335 indexed records
Update

Carnival Hunt August 11 Update Completes Key Settings and Fixes Match Reliability

Build 0.5.6668 completes the Key Settings rework, fixes replay input, chat, cursor, inventory, statistics, matchmaking, tutorial, collision, and Sisters issues, refreshes notification audio and Firework effects, and ships Korean localization in the installed client.

Patch Notes

Early Access Patch Note No. 5 Adds Hunter Rage, Party Bonuses, and Clearer Match Information

Build 0.5.6622 adds Hunter Rage, party-size compensation, a rebuilt awakening screen, interaction and route markers, team Madness information, Japanese localization, six recipes, three passive gears, and a broad reliability pass.

Hotfix

Carnival Hunt August 4 Hotfix Rebalances the Sisters and Fixes Chess Court

Build 0.5.6555 cuts Scissors range from 50 m to 40 m, reduces hit Stun from 3 s to 2 s, failed-catch Stun from 2 s to 1 s, and Scream Confusion from 5 s to 3 s, while adding visible Noise, gamepad support, and broad reliability fixes.

Hotfix

Carnival Hunt August 3 Hotfix Doubles Rabbit Holes and Expands Replays

Build 0.5.6540 doubles Rabbit Holes, reduces the Oiler daily to one use, expands replay timelines, fixes traversal problems, and includes an unlisted Trap Tamer rework.

Hotfix

August 2 Hotfix: Loot, Bunny Interactions, Controls & Rooms

Build 0.5.6518 shifts item spawns from corpses toward chests, fixes Firework, Impostor, Scream, Ticketman, Mannequin, Ring, and Amusement Hall interactions, and includes control, startup, server, and interface fixes.

Hotfix

July 31 Hotfix: Ring Collisions, Tasks & Trap Mannequins

Build 0.5.6491 fixes collision problems in the game and tutorial, repairs Ring 3F rope and Ring 1F Ticketman problems, corrects Hunter task progression, and adjusts Trap Mannequin behavior.

Hotfix

July 31 Hotfix: Small Gates, Sisters, Rooms & Stability

The newest hotfix repairs Small Gate collision, adds Sisters chase music, requires repairing a deactivated trap Mannequin, fixes room generation and a Circus 4F issue, and addresses a cannon-to-Mannequin crash.

Guide update

Complete Map Route Reference Is Now Live

The Field Guide now turns shared floor notes into an interactive room-by-room reference covering the four-room loop, all 32 room-floor sheets, and 41 documented routes.

Hotfix

July 29 Hotfix: Crashes, Tasks, Gates & Tutorial Fixes

The latest hotfix fixes an Easy Mode crash, two task-progression bugs, infinite Confusion, Small Gate visuals, region-label selection, and several Bunny tutorial problems.

Guide update

Complete Crafting Recipe Reference Is Now Live

The Field Guide now covers all 52 current loadout gear, modifier, and cosmetic recipes with exact material quantities and quality requirements.

Hotfix

July 28 Hotfix: Every Fix and Verified Change

The latest official post began as an urgent maintenance notice and was updated with 11 tutorial, map, status-effect, audio, settings, region-selection, and notification fixes.

Patch notes

Early Access Patch №2: What Changed

The Sisters became easier to hear and counter, Confusion replaced Scream's Stun, active Mannequins gained new counters, and selectable server regions arrived.

Patch notes

Early Access Patch №1: The Sisters Arrive

The first post-launch roundup introduced The Sisters, explained their Scissors, Scream, Mannequin, and Mirror kit, and bundled a large launch-week stability and balance sweep.

Official news

Carnival Hunt Enters Early Access

Beer Night Studio and Crytivo opened Carnival Hunt to all players on Steam, beginning the game's public Early Access phase.

Official news

Early Access Launch Details and Roadmap

The pre-launch briefing described two Hunters, 32 modular rooms, gear customization, planned content cadence, and the experimental Bunny Town concept.

