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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Start Here
The shortest route from installing the game to understanding your first match.
How a Match Works
Objectives, floor progression, Charge, Rage, Madness, party bonuses, protection, traps, and Final Phase.
Character Reference
All three playable roles, their current base kits, exact exposed values, counters, and complete update history.
Match Item Reference
Patch-relevant match tools, current interactions, loot boundaries, and the complete visual item catalog.
Gear & Loadouts
All 24 current loadout gears, compatible roles, configured effects, recipes, and change history.
Crafting Recipes
All 52 current recipes with exact material quantities, qualities, colors, and direct gear relationships.
Map Route Reference
The four-room loop, fixed floor rules, and 41 documented routes across 32 room-floor sheets.
Scoring & Loot Economy
Action scoring, rank thresholds, rating-based floor loot, and slot-machine offer bands.
Evidence & Methodology
How package values, official changes, calculations, testing, and unknowns are labeled.
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.
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.
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.
Imposters
Places fake Bunny puppets near objectives or passages. A caught Bunny must pass skill checks; failures remove protection.
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.
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.
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.
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.
Charge
Charge is the wind-up resource that lets Bunnies and Hunters move, perform active actions, and operate key mechanics.
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.
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.
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.
Life Gears
Life Gears are a Bunny’s three protective layers. When all three are gone, the Hunter can execute that Bunny.
Panic
Panic is an emergency Bunny state tied to lost protection and escape tools. While Panic is active, Confusion cannot be applied.
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.
Final Phase
Final Phase is the endgame state that begins after 25 minutes, when the final gate opens, or when only one Bunny remains.
Dash
Launches the Bunny in the aimed direction. Strength no longer changes Dash in build 0.5.6622.
Dodge
Changes into the Bunny dodge state for a short evasive movement.
High Jump
Launches the Bunny sharply upward for traversal or escape. Strength no longer changes High Jump in build 0.5.6622.
Impostor Seeker
Highlights Magician Imposters around the Bunny.
Sacrifice
Applies Panic in exchange for one Life Gear. It cannot be activated during the end phase.
Cheerleading
Actions consume less charge while a teammate is close.
Large Pockets
Unlocks another inventory position.
Ex-Con
A green cage skill-check field no longer consumes charge.
Soft Paws
Suppresses Bunny footstep sounds while Panic is active.
ShockBox Efficiency
Increases the efficiency of Shock Boxes used by the Bunny.
Listening
Stand still to listen for Bunnies that are not playing dead.
Warden
Starts the match with another Wind-Up Key.
Mind-Breaker
Increases Madness applied to Bunnies from all sources.
Standing Ovation
Increases points earned from Hunter-specific tasks.
Strong Hand
Slows a carried Bunny's wiggle progress.
Trap Tamer
Raises the available trap count for either Hunter: one more Impostor for the Magician or one more Mannequin for the Sisters.
Ticketman Recovery
Increases the Hunter's recovery speed after a Ticketman interaction.
Return Impostor
Returns the first placed Impostor to the Magician and refreshes the trap cooldown.
Creepy Speech
Speaks a voice line and adds Madness to Bunnies in hearing range.
Collector
Reveals another slot while searching a caught Bunny.
Hasty Collector
Searches caught Bunnies faster.
Lucky Charge
May preserve the Magician's key after self-winding.
Refreshing Charge
Refreshes ability timers after the Magician winds himself.
Hat Snatcher Movement Speed
Increases the movement speed of the Magician's Hat Snatcher.
Endurance I
Craft Endurance I with 2 Wooden coin, 4 Broken scissors.
Endurance II
Craft Endurance II with 2 Iron coin, 4 Broken rusty chain.
Endurance III
Craft Endurance III with 2 Copper coin, 4 Kitchen scissors.
Endurance IV
Craft Endurance IV with 2 Silver coin, 4 Hardened bolt.
Endurance V
Craft Endurance V with 2 Mirror with unique framing, 4 Silver coin.
Intelligence I
Craft Intelligence I with 2 Old buttons, 4 Broken pocket watch.
Intelligence II
Craft Intelligence II with 2 Old decoration buttons, 4 Broken scissors.
Intelligence III
Craft Intelligence III with 2 Hardened bolt, 4 Old decoration buttons.
Intelligence IV
Craft Intelligence IV with 2 Silver ring, 4 Hardened bolt.
Intelligence V
Craft Intelligence V with 2 Gold ring, 4 Ordinary engraved pocket watch.
Speed I
Craft Speed I with 2 Broken pocket watch, 4 Muddy shard of mirror.
Speed II
Craft Speed II with 2 Broken engraved pocket watch, 4 Wooden coin.
