every 500~ points(I believe it rounds up).
For example, 11,000 points will award you 22 flux.
Status Effects
Status effects are displayed that the bottom of your screen. They can be buffs or debuffs to your character. Most will have an outer ring to show how long they will last for.

Agony
Agony is only applied from a Plague the Monster brings in. It increases the rate in which teens on the ground bleed out by 200% of the normal rate for 11 seconds. You normally lose health at about .5% per second

Blunder
A blunder happens from a missed minigame skillcheck. It slows your crafting progress by roughly 50% for 5 seconds.

Cowering
Cowering is similar to disrupted, but is caused by Werewolf's Howl ability. The duration cannot be increased with SCREAM FEST.

Disrupted
When a Monster gets a successful hit, they Scream, causing a wave of disruption in a 30m radius around where they are. If a Teen is caught in the range, they are disrupted for a base of 5 seconds. The perk SCREAM FEST can increase the duration to 5.6, 6.2, and 6.8 seconds. Disrupted teens cannot revive, heal, use items, craft, or use weapons. It won't stop the activation of perks.


Deafened
Gained through piloting a Shocksphere, or through Wart's Deafen echolocation/Werewolf's Thunder Howl. Absolutely no sound(Tension Loop, footsteps, teammates, weapons) can be heard for the duration of this effect. Charging an Enigma doesn't work while Deafened, even if standing right next to the monster.

Exposed
The other side can see your aura (an outline of your body). Capturing the rift, perks, mutations, and mods can all cause you to be exposed. You don't take more damage with this status effect, it only gives the information of where you are. Most of the time, omens will spawn around you as an additional cue to someone being exposed.

Enraged
This is a mechanic that empowers the Monster. Each time the monster gets a successful attack, their rage meter goes up about 33% (see Monster section for a more detailed breakdown). An empowered Monster's next attack will cause the Teen they hit to go prone immediately. Any stun, banish or downing a teen will remove the effect.

Fed
Gained after eating a Chompie Bar. After 4 seconds, you start to gain 22% Health back over 3 seconds. Damage taken anytime during the 7 seconds will stop the effect immediately.

Flinch
Monsters when they take damage or are caught within 30m of the Rift when teens capture it. Flinching Monsters move at reduced movement speed(80% roughly) and cannot use abilities.

Overcharged
Applied by Deathwire's Voltage Vise. Teens cannot be affected by another Voltage Vise for 7 seconds.

Shocked
Applied by Death Wire's Voltage Vise. Teens will be heavily slowed and unable to perform most actions for 2.6 seconds (firing weapons, crafting, using items, or vaulting) .

Skill Boost
A crafting speed increase after getting a "perfect" skill check. It increases your crafting speed by roughly 50% for 1 second. This can offset the time it takes to hit the skillcheck since you don't gain crafting progress while the minigame is up.

Staggered
Stagger is currently only applied by a Wart's leap shock-wave. It only slows a Teen's movement speed by about 75% (similar to the speed they are when they are attacking with a weapon).

Teens Revealed
Someone using a Walkie talkie will give every teen this buff. All teens see a staticy aura of each other for as long as the Walkie talkie is active.

Jammed
The Jammed status effect can happen through the Plague of Dread. It reduces your crafting and healing speed by 50% for 20 seconds.

Vision
Vision is a buff gained through multiple means and means that you're able to see the aura of the other team. The most common causes are the rift and noisemakers but there are multiple perks, mutations, and mods that can cause it.

Vulnerable
Teens inside lockers, as well as during the animation of entering or exiting. Teens will instantly go prone if damaged with this debuff.

During Shocked status teens will be slowed and unable to perform most actions.
During Overcharged status teens cannot be affected by another Voltage Vise.
Sound
Sounds in VHS has interesting logic behind it and can take a little bit to get used to. This logic is applied to aura reading perks, firebomb spread, as well as rift and scream disruption.

Sounds is affected by walls. Sound travels ONLY THROUGH OPEN SECTIONS. IF you are downstairs in High School, and the monster is directly above you; they are technically 8~ meters away. Since there is a solid wall between you, you won't hear them. There is 1 exception to this rule! Look at the below examples for a visual example.

IF sound wasn't stopped by walls, this is how it would look. Red is the Terror Track(35m), yellow is the Footstep distance(20m)




HOW SOUND WORKS IN VHS



The pink is the path the sound travels (also how a scream would travel).
I understand the picture is really confusing and I'm going to make it better D:
Basically, even if you're within 35m from the Monster themselves, you might not hear the radius if the shortest straight line path through an opening is further than that. Footsteps can be heard through walls up to 10m away, but are an exception. This provides better tracking when chasing right next to doorways and such.