Feature

Official Tips for Your First Matches

The official primer explains the four-floor climb, Grand Door escape, three Life Gears, useful Bunny items, Hunter objective control, Ticketmen, and Impostor traps.

Guide

Start Here

The shortest route from installing the game to understanding your first match.

Guide

How a Match Works

Objectives, floor progression, Charge, Rage, Madness, party bonuses, protection, traps, and Final Phase.

Guide

Character Reference

All three playable roles, their current base kits, exact exposed values, counters, and complete update history.

Guide

Match Item Reference

Patch-relevant match tools, current interactions, loot boundaries, and the complete visual item catalog.

Guide

Gear & Loadouts

All 24 current loadout gears, compatible roles, configured effects, recipes, and change history.

Guide

Crafting Recipes

All 52 current recipes with exact material quantities, qualities, colors, and direct gear relationships.

Guide

Map Route Reference

The four-room loop, fixed floor rules, and 41 documented routes across 32 room-floor sheets.

Guide

Scoring & Loot Economy

Action scoring, rank thresholds, rating-based floor loot, and slot-machine offer bands.

Guide

Evidence & Methodology

How package values, official changes, calculations, testing, and unknowns are labeled.

Character

Bunny

Bunnies have no basic attack. Their kit is movement, stealth, Charge management, protection, items, and an equipped active/passive gear loadout. Current fixes silence voice lines while playing dead and allow recovery from a zero-Charge fall without a Shock Box.

Character

The Magician

The Magician is the faster packaged Hunter. He controls routes with Impostors, catches at range with Hat Trick, and trades visibility for repositioning. Build 0.5.6668 adds soft-landing audio and corrects tutorial movement, interrupted-match rewards, and win tracking.

Character

The Sisters

The Sisters move more slowly than the Magician but retain movement during many actions. Their current kit uses the shorter Scissors and Confusion windows from August 4; build 0.5.6668 also fixes starting Keys, obstacle catches, Mirror clothing, and related alert and travel audio.

Ability

Imposters

Places fake Bunny puppets near objectives or passages. A caught Bunny must pass skill checks; failures remove protection.

Ability

Scissors

A tap throws the Scissors to grab a downed Bunny or stun a standing one for two seconds. A failed catch now Stuns for one second. Holding the throw on a standing target starts a pull skill check; Patch №2 halves its success zone, and build 0.5.6668 fixes catches through obstacles.

Ability

Scream of Pain

The Nice Sister knocks nearby Bunnies away and applies Confusion instead of Stun. Confused Bunnies can move but cannot sprint. Scissors embedded in a surface can carry the Scream to that point; build 0.5.6668 replaces the notification sound.

Ability

Mannequin Control

The Evil Sister awakens a floor Mannequin, assigns a guard point or patrol route, then confirms the command. Active Mannequins persist, but Radar can detect them and Bunnies can free trapped teammates by interacting.

Ability

Small Mirror

Travels like the Magician's booth system but leaves one return Mannequin. Reusing the ability or using RMB in a mirror returns to it; Patch №2 fixes the RMB return failing during mirror cooldown, and build 0.5.6668 fixes post-travel clothing and adds Mirror-out audio.

System

Charge

Charge is the wind-up resource that lets Bunnies and Hunters move, perform active actions, and operate key mechanics.

System

Hunter Rage

Rage is the anti-stun state added in build 0.5.6622. Repeated stuns within a short period make the Hunter immune to further stuns for 15 seconds.

System

Hunter Party Bonuses

Build 0.5.6622 compensates the Hunter when Bunnies queue as a party, scaling Charge use, XP, starting Keys, and maximum traps with party size.

System

Madness

Madness is a 0–100 Bunny meter built by frightening Hunter actions and carnival threats. Build 0.5.6622 exposes teammate levels and adds a shared limit notification.

System

Life Gears

Life Gears are a Bunny’s three protective layers. When all three are gone, the Hunter can execute that Bunny.

