Four survivors, one rotting thing, and the worst idea in the house. Every body is 300–1,500 tris, one material, one 256px atlas, built on a shared humanoid rig so the skinwalker can wear any of them later. Readability is by silhouette + flashlight colour — you should know who’s who at 4 metres in the dark.
The MVP threat. Not a monster to fight — a slow, certain pressure that turns noise into death. It must be scary with almost no detail.
Wet breathing, a dragged foot, a low intermittent moan. Quiet enough to mistake for the house.
A rising rattling snarl + faster slapping footfalls. The cue itself is the alarm — no music sting needed.
A single brutal wet impact + a choked grab. Loud, short, sickening. No combo, no flourish.
A bat hit buys a brief groaning stumble — never a death. It always gets back up.
The signature. It wears a teammate and is almost right. Built on the shared rig + the day-one appearanceDescriptor so it can copy mesh, material, colour-set, and flashlight tint. It must be fair: every copy ships with learnable tells.
For a single frame the copy de-resolves: the texture flattens to raw untextured grey, the limbs stretch a few centimetres too long, the face holes open