Bunnies / team objective

Climb, power the exit, escape

Bunnies have no basic attack. Their leverage comes from movement, hiding, items, loadout gear, and making the Hunter cover several possible routes.

  • Complete room objectives and open useful shortcuts.
  • Share keys, cogs, recovery items, and route information.
  • Reach the Grand Door or use the Lost Hat during Final Phase.
Hunter / control objective

Delay, catch, remove protection

The Hunter is faster than a Bunny and controls space with a character-specific kit. Catches become valuable when the team cannot rescue safely.

  • Guard active objectives and listen for noisy interactions.
  • Steal resources and force Bunnies into unsafe rotations.
  • Remove Life Gears, isolate targets, and secure eliminations.

The four-floor loop

The rooms change, but this rhythm repeats on every normal floor.

02

Complete objectives and climb

Bunny priority
Operate the room objective, preserve shortcuts, and move resources toward the next floor.
Hunter priority
Contest objective progress and convert noisy interactions into catches or lost protection.
03

Recover the team

Bunny priority
Wind depleted teammates, restore missing Life Gears, and release Bunnies caught in cages or Mannequins.
Hunter priority
Isolate the weakest Bunny, remove keys and items, and deny safe rescue windows.
04

Open the final route

Bunny priority
Power the fourth-floor Grand Door and escape before the Hunter converts pressure into eliminations.
Hunter priority
Protect the last route and prepare for the Lost Hat if Final Phase begins.

Charge, Rage, Madness, protection, and status

These shared mechanics explain most first-match confusion, including the anti-stun and team-information changes in build 0.5.6622.

Package

Charge is your ability to act

The normal maximum is 100. Sprinting, heavy carrying, active abilities, and most non-critical skill checks consume it. A depleted Bunny can now get up from a fall without a Shock Box.

Open reference
Official

Rage stops extended stun chains

Repeated stuns within a short period give the Hunter 15 seconds of stun immunity.

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Calculated

Premade parties strengthen the Hunter

Each additional Bunny party member adds Charge-use, XP, and Key compensation; parties of three or more also add traps.

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Package

Madness is now team information

Bunnies can see teammate Madness up to the packaged maximum of 100, and everyone hears the limit notification.

Open reference
In-game text

Life Gears are protection

A Bunny begins with three. Oiler can restore one missing gear up to that normal maximum.

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Official

Panic changes trap interactions

A panicked Bunny does not trigger Impostors or Mannequins, and the hotfix prevents Confusion from being added during Panic.

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Package

Confusion prevents sprinting

Scream of Pain applies the current three-second configured effect instead of Stun, unless the target is already panicked.

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In-game text

Final Phase changes the objective

It starts after 25 minutes, when the final gate opens, or when only one Bunny remains.

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Players: 6 maximum · Main phase: 25 minutes · Verified build: 0.5.6668