This also is the logic behind Doll Detection, Crafting tables, Rift spawns/shockwaves, and Monster Screams!
Scoring Points
During the game, certain actions give you points in categories. There are 4 Categories and the max level of points you can earn in a single one is 4000, making a score of 16000 a perfect game. These points give you experience in whichever character you were playing, as well as Account Level experience.


Actions that award points
appear in the top right!



THE POINT VALUES I HAVE ARE SUBJECT TO CHANGE!
You can get more or less depending on some factors but this should give you a better understanding of which actions give you which category!




TEEN POINTS

INGENUITY
Interacting with objects, either by crafting, opening containers(vending, BOTD box, or trashcans), or using items(eating/drinking.
  • SKILLCHECKS - 200 GOOD, 250 GREAT. MOST I've seen is 5 for 1 Raygun craft with bounce mod(20% increased crafting time). Shocksphere charging minigame doesn't award points.
  • Found Item (450 for unlocking Soda same for Candy machine + wastebasket)
  • Drank Pop (100)
  • Trap Disarmed (50) Kill an inactive doll
  • Eat Chompie (100) Only works if missing HP
  • Open book of the Dead (600~) Just open the book. Dead pining gives grit, reviving someone is Coop.
  • Walkie Talkie Time (partial points if turned off early. 250 full duration)
  • Reveal with noisemaker (225 only works if monster walks over it)
  • Capture rift (700) You have to stand on the rift yourself for at least 0.1 seconds for receive the points.

GRIT
Grit is how well you're surviving. Escaping chases, collecting luma, healing yourself, as well as winning the game gives you 1000 + about 150 per % life you didn't lose (1/2 hp will get you 750)

  • Chase Duration (down, hit or escape / points depend on duration. 60-90. got 27 for having the chase symbol for 5 seconds. 114 for 28~ seconds of chase symbol. 148 for 20~ seconds at end of game with weapon? 73 for 14 seconds with weapon. 32 for 6 seconds with weapon it was ambush kill. 162 for 25 second chase)
  • Luma Absorbed (111, 119, 97, 90, 107, 145. Luma seems to grow in "potency" and reward more points depending on their life span.)
  • Shatter Armor (325) ~ may have changed
  • Escaped from Long Chase (85 for a 5 seconds need to double check)
  • Self Heal (255 full heal w/ staff OR medkit)
  • Life Loss Prevented (1500 for no hits) This takes in to account health loss you've sustained during the game. Eating a chompie will NOT increase this score, nor will any other method of replacing health.
  • Survived Match (1000) simply by winning (with health?)
  • Pinging book of the dead while in Death Spectral form (500)

COOP
Anything that helps your teammates. Healing/picking up off floor, assisting with weapon strikes, etc.

  • Guardian (250 getting hit from healthy)
  • Revive Assist (88~ for just pickup, 1000~ for solo pick up no luma gathered)
  • Heal Assist (1025) roughly for a full solo heal
  • Chase assist(300) Get a strike on the monster while they're chasing someone else, or be in chase with a monster and lead them in to an ambush.
  • Wound Assist (300-850) Shattering armour can help with this but assisting with damage before the wound will award points
  • Stun Assist (500) using a weapon on the monster while another teen completes a stun.
  • Resurrection (1250) Use the book of the Dead on a teammate.

FIGHT
Damaging the Monster/minions with weapons
  • Weapon Crafted (400) Finish crafting any weapon
  • Damaged monster(varies) Just damaging the monster will award points
  • Wound Monster (850) Get a Stigma
  • Damaged Monster (60% damage then hid behind wall 140, 60% with sword 130)
  • Killing Blow (850)
  • Stun Monster (500)
  • Destroyed Minion (500) Kill a doll with a weapon


Monster Points

ONSLAUGHT
Dealing damage to teens

  • Teen Injured (100) hitting teen armed or unarmed
  • Teen Downed (150-200)
  • Teen Defeated (350) killing a teen

PURSUIT
being in chase with teens. More points if the teens have a weapon but you don't get struck.