System

Panic

Panic is an emergency Bunny state tied to lost protection and escape tools. While Panic is active, Confusion cannot be applied.

System

Confusion

Confusion prevents a Bunny from sprinting. Scream of Pain applies it for the configured three seconds unless Panic or an excluded interaction state is already active.

System

Final Phase

Final Phase is the endgame state that begins after 25 minutes, when the final gate opens, or when only one Bunny remains.

Gear

Dash

Launches the Bunny in the aimed direction. Strength no longer changes Dash in build 0.5.6622.

Gear

Dodge

Changes into the Bunny dodge state for a short evasive movement.

Gear

High Jump

Launches the Bunny sharply upward for traversal or escape. Strength no longer changes High Jump in build 0.5.6622.

Gear

Impostor Seeker

Highlights Magician Imposters around the Bunny.

Gear

Sacrifice

Applies Panic in exchange for one Life Gear. It cannot be activated during the end phase.

Gear

Cheerleading

Actions consume less charge while a teammate is close.

Gear

Large Pockets

Unlocks another inventory position.

Gear

Ex-Con

A green cage skill-check field no longer consumes charge.

Gear

Soft Paws

Suppresses Bunny footstep sounds while Panic is active.

Gear

ShockBox Efficiency

Increases the efficiency of Shock Boxes used by the Bunny.

Gear

Listening

Stand still to listen for Bunnies that are not playing dead.

Gear

Warden

Starts the match with another Wind-Up Key.

Gear

Mind-Breaker

Increases Madness applied to Bunnies from all sources.

Gear

Standing Ovation

Increases points earned from Hunter-specific tasks.

Gear

Strong Hand

Slows a carried Bunny's wiggle progress.

Gear

Trap Tamer

Raises the available trap count for either Hunter: one more Impostor for the Magician or one more Mannequin for the Sisters.

Gear

Ticketman Recovery

Increases the Hunter's recovery speed after a Ticketman interaction.

Gear

Return Impostor

Returns the first placed Impostor to the Magician and refreshes the trap cooldown.

Gear

Creepy Speech

Speaks a voice line and adds Madness to Bunnies in hearing range.

Gear

Collector

Reveals another slot while searching a caught Bunny.

Gear

Hasty Collector

Searches caught Bunnies faster.

Gear

Lucky Charge

May preserve the Magician's key after self-winding.

Gear

Refreshing Charge

Refreshes ability timers after the Magician winds himself.

Gear

Hat Snatcher Movement Speed

Increases the movement speed of the Magician's Hat Snatcher.

Recipe

Endurance I

Craft Endurance I with 2 Wooden coin, 4 Broken scissors.

Recipe

Endurance II

Craft Endurance II with 2 Iron coin, 4 Broken rusty chain.

Recipe

Endurance III

Craft Endurance III with 2 Copper coin, 4 Kitchen scissors.

Recipe

Endurance IV

Craft Endurance IV with 2 Silver coin, 4 Hardened bolt.

Recipe

Endurance V

Craft Endurance V with 2 Mirror with unique framing, 4 Silver coin.

Recipe

Intelligence I

Craft Intelligence I with 2 Old buttons, 4 Broken pocket watch.

Recipe

Intelligence II

Craft Intelligence II with 2 Old decoration buttons, 4 Broken scissors.

Recipe

Intelligence III

Craft Intelligence III with 2 Hardened bolt, 4 Old decoration buttons.

Recipe

Intelligence IV

Craft Intelligence IV with 2 Silver ring, 4 Hardened bolt.

Recipe

Intelligence V

Craft Intelligence V with 2 Gold ring, 4 Ordinary engraved pocket watch.

Recipe

Speed I

Craft Speed I with 2 Broken pocket watch, 4 Muddy shard of mirror.

Recipe

Speed II

Craft Speed II with 2 Broken engraved pocket watch, 4 Wooden coin.

Recipe

Speed III

Craft Speed III with 2 Ordinary pocket watch, 4 Kitchen scissors.