Speed III
Craft Speed III with 2 Ordinary pocket watch, 4 Kitchen scissors.
Speed IV
Craft Speed IV with 2 Titanium bolt, 4 Dirty mirror.
Speed V
Craft Speed V with 2 Gemstone buttons, 4 Titanium bolt.
Clown Body
Craft Clown Body with 2 Ripped glove, 4 Scrap of map, 6 White chalk, 8 Scrap of paper.
Clown Glasses
Craft Clown Glasses with 2 Old threads, 4 White chalk, 6 Ripped glove.
Clown Hair
Craft Clown Hair with 2 Torn ticket, 4 Old threads, 6 Scrap of leather.
Clown Hat
Craft Clown Hat with 2 Torn ticket, 4 Scrap of leather, 6 White chalk.
Clown Nose
Craft Clown Nose with 2 Dirty piece of bandage, 4 Torn ticket, 6 Scrap of paper.
Default Mask
Craft Default Mask with 2 Scrap of map, 4 Scrap of leather, 6 Scrap of paper.
Elf Body
Craft Elf Body with 2 Dirty whole bandage, 4 Scrap of fabric, 6 Old threads, 8 Ripped glove.
Elf Hat
Craft Elf Hat with 2 Dirty whole bandage, 4 Scrap of map, 6 Scrap of fabric.
Elf Makeup
Craft Elf Makeup with 2 Dirty whole bandage, 4 Scrap of fabric, 6 White chalk.
Extra Pumpkin Hat
Craft Extra Pumpkin Hat with 2 Elastic bandage, 4 Old map, 6 Crumpled ticket.
Grifter Hat
Craft Grifter Hat with 2 Dirty piece of bandage, 4 Old threads, 6 Scrap of paper.
Grifter Mask
Craft Grifter Mask with 2 Dirty piece of bandage, 4 Scrap of leather, 6 Torn ticket.
Impostor Mask
Craft Impostor Mask with 2 Dirty piece of bandage, 4 White chalk, 6 Ripped glove.
Morning Wig
Craft Morning Wig with 2 Scrap of map, 4 Torn ticket, 6 Old threads.
Regular Glasses
Craft Regular Glasses with 2 Scrap of map, 4 Scrap of fabric, 6 Dirty piece of bandage.
Short Black Wig
Craft Short Black Wig with 2 Scrap of map, 4 Old threads, 6 Scrap of fabric.
Sunglasses
Craft Sunglasses with 2 Scrap of map, 4 Scrap of leather, 6 Ripped glove.
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.
Cog
Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms. Cogs power gates, shortcuts, and fourth-floor Grand Door mechanisms.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Charge me
Use before you run dry; winding is audible and can reveal both Bunnies.
Come with me
Useful for two-player objectives, rescues, and coordinated floor routes.
Go there
A quick route or objective callout without opening voice chat.
No key
Warns teammates you cannot wind a Bunny or start a key-powered mechanism.
Need oil
Oil restores protection, up to the Bunny's normal three-gear maximum.
Need support
Use for rescue, cover, a two-person ride, or pressure at an objective.
Play dead
A stealth call: stop moving and blend in so the Monster must spend time checking.
Run
Usually means the Monster is close or the current position is unsafe.
Quiet
Keys, sprinting, objectives, and voice can give away a position.
Stay here
Useful when one Bunny must operate a lever, key, cannon, or ride for another.
Wait
Helps synchronize routes, saves, and multi-Bunny mechanisms.
Emotes
Social expression; it does not indicate a separate objective.
Key on back
Signals that the Bunny can be wound from behind or is involved in a winding interaction.
Voice chat
Use short proximity callouts; Monster players can exploit noisy or lengthy coordination.
Attraction
Check the marked mechanism for a route, ride, or interaction.
Cage
Marks a place where a caught Bunny can be confined and may need rescue.
Cannon
A Bunny loads or rides while another interaction fires the cannon toward a higher route.
Chest
Search it for match items or resources; some chests require a Lockpick. Patch Note №2 removes empty chests.
Dead Bunny
It can hold loot and also provides visual cover for a living Bunny playing dead.
Gate / door
Gates open routes, objectives, or shortcuts and often consume a found cog.
Ferris lever
Coordinate the lever with the Bunny moving to the wheel; timing can matter for solo use.
Ferris Wheel
Ride it after activation to reach the next vertical layer.
Cog mechanism
Insert a cog to power a gate, shortcut, or final exit mechanism.
High Striker
Complete its timing sequence to activate a zipline or upward route.
Jack
Spend candy, trade a toolbox, recharge, or obtain random match items depending on the station state.