  • Chase Duration roughly 38 points per second the chase lasts. Chases start when you are within around 15m of a teen and you're both running with line of sight. Ends roughly 3~ seconds after Line of Sight is broken and enough distance is gained.
  • Unscathed In Long Chase (85 no weapon )

TORMENT
Using you power to damage teens

    WART
  • Armored Attack (200) Hit a teen while armor is active
  • Leap Attack (200) Hitting While teen is staggered, or 1.5 seconds after landing
  • Echolocated (300) Hit teens while after image is FORMED. Hitting too early won't award points.
    WEREWOLF
  • Hunt attack (225) Attack while hunting
  • Howl Attack (180) - Attack a cowering Teen
  • Berserk attack (180)- Attack while berserk is active
    DOLL MASTER
  • Jump Attacks (150)- Attacking within 1.5 seconds after using your Doll Jump ability (can be mid air)
  • Normal doll attacks (175)
  • Teleporting away from armed Teen (275)
  • Trap Trigger (25) Teen alarms doll by stepping on it

DOMINATION
Damaging armed teens
  • Hit Armed Teen (175) weapon can be uncharged
  • Rage Knockdown (325) Hit a teen while enraged
  • Wounds Avoided (425 per stigma remaining, 1700 for all 4) awarded at end of match
  • Hit Chopper (150) - Successfully hit a flying RC copter
  • Rift Capture (550)
MAPS
Currently there are 3(+1) maps in VHS. They belong to each of the 3 original Monster movies!

The Hotel



The Facility


The High school


The Ice Station

The Ice Station map is currently only available in the Private Screening modes and is not available in live servers. It is tied to the Anomaly monster which is also only available through the custom game mode.
Prizes
This section is a bit sparse but also long winded. Basically you have point boosters, an addition Monster ability that resets on 8-11 hits, Map chance increases, the ability to start with an item as a teen, chances to spawn away from the monster or close to teens, and either extra or fewer item spawns on the map. I'll tweak this as it goes, there's a quick video at the bottom that basically says all of this.

Prizes are something you can bring with you into the match that give you a benefit. Some will simply affect your score; granting you more experience at the end of the match, while others will grant you advantages in games.

You earn prizes through a character's journey and through prize boxes you gain from leveling up or purchasing with in game currency in the shop.

Prizes come in 4 different rarities, and certain movie scenes require specific rarities and types.

The first prize type we'll talk about are score boosters.
Your inventory of score boosters are shared between Monsters and Teens. They boost different but similar categories, for example- onslaught and fight scores are both mostly earned through damaging the other side. It's important to note that for movie scenes that require you to earn a minimum score in a category, boosts are NOT counted.

Map offerings can also be used by either side. They're very straight forward, choose this prize if you wish to go to a specific map. If both sides bring a map prize, it's random as to which one will be chosen!

These next few prizes can only be brought by the teen side.
Stash prizes add one additional pickup to spawn somewhere on the map. I don't believe these actually affect additional wastebaskets or vending machines to be powered on and only have them laying around somewhere. Leo has a great perk to help you to find them!

Unlike stash prizes, These rare prizes allow you to spawn into the map already holding an item! These are very strong, as you don't have to spend time searching around the map for your prize!

Next are spawn prizes. These affect where you spawn in at the beginning of the match, either Away from the monster and next to a weapon station, away from the monster and with another teen, or simply spawn away from everyone. These can be really nice to ensure that you're much safer from getting caught early on.

The last teen prize is called Black Magic and it affects the Book of the Dead! It can give you one of 4 different effects chosen randomly,

Reducing the lockbox puzzles down from 4 to 1
Bringin back the teen into a healthy state instead of an injured one
giving them 100% more life, which lets them take a few extra hits,
or reduce the noise while rezzing for a stealthy insult to God.
Interesting enough, you can stack 4 of these offerings and it will apply all of them, making for super easy resurrections

Now on to the Monster ONLY
As a counter to bringing snacks, the monster can deny them from spawning. These can really help hinder the extra supplies the teens might have brought, or punish them for not bringing any at all.

Plagues are an additional monster ability. You have one use at the start of the match, and you get another use after you've hit enough teens. Since games are typically 20-30 hits, you can get about 2 to 3 uses on average.


Late fees are in their own category. At the start of the match, you can wait an additonal 7 seconds before you transform, meaning you have 21 seconds to run around and find a teen. Once you find them, your transformation duration is halved, meaning whichever poor player you find will have very little chance to run or hide.

The LAST and most rare prize is the Mouse Trap.
This cheeky little prize spawns every player in the same spot, causing a mad dash from all the teens: as they've spawned far from crafting stations and in the open. The monster can quickly transform and chase down one or two teens before any weapons are made. This CAN be countered by the teens bringing their own spawn prizes but as you can't tell what the monster is bringing before hand, you may just get unlucky. Personally I prefer to announce a "dance party" while we're in the lobby; where we all dance as teens for a few seconds at the start of the match, and then I leave them be for a minute to get started on weapons; but to each their own.

