The immediate answer
The patch is live as Carnival Hunt 0.5.6622, Steam build 24639738. Its central balance change is Rage: repeated stuns within a short period give the Hunter 15 seconds of stun immunity. Hunters also receive stronger compensation when the Bunny side contains a coordinated party.
The update makes match setup and navigation easier to read. Awakening now exposes the selected rooms, complete player roster, connection state, and scrollable tips. Most interactions gain a gray helper highlight, placed shortcut Ropes gain markers, and opened Final Gates remain highlighted.
Bunny teams can see one another's Madness and hear when someone reaches the limit. A fallen Bunny at zero Charge can now recover without a Shock Box. The official note also targets performance, replay, settings, Impostor, statistics, Jack Charge, MMR, Mannequin navigation, and tutorial problems.
Awakening, interactions, Ropes, and gates are clearer
The old standalone Awakening widget is removed and replaced by a component set for generated-room cards, match players, and manually scrollable tips. Eight room-card images are new, covering Amusement Hall, Carousel, Chess Court, Circus, Nocturne, Organ Hall, Plaza, and Ring.
A new helper-highlight ability scans highlightable actors, while interaction actors add the matching helper-highlight interfaces. Shortcut Ropes use a new Bunny marker ability and world focus widget. The Final Gate graph adds an all-player highlight path after opening.
The cooked marker graph names its minimum and maximum distance controls, but their final runtime distances are not safely recoverable as labeled values. The guide therefore preserves the official wording instead of inventing a range.
Rage limits stun chains and empty Bunnies can recover
The Hunter stun ability now tracks a StunCounter, enters Status.Hunter.Rage, and checks the Firework and Marble Balls stun tags separately. New Rage voice and loop audio ship with the implementation. The official duration is 15 seconds; the complete trigger window and reset sequence are not exposed as safely named cooked values.
The Bunny's zero-Charge passive also changes directly, corroborating the new recovery branch after a depleted fall. Exact recovery timing remains a live-test boundary, but a Shock Box is no longer the only stated route back up.
Hunter party compensation scales in four ways
Four new party-bonus objects implement Charge reduction, XP increase, starting Keys, and maximum traps. They are connected to the game mode, match-player roster, and final-statistics paths.
Applying the official formulas produces the following table. The percentage columns are calculated from the announcement; the client confirms the four systems and their party-player inputs.
| Bunnies in party | Hunter Charge use | Hunter XP | Extra Keys | Extra traps |
|---|---|---|---|---|
| 1 | No reduction | No bonus | 0 | 0 |
| 2 | 5% less | +5% | +1 | 0 |
| 3 | 10% less | +10% | +2 | +1 |
| 4 | 15% less | +15% | +3 | +1 |
| 5 | 20% less | +20% | +4 | +2 |
Madness becomes team information
The Bunny HUD and Madness ability change so teammate state can be surfaced. The Madness state adds Noise.MadBunny, and the Noise UI data changes with it, corroborating the shared limit notification.
The packaged Bunny maximum remains 100. This update changes visibility and feedback rather than the published threshold.
Japanese shipped; Korean did not appear in this client
Japanese is fully present in the installed package. The ja-JP catalog contains 1,685 entries with Japanese script, where the prior build contained no Japanese-script entries.
The same package scan does not corroborate the announced Korean support. There is no ko-KR culture directory, Korean catalog, or Hangul string in the decoded Windows client. The mn-MN directory contains Mongolian Cyrillic and is not Korean. Korean may have missed this client delivery or depend on another path, so it remains announced but not package-confirmed.
Timeouts, replays, settings, and the wider fix pass
The effective project timeout is now 60 seconds. Build 0.5.6555 explicitly overrode both connection timers to 30 seconds; 0.5.6622 removes those overrides and inherits the engine's 60-second defaults. That confirms the final target while showing that the installed baseline was 30 seconds, not the 15 seconds stated in the note.
Replay controllers and HUD, settings menus, the Magician Hat and active Impostor, final-statistics widgets, player-state and MMR paths, Sisters HUD, Jack Charge, Mannequins, and tutorials all change directly. Dash and High Jump specifically remove their Strength-multiplier calls.
The Mannequin navigation agent's step height rises from 44 to 90 Unreal units, which is consistent with the stair fix. Crash elimination, replay integrity, final MMR award, settings behavior, and every navigation edge case still need runtime reproduction.
| Configuration | Before | Now |
|---|---|---|
| Project version | 0.5.6555 | 0.5.6622 |
| Connection timers | 30 s override | 60 s inherited |
| Steam/IP client-rate caps | 100,000 | 200,000 |
| Mannequin step height | 44 uu | 90 uu |
Unlisted: three passive gears and six recipes
The installed build adds three complete passive-gear records that were not named in the official patch note. Each includes an inventory item definition plus matching ability and gameplay-effect assets. Their unlock path is not exposed by the static package.
| New passive gear | Role | Packaged effect |
|---|---|---|
| ShockBox Efficiency | Bunny | +25% Shock Box efficiency |
| Ticketman Recovery | Shared Hunter | +30% Ticketman recovery speed |
| Hat Snatcher Movement Speed | Magician | +25% Snatcher movement speed |
Six Common cosmetic recipes are also new, raising the crafting reference from 46 to 52 recipes: Default Mask, Impostor Mask, Morning Wig, Regular Glasses, Short Black Wig, and Sunglasses. Every new recipe uses quantities of two, four, and six Common materials, with the material families varying by cosmetic.
Installed-build cross-check
A fresh 0.5.6622 conversion completed with 15,112 packages and zero failures. Against 0.5.6555, the comparison found 353 changed matched files, 105 additions, two removals, and 1,035 case-only path changes across 37,760 current physical files. The delta resolves to 234 touched package roots. Another 21 of 4,637 loose files changed.
All 15 decoded sources behind the guide's published match, Charge, scoring, progression, rank, region, chest, slot-machine, and floor-loot values are byte-identical to the previous build. Existing numeric reference pages therefore remain valid through 0.5.6622.
Official patch notes
Open the disclosure below to read the Steam announcement in its original categories and wording.