Magician booth
Treat it as a Magician rotation or teleport landmark.
Poster
The asset is present as a markable interactable; no current gameplay effect was verified.
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.
Traincart / rollercoaster
It is key-powered and may require one Bunny to operate it while another rides.
Rope anchor
Attach a Rope here to create reusable vertical movement for the team.
Ticketman
The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.
Toy Factory
Present in the packaged UI, but its current live objective behavior is not documented.
Impostor Bunny
Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.
Location ping
The ping itself carries no mechanic; context tells teammates what is at the spot.
Magician
Rotate away, warn teammates, or pressure an objective in another wing.
Mannequin
Treat it as a hunter threat / control landmark.
Caught
Teammates should prepare a rescue or a Firework interruption.
Charging
Charge keeps mechanical puppets moving and using active actions.
In chase
Use it as a team warning: create distance or push objectives elsewhere.
Playing dead
Movement gives the deception away; blend with inert bodies and manage charge.
Protection broken
Fewer protective gears means fewer captures/throws before elimination; an Oiler can restore protection.
Dead
The crossed, greyed icon is terminal rather than a temporary disable state.
In cage
A rescue or escape interaction is required before normal movement resumes.
Key on back
Indicates a winding opportunity or active charge support.
On Balloon
Vertical mobility can bypass some gates and reach ledges or objectives.
On Unicycle
The ride increases mobility but is a distinct mounted state.
On Rope
The Rope creates a team route between vertical layers.
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.
Balloon
Float over selected gates or gaps and reach ledges/objectives; route guides specifically document Balloon bypasses.
Bike / Unicycle
Use it to move quickly; the HUD switches to the mounted Bike state.
Blammo
The current English tutorial text does not identify its effect, so treat this as legacy or unconfirmed.
Candy
Spend it with Jack or the slot machine for recharge, items, or random rewards.
Cannon interaction
It represents the interaction state rather than a carryable cannon.
Cuddlebun
Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.
Firework
Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies.
Cog
Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.
Jinglebun
Place it on a route; when the Monster crosses it, teammates receive a location warning.
Wind-Up Key
Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys.
Lockpick
Use it on locked loot chests.
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.
Marbles
The Monster receives a skill check when running over them and falls if it is failed.
Oiler
Refills a lost protective Life Gear, up to the normal maximum of three.
Radar
Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.
Rope
Place it at a Rope anchor so the team can climb between floors.
Rope (alternate icon)
It means the same vertical route tool; the duplicated asset belongs to another inventory state.
Shockbox
Restores some charge, can revive a fully drained Bunny when carried, and grants temporary Energized status.
Toolbox
Trade it through Jack with candy for a random item.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Agility
The public guide calls the comparable modifier Speed; the exact current stat mapping for this filename is not independently verified.
Cheerleader
Reduces charge consumption while another Bunny is nearby.
Collector
Allows one additional inventory slot to be inspected during a search.
Creepy Speech
Raises the Madness of nearby Bunnies.
Dash
Performs a fast horizontal leap for dodging or repositioning.
Endurance
Reduces the charge consumed by Ability Gears; balance values can change by rarity and patch.
Ex-Con
A successful green-zone cage skill check does not consume charge.
Hasty Collector
Shortens the time spent searching captured prey.
High Jump
Launches the Bunny upward to escape pressure or clear obstacles.
Impostor Seeker
Reveals nearby Impostor Bunnies in roughly a 50-metre radius.
Trap Tamer
Adds one Impostor for the Magician or one Mannequin for the Sisters.
Intelligence
Reduces active-ability cooldown and, by upgrade level, charge consumption.
Large Pockets
Adds one extra inventory slot.
Lucky Charge
Gives a chance for a self-charge not to consume the key.
Mind-Breaker
Makes Madness effects applied to Bunnies stronger.
Oiler gear
It is distinct from the carried Oiler item icon; the exact current gear effect was not verified.
Refreshing Charge
Resets ability cooldowns after the Magician charges themself.
Return Impostor
Recalls the first placed Impostor and refreshes the Impostor cooldown.
Sacrifice
Consumes one Life Gear to trigger Panic and its escape tools.
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.
Soft Paws
Removes footstep sounds while the Bunny is Panicked.
Standing Ovation
Increases rewards from Monster-exclusive objectives.
Strong Hands
Reduces a carried Bunny's wiggle progress, making escape harder.
Warden
Starts the match with one additional key.
Playing Cards
The lit icon is ready or active; the dark version is unavailable or on cooldown.
Hat Trick
The icon pair distinguishes ready from disabled state; consult the in-game tutorial for the current controls.