Recipe

Speed IV

Craft Speed IV with 2 Titanium bolt, 4 Dirty mirror.

Recipe

Speed V

Craft Speed V with 2 Gemstone buttons, 4 Titanium bolt.

Recipe

Clown Body

Craft Clown Body with 2 Ripped glove, 4 Scrap of map, 6 White chalk, 8 Scrap of paper.

Recipe

Clown Glasses

Craft Clown Glasses with 2 Old threads, 4 White chalk, 6 Ripped glove.

Recipe

Clown Hair

Craft Clown Hair with 2 Torn ticket, 4 Old threads, 6 Scrap of leather.

Recipe

Clown Hat

Craft Clown Hat with 2 Torn ticket, 4 Scrap of leather, 6 White chalk.

Recipe

Clown Nose

Craft Clown Nose with 2 Dirty piece of bandage, 4 Torn ticket, 6 Scrap of paper.

Recipe

Default Mask

Craft Default Mask with 2 Scrap of map, 4 Scrap of leather, 6 Scrap of paper.

Recipe

Elf Body

Craft Elf Body with 2 Dirty whole bandage, 4 Scrap of fabric, 6 Old threads, 8 Ripped glove.

Recipe

Elf Hat

Craft Elf Hat with 2 Dirty whole bandage, 4 Scrap of map, 6 Scrap of fabric.

Recipe

Elf Makeup

Craft Elf Makeup with 2 Dirty whole bandage, 4 Scrap of fabric, 6 White chalk.

Recipe

Extra Pumpkin Hat

Craft Extra Pumpkin Hat with 2 Elastic bandage, 4 Old map, 6 Crumpled ticket.

Recipe

Grifter Hat

Craft Grifter Hat with 2 Dirty piece of bandage, 4 Old threads, 6 Scrap of paper.

Recipe

Grifter Mask

Craft Grifter Mask with 2 Dirty piece of bandage, 4 Scrap of leather, 6 Torn ticket.

Recipe

Impostor Mask

Craft Impostor Mask with 2 Dirty piece of bandage, 4 White chalk, 6 Ripped glove.

Recipe

Morning Wig

Craft Morning Wig with 2 Scrap of map, 4 Torn ticket, 6 Old threads.

Recipe

Regular Glasses

Craft Regular Glasses with 2 Scrap of map, 4 Scrap of fabric, 6 Dirty piece of bandage.

Recipe

Short Black Wig

Craft Short Black Wig with 2 Scrap of map, 4 Old threads, 6 Scrap of fabric.

Recipe

Sunglasses

Craft Sunglasses with 2 Scrap of map, 4 Scrap of leather, 6 Ripped glove.

Item

Wind-Up Key

Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys. Keys wind teammates, activate Jack and rides, power other puppets, and can be stolen by the Hunter.

Item

Cog

Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms. Cogs power gates, shortcuts, and fourth-floor Grand Door mechanisms.

Item

Oiler

Refills a lost protective Life Gear, up to the normal maximum of three. Oiler restores missing Bunny protection and can be found by a Radar search mode.

Item

Firework

Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies. The August 2 hotfix adds a small area of effect to prevent double trapping. Firework stuns also feed the Hunter's anti-chain Rage check introduced in build 0.5.6622, and build 0.5.6668 replaces the older colored smoke and impact presentation.

Item

Shock Box

Restores Charge and grants Energized. Since build 0.5.6622, a fully depleted Bunny can stand back up without carrying one. A carried Shock Box remains a self-charge and Energized tool. Patch Note No. 5 removes its former requirement for standing back up after a zero-Charge fall; that recovery path now works without the item.

Item

Rope

Place it at a Rope anchor so the team can climb between floors. Place a Rope at a valid anchor to create a team route. The August 3 hotfix corrects slow traversal and invalid attachments, build 0.5.6622 adds a focus marker, and build 0.5.6668 fixes an equipped item disappearing when Rope placement begins.