With that, you now know all the prizes in VHS! Subscribe for more guides and gameplay videos, and feel free to follow me on Twitch! I have over 300 hours currently in VHS and I'm absolutely loving the game. If you have any questions or requests please feel free to ask in the comments or my chat! Thanks again to everyone for your support and look for more VHS guides to come soon!




This is a somewhat outdated guide but it still works as an overview for the prizes
Game Lore
Extra Resources
Coming from Dead by Daylight or other Asym games?
We've heard it before, VHS is NOT DBD.
* ANY FPS GAME!
Aiming, reflexes, using voice comms, positioning, tactics. All these skills can transfer over to VHS. Luckily there are a lot of weapons with large AOEs and autoaim so it's fairly forgiving.

* Dead by Daylight!
The problem with coming into VHS from DBD is when people don't understand they're VERY different games and not ALL of your skills will transfer over. Some do though.

The main killer interaction for survivors in DBD is running away/looping. A successful interaction is when you don't get hit or even avoiding an interaction all together. In VHS, you NEED to be interacting with the monster. There is no escape, you should be staring the monster in the face multiple times in a match of VHS. If you come into VHS expecting to be a god since you're so good at DBD you're in for a bad time.

Looping CAN happen and knowing how the character can move is important.

360's are a thing, though harder to pull off.

Knowing not to sandbag your teammates is important. It's actually easier not to since they can ping their position + you can always know where they are by looking in the bottom right.

Lockers are a thing but there aren't any survivor perks associated with them and they DON'T block aura reading or monster abilities. THey act more as a place to visually hide from the monster which can help if you pop out with a weapon or a WART echo'd you or something.

The "EXPOSED" status effect means you're aura is shown, not that you'll go down in 1 hit

When the monster is "ENRAGED" think of it like DBD's Exposed Status effect. Next hit insta downs, but it only lasts for 1 hit and will go away if the monster gets banished or stunned.

There still is RNG in terms of the where items spawn, where YOU spawn, which map you get (though there are map offerings) and where exactly the crafting stations spawn. They'll always been in the same general area but they may move 1 room over. The RNG is far less impactful and game changing.




ANY game with Communication! LOADS of games have voice chat to help your organize yourselves and call out information. There are lots of perks in DBD that can help with
Full Gameplay
Additional Links
This is a living document, meaning I'm going to constantly update and change it as the game progresses. I truly love this game and want to see it succeed. Links to my social media to ask questions or just hang out:

Discord.gg/VHS - official discord
https://twitter.com/VHSTheGame -official twitter




Author's Links
www.twitch.tv/bunbunHD
www.YouTube.com/bunbunHD
www.Twitter.com/bunbunHD
www.tiktok.com/@bunbunHD
Any questions or comments can be written in the comments, or sent to contact.bunbunHD@gmail.com
PATCH NOTES - Links
Hotfix Patch 1.0.71274
Bug Fixes
https://steamhost.cn/steamcommunity_com/games/611360/announcements/detail/3351261261778238326

The Endless Summer Catalog is HERE![/h1]
Patch 1.0.71088

https://steamhost.cn/steamcommunity_com/games/611360/announcements/detail/3377156325986856913

Patch 1.0.70309
EULA update, Stigma color changes and stability
https://steamhost.cn/steamcommunity_com/games/611360/announcements/detail/3388414690589809673

Patch 1.0.70169
Matchmaking improvements, QOL Updates, and Bug fixes!

https://steamhost.cn/steamcommunity_com/games/611360/announcements/detail/3377155056825645681
(My thoughts are super positive on this one! Match making is quicker and more xp incentive for Monsters should hopefully entice more people to try it out at least!)

Patch 1.0.69499
Bug Fixes & Tweaks!
https://steamhost.cn/steamcommunity_com/games/611360/announcements/detail/3388413422001610988






GUIDE UPDATE LOG
9/5
-Added section on earning Flux
-Added Deathwire section
-Reworked formatting for all monster sections and added all perks and abilities
-Changed Teen guide and added all teen perks
-Updated Patch section

8/26
- Added more description of weapons
- Updated pictures and added gifs
- Added teen portraits and some perk explanations

8/6
- Updated Status Effects
- Updated more scoring events
- Redid the Weapons section and split them into 2 parts. Still need to add tips for using weapons + a kiting description.
- Teen guide under review, next on my list. If anyone reads this, I spent most of the night getting Werewolf Director's cut outfit :)

8/2
- Updated scoring events
- Changed Quick Game Overview
- Updated Communication section
- Updated teen role section
- Minor wording in various sections

7/30
- Added new patch link to patch notes|

7/28
- Tried to add wording to "sounds" to explain my... awful gif...
- Added to the Weapons section. Further explanations of how to use weapons will come, first I will be making a YouTube Video about all the weapons which will take me some time.