Impostor Bunny
An activated Impostor grabs and holds a disturbed Bunny so the Monster can close in.
Invisibility
Use it to approach or rotate without being seen; the grey icon is unavailable.
Control
Patch Note №2 adds Bunny rescue interaction and lets Radar detect active Mannequins.
Mirror
The icon pair indicates ready versus inactive state.
Scissors
Patch Note №2 halves the pull skill-check success zone and improves catches from Mannequins.
Scream
Patch Note №2 makes Scream apply Confusion instead of Stun; Confused Bunnies cannot sprint.
Hammer speed
A positive buff icon; it remains visible while the bonus is active.
Rope speed
A positive buff icon; it remains visible while the bonus is active.
Run speed
A positive buff icon; it remains visible while the bonus is active.
Skill active
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill cooldown
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill locked
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill disabled
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill highlighted
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Locked slot
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
Skill-check cursor
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
Skill-check target
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
Skill-check danger
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
Objective progress
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
New Kid
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Extra
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Opener
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Comic
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Dazzler
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Star
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Mastermind
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Legend
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Chess event 1
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Chess event 2
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Chess event 3
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Chess event 4
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Golden Candy
Used by the reward and slot-machine economy; the 32px and 128px files are the same currency at different UI sizes.
Scraps
The 32px and 256px assets are display-size variants of the same resource.
Gear blueprint
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
Random recipe
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
Skin blueprint
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
Reward chests
The color communicates reward tier; these are inventory/reward icons rather than map chest markers.
Carousel
The same route pattern as Plaza: one gated staircase, then two free ziplines. The August 3 hotfix repairs 1F collision.
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.
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.
Organ Hall
Two first-floor choices, a team cannon on floor 2, and one true ascent from floor 3.
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.
Performance Hall
Two opening routes, a two-cog staircase on floor 2, and a Ferris Wheel route on floor 3.
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.
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.
Escaped
750 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Bunny Charged
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Escaped from monster
75 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Maxed High Striker
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Roller Coaster Charged
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Ferris Wheel Launched
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Rope Shortcut
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Good Hit
10 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Critical Hit
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Rope Climbed
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Roller Travelled
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Item Given
10 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Bike
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Trampoline
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Balloons
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Inventory Filled
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Cage Escaped
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Helped to Escape Cage
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Being Chased
1 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Chase Escaped
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Stun the Enemy
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
All Targets Hit!
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Gates Opened
100 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Gear Placed
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Poster Collected
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
All Posters Collected
250 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Oiler
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Carrot
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Shock Box
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Firework
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Jinglebun
25 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Escape gates charged
100 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Cannon Shooter
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Cannon Projectile
50 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Stun and Rescue
75 packaged score points for bunny. Runtime cadence and caps may not be exposed.
Bunny Killed
250 packaged score points for magician. Runtime cadence and caps may not be exposed.
Bunny caught
15 packaged score points for magician. Runtime cadence and caps may not be exposed.
Hat Catch
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Pile Catch
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Bunny looted
10 packaged score points for magician. Runtime cadence and caps may not be exposed.
Throw and hit
50 packaged score points for magician. Runtime cadence and caps may not be exposed.
Saw Bunny
2 packaged score points for magician. Runtime cadence and caps may not be exposed.
Booth Travel
5 packaged score points for magician. Runtime cadence and caps may not be exposed.
Invisibility
5 packaged score points for magician. Runtime cadence and caps may not be exposed.
Cage Used
75 packaged score points for magician. Runtime cadence and caps may not be exposed.
Chase
1 packaged score points for magician. Runtime cadence and caps may not be exposed.
Successful Chase
10 packaged score points for magician. Runtime cadence and caps may not be exposed.
Gates Closed
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Ticketman Charged
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Lost Hat Destroyed
100 packaged score points for magician. Runtime cadence and caps may not be exposed.
Imposter Catch
20 packaged score points for magician. Runtime cadence and caps may not be exposed.
Imposter Win
25 packaged score points for magician. Runtime cadence and caps may not be exposed.
Card Planted
20 packaged score points for magician. Runtime cadence and caps may not be exposed.
Bunny Killed
250 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Bunny caught
15 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Scissors Catch
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Pile Catch
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Bunny looted
10 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Throw and hit
50 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Saw Bunny
2 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Mirror Travel
5 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Invisibility
5 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Cage Used
75 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Chase
1 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Successful Chase
10 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Gates Closed
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Ticketman Charged
25 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Lost Hat Destroyed
100 packaged score points for sisters. Runtime cadence and caps may not be exposed.
Imposter Catch
20 packaged score points for sisters. Runtime cadence and caps may not be exposed.
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