Item

Lockpick

Use it on locked loot chests. Lockpicks open locked loot chests. Build 0.5.6540 removes the incorrect inventory-consumption path that could take one after a Bunny escaped a cage.

Item

Bike / Unicycle

Use it to move quickly; the HUD switches to the mounted Bike state. Mounting switches the Bunny into the Bike movement state. The August 2 hotfix targets a Bike-related crash; the installed package supports the owning item area, while the complete runtime failure path remains unexposed.

Item

Marbles

The Monster receives a skill check when running over them and falls if it is failed. A running Hunter who crosses the floor trap receives a skill check and falls on failure. Build 0.5.6622 explicitly checks Marble Balls alongside Firework when tracking repeated stuns for Rage.

Item

Cuddlebun

Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed. Cuddlebun reduces Madness and applies Calmness, helping a Bunny cross Ticketman hearing zones. Patch Note No. 5 makes teammate Madness visible and announces the limit to the whole Bunny team, making the timing easier to coordinate.

Item

Toolbox

Trade it through Jack with candy for a random item. The August 11 update rewrites Jack's item pool without changing the separate four-band offer table or legendary counter. Static package data confirms the catalog change, not the normalized live odds.

Item

Radar

Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins. Patch №2 adds detection for active Sisters Mannequins. Radar also searches for keys, cogs, oilers, Impostors, and the Lost Hat through target-specific modes.

Item

Lost Hat

A Bunny can use it to escape; if the Monster finds it, the Monster receives major endgame advantages. Bunnies need Radar to locate it. A Bunny can use the Lost Hat to escape. If the Hunter finds and destroys it, the Hunter receives endgame advantages and a packaged score award.

Communication

Charge me

Use before you run dry; winding is audible and can reveal both Bunnies.

Communication

Come with me

Useful for two-player objectives, rescues, and coordinated floor routes.

Communication

Go there

A quick route or objective callout without opening voice chat.

Communication

No key

Warns teammates you cannot wind a Bunny or start a key-powered mechanism.

Communication

Need oil

Oil restores protection, up to the Bunny's normal three-gear maximum.

Communication

Need support

Use for rescue, cover, a two-person ride, or pressure at an objective.

Communication

Play dead

A stealth call: stop moving and blend in so the Monster must spend time checking.

Communication

Run

Usually means the Monster is close or the current position is unsafe.

Communication

Quiet

Keys, sprinting, objectives, and voice can give away a position.

Communication

Stay here

Useful when one Bunny must operate a lever, key, cannon, or ride for another.

Communication

Wait

Helps synchronize routes, saves, and multi-Bunny mechanisms.

Communication

Emotes

Social expression; it does not indicate a separate objective.

Communication

Key on back

Signals that the Bunny can be wound from behind or is involved in a winding interaction.

Communication

Voice chat

Use short proximity callouts; Monster players can exploit noisy or lengthy coordination.

World markers

Attraction

Check the marked mechanism for a route, ride, or interaction.

World markers

Cage

Marks a place where a caught Bunny can be confined and may need rescue.

World markers

Cannon

A Bunny loads or rides while another interaction fires the cannon toward a higher route.

World markers

Chest

Search it for match items or resources; some chests require a Lockpick. Patch Note №2 removes empty chests.

World markers

Dead Bunny

It can hold loot and also provides visual cover for a living Bunny playing dead.

World markers

Gate / door

Gates open routes, objectives, or shortcuts and often consume a found cog.

World markers

Ferris lever

Coordinate the lever with the Bunny moving to the wheel; timing can matter for solo use.

World markers

Ferris Wheel

Ride it after activation to reach the next vertical layer.

World markers

Cog mechanism

Insert a cog to power a gate, shortcut, or final exit mechanism.

World markers

High Striker

Complete its timing sequence to activate a zipline or upward route.

World markers

Jack

Spend candy, trade a toolbox, recharge, or obtain random match items depending on the station state.

World markers

Magician booth

Treat it as a Magician rotation or teleport landmark.