7/27
- Added a section to show how often I update as well as updated title.
- Added to the Sound Section with an amazing gif I made myself and it looks good so be nice >:(
- Added Book of the Dead to Teen Items and Added gif showing the rez
- Added Patch notes section and Patch 1.0.69499 link
What a game looks like as... Teen (unfinished)
You'll spawn into a random area of the map. The monster will be in Teen form at this point, and you won't be able to hear the Terror Track until they transform! The monster will most likely be running around trying to hear or see you, so be wary of making too much sound until you know where they are. After 17 seconds, the monster is forced to transform. If they are within 35m of you, you'll hear a rhythmic thumping/sound that will let you know. If you hear their footsteps, you know they're within 23m of you!

Be careful as the monster can also spawn as close as 20m to you at the start! Always be wary of footsteps if there isn't a 'ping' or your HUD isn't showing teens in a room near you.

You'll want to look around for a crafting table to start making your weapon. The 'C' button is a self ping and it will show your teammates where you are and what you're doing. Being chased, crafting, healing, and being injured all give unique self ping icons. It's a good idea to self ping every 20-30 seconds to show your position or progress on a weapon. Double ping quickly to show an exclamation point to show where the monster is!

Most teens should be crafting at the start but one or two are bound to be found before weapons are made! While you're quite a bit slower than the monsters, you still have options to escape.

If no weapons are yet crafted, make sure you don't accidentally bring the monster to the teens that are working. The more you learn the names of the rooms (shown under each health bar) the better you'll be at avoiding an accidental run in.
What a game looks like as... Monster (unfinished)
Holiday Events
Halloween Event

Winter Holiday Event
Survival Mode
Survival Mode is a new game mode that is coming SOON!
5 teen players craft weapons and battle wave after wave of Monsters and rogue dolls!
The goal is to last as long as you can!

*This game mode was made by a single dev as a fun passion project!
[HB] Beren has been adding to it and tweaking it a LOT and it's really fun.

Currently the only way to play is through custom game modes and that means Peer to Peer connection and no auto searching. Feel free to join the Official Discord[discord.gg] to find players!

Rounds 1-4 a random monster will spawn with 1 stigma needed to banish them. A doll will also run around and try to hit teens. Only the monster needs to be banished for the round to end.
Every 5th round will be a doll only round. Only dolls will spawn and you need to kill them all to end the round. Additional dolls spawn each doll round (around +1 extra each round)

*As the matches progress, the monsters will require 2, 3, and then 4 stigmas to banish per round.

*Weapons are not consumed on strikes or armor breaks. The only exception is the shocksphere or eyeball getting a stun.

*Shocksphere and eye require 2 seconds of contact to get a strike in this mode

Since this game is so new and updates are unconfirmed, lots of things are up in the air as to if they'll get changed, fixed, or kept in.
12 Comments
Sephirothtality 9 Apr, 2023 @ 5:49am 
you are awesome!
SkelXton 3 Oct, 2022 @ 7:25pm 
You should add a link to this site in extra resources. It's a WIP, but it will contain tons of values and information about the game: https://videohorrorstats.com/
Temptation 2 Aug, 2022 @ 3:04pm 
Glad to help
bunbunHD - new and BAD  [author] 2 Aug, 2022 @ 3:02pm 
Thank you!!
Temptation 1 Aug, 2022 @ 3:40pm 
You also get 225 points in ingenuity category for revealing the monster with a noisemaker
shpookies 31 Jul, 2022 @ 10:50am 
Amazing work, bunbun! Thank you for this incredibly comprehensive guide :steamhappy:
Lilybean 31 Jul, 2022 @ 6:26am 
Amazing guide great job :happy_yeti:
λ diminutives 29 Jul, 2022 @ 6:24am 
holy crap this is extremely helpful, tysm i was a bit lost in the beginning but this helps me out a whole ton, some guy showed me a few things and i was pretty happy.
󠁳⁧󠁳⁧⁧N4meless24 28 Jul, 2022 @ 11:22pm 
This is indeed the best guide I've ever seen, thanks so much for the effort you've put into it.
Detri 28 Jul, 2022 @ 8:51am 
Thanks!