World markers

Poster

The asset is present as a markable interactable; no current gameplay effect was verified.

World markers

Rabbit Hole

A panicked Bunny can use it to relocate to a random hole on a lower floor; on floor one it stays on that floor.

World markers

Traincart / rollercoaster

It is key-powered and may require one Bunny to operate it while another rides.

World markers

Rope anchor

Attach a Rope here to create reusable vertical movement for the team.

World markers

Ticketman

The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.

World markers

Toy Factory

Present in the packaged UI, but its current live objective behavior is not documented.

World markers

Impostor Bunny

Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.

World markers

Location ping

The ping itself carries no mechanic; context tells teammates what is at the spot.

World markers

Magician

Rotate away, warn teammates, or pressure an objective in another wing.

World markers

Mannequin

Treat it as a hunter threat / control landmark.

Bunny states

Caught

Teammates should prepare a rescue or a Firework interruption.

Bunny states

Charging

Charge keeps mechanical puppets moving and using active actions.

Bunny states

In chase

Use it as a team warning: create distance or push objectives elsewhere.

Bunny states

Playing dead

Movement gives the deception away; blend with inert bodies and manage charge.

Bunny states

Protection broken

Fewer protective gears means fewer captures/throws before elimination; an Oiler can restore protection.

Bunny states

Dead

The crossed, greyed icon is terminal rather than a temporary disable state.

Bunny states

In cage

A rescue or escape interaction is required before normal movement resumes.

Bunny states

Key on back

Indicates a winding opportunity or active charge support.

Bunny states

On Balloon

Vertical mobility can bypass some gates and reach ledges or objectives.

Bunny states

On Unicycle

The ride increases mobility but is a distinct mounted state.

Bunny states

On Rope

The Rope creates a team route between vertical layers.

Bunny states

Panicked

Panic grants a speed burst and access to Rabbit Holes; a caught Bunny may receive an escape skill check. Patch Note №2 says Panic no longer triggers Impostors or Mannequins.

Match items

Balloon

Float over selected gates or gaps and reach ledges/objectives; route guides specifically document Balloon bypasses.

Match items

Bike / Unicycle

Use it to move quickly; the HUD switches to the mounted Bike state.

Match items

Blammo

The current English tutorial text does not identify its effect, so treat this as legacy or unconfirmed.

Match items

Candy

Spend it with Jack or the slot machine for recharge, items, or random rewards.

Match items

Cannon interaction

It represents the interaction state rather than a carryable cannon.

Match items

Cuddlebun

Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.

Match items

Firework

Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies.

Match items

Cog

Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.

Match items

Jinglebun

Place it on a route; when the Monster crosses it, teammates receive a location warning.

Match items

Wind-Up Key

Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys.

Match items

Lockpick

Use it on locked loot chests.

Match items

Lost Hat

A Bunny can use it to escape; if the Monster finds it, the Monster receives major endgame advantages. Bunnies need Radar to locate it.

Match items

Marbles

The Monster receives a skill check when running over them and falls if it is failed.

Match items

Oiler

Refills a lost protective Life Gear, up to the normal maximum of three.

Match items

Radar

Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.

Match items

Rope

Place it at a Rope anchor so the team can climb between floors.

Match items

Rope (alternate icon)

It means the same vertical route tool; the duplicated asset belongs to another inventory state.

Match items

Shockbox

Restores some charge, can revive a fully drained Bunny when carried, and grants temporary Energized status.

Match items

Toolbox

Trade it through Jack with candy for a random item.

Crafting resources

Bandage

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Chain

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Chalk

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Glove

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Bolt

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Button

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Coin

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Fabric

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Mirror

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Scissors

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Thread

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Ticket

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Leather

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Map

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Paper

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Ring

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Crafting resources

Watch

This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.

Loadout gears

Agility

The public guide calls the comparable modifier Speed; the exact current stat mapping for this filename is not independently verified.

Loadout gears

Cheerleader

Reduces charge consumption while another Bunny is nearby.

Loadout gears

Collector

Allows one additional inventory slot to be inspected during a search.

Loadout gears

Creepy Speech

Raises the Madness of nearby Bunnies.

Loadout gears

Dash

Performs a fast horizontal leap for dodging or repositioning.

Loadout gears

Endurance

Reduces the charge consumed by Ability Gears; balance values can change by rarity and patch.

Loadout gears

Ex-Con

A successful green-zone cage skill check does not consume charge.

Loadout gears

Hasty Collector

Shortens the time spent searching captured prey.

Loadout gears

High Jump

Launches the Bunny upward to escape pressure or clear obstacles.

Loadout gears

Impostor Seeker

Reveals nearby Impostor Bunnies in roughly a 50-metre radius.

Loadout gears

Trap Tamer

Adds one Impostor for the Magician or one Mannequin for the Sisters.

Loadout gears

Intelligence

Reduces active-ability cooldown and, by upgrade level, charge consumption.

Loadout gears

Large Pockets

Adds one extra inventory slot.

Loadout gears

Lucky Charge

Gives a chance for a self-charge not to consume the key.

Loadout gears

Mind-Breaker

Makes Madness effects applied to Bunnies stronger.

Loadout gears

Oiler gear

It is distinct from the carried Oiler item icon; the exact current gear effect was not verified.

Loadout gears

Refreshing Charge

Resets ability cooldowns after the Magician charges themself.

Loadout gears

Return Impostor

Recalls the first placed Impostor and refreshes the Impostor cooldown.

Loadout gears

Sacrifice

Consumes one Life Gear to trigger Panic and its escape tools.

Loadout gears

Shush / Listening

A public guide describes Listening as detecting non-playing-dead Bunnies while the Monster stands still; the filename-to-effect match remains inferred.

Loadout gears

Soft Paws

Removes footstep sounds while the Bunny is Panicked.

Loadout gears

Standing Ovation

Increases rewards from Monster-exclusive objectives.

Loadout gears

Strong Hands

Reduces a carried Bunny's wiggle progress, making escape harder.

Loadout gears

Warden

Starts the match with one additional key.

Monster skills

Playing Cards

The lit icon is ready or active; the dark version is unavailable or on cooldown.

Monster skills

Hat Trick

The icon pair distinguishes ready from disabled state; consult the in-game tutorial for the current controls.

Monster skills

Impostor Bunny

An activated Impostor grabs and holds a disturbed Bunny so the Monster can close in.

Monster skills

Invisibility

Use it to approach or rotate without being seen; the grey icon is unavailable.

Monster skills

Control

Patch Note №2 adds Bunny rescue interaction and lets Radar detect active Mannequins.

Monster skills

Mirror

The icon pair indicates ready versus inactive state.

Monster skills

Scissors

Patch Note №2 halves the pull skill-check success zone and improves catches from Mannequins.

Monster skills

Scream

Patch Note №2 makes Scream apply Confusion instead of Stun; Confused Bunnies cannot sprint.

HUD indicators

Hammer speed

A positive buff icon; it remains visible while the bonus is active.

HUD indicators

Rope speed

A positive buff icon; it remains visible while the bonus is active.

HUD indicators

Run speed

A positive buff icon; it remains visible while the bonus is active.

HUD indicators

Skill active

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill cooldown

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill locked

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill disabled

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill highlighted

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Locked slot

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.

HUD indicators

Skill-check cursor

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

HUD indicators

Skill-check target

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

HUD indicators

Skill-check danger

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

HUD indicators

Objective progress

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.

Ranks

New Kid

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Extra

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Opener

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Comic

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Dazzler

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Star

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Mastermind

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Ranks

Legend

It communicates account or competitive progression; it is not an item, objective, or temporary buff.

Event icons

Chess event 1

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Event icons

Chess event 2

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Event icons

Chess event 3

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Event icons

Chess event 4

The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.

Economy & crafting

Golden Candy

Used by the reward and slot-machine economy; the 32px and 128px files are the same currency at different UI sizes.

Economy & crafting

Scraps

The 32px and 256px assets are display-size variants of the same resource.

Economy & crafting

Gear blueprint

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.

Economy & crafting

Random recipe

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.

Economy & crafting

Skin blueprint

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.

Economy & crafting

Reward chests

The color communicates reward tier; these are inventory/reward icons rather than map chest markers.

Map

Carousel

The same route pattern as Plaza: one gated staircase, then two free ziplines. The August 3 hotfix repairs 1F collision.

Map

Plaza

A single ascent on floors 1-3. The upper ziplines are free, with optional shortcuts. Current fixes cover the booth-room floor hole, the 2F Rope spot, and the 4F Impostor grab against a ziplining Bunny.

Map

Amusement Hall

Team routes matter here: the coaster and cannon need a key and another Bunny to launch you. Later fixes block the 3F wall opening, adjust 2F Gear spawning, repair collision, and reposition the 3F objective.

Map

Organ Hall

Two first-floor choices, a team cannon on floor 2, and one true ascent from floor 3.

Map

Chess Court

Two opening routes, a two-part Ferris Wheel gate, and a free floor-3 zipline. The August 4 hotfix targets collision problems and a softlock.

Map

Performance Hall

Two opening routes, a two-cog staircase on floor 2, and a Ferris Wheel route on floor 3.

Map

Ring

Ring adds a zipline on every ascent floor and asks for more cogs than the other center rooms. Current fixes cover the ceiling and lamp, the 3F Rope, a blocked 1F Ticketman, the 1F bench, Mannequin stairs, and the 2F LeBox Rope spot and Cupola chandelier.

Map

Circus

Circus opens with a cannon-or-staircase choice, then a Ferris Wheel ascent, matching the community route pattern of the other side wings. July 31 and August 3 both include Circus 4F fixes, with the newer update explicitly targeting collision.

Scoring

Escaped

750 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Bunny Charged

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Escaped from monster

75 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Maxed High Striker

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Roller Coaster Charged

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Ferris Wheel Launched

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Rope Shortcut

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Good Hit

10 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Critical Hit

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Rope Climbed

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Roller Travelled

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Item Given

10 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Bike

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Trampoline

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Balloons

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Inventory Filled

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Cage Escaped

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Helped to Escape Cage

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Being Chased

1 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Chase Escaped

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Stun the Enemy

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

All Targets Hit!

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Gates Opened

100 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Gear Placed

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Poster Collected

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

All Posters Collected

250 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Oiler

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Carrot

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Shock Box

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Firework

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Jinglebun

25 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Escape gates charged

100 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Cannon Shooter

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Cannon Projectile

50 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Stun and Rescue

75 packaged score points for bunny. Runtime cadence and caps may not be exposed.

Scoring

Bunny Killed

250 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Bunny caught

15 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Hat Catch

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Pile Catch

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Bunny looted

10 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Throw and hit

50 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Saw Bunny

2 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Booth Travel

5 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Invisibility

5 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Cage Used

75 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Chase

1 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Successful Chase

10 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Gates Closed

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Ticketman Charged

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Lost Hat Destroyed

100 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Imposter Catch

20 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Imposter Win

25 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Card Planted

20 packaged score points for magician. Runtime cadence and caps may not be exposed.

Scoring

Bunny Killed

250 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Bunny caught

15 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Scissors Catch

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Pile Catch

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Bunny looted

10 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Throw and hit

50 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Saw Bunny

2 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Mirror Travel

5 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Invisibility

5 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Cage Used

75 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Chase

1 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Successful Chase

10 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Gates Closed

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Ticketman Charged

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Lost Hat Destroyed

100 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Imposter Catch

20 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Scoring

Imposter Win

25 packaged score points for sisters. Runtime cadence and caps may not be exposed.

Indexed records: 335 · Content types: 27 · Current query: Browse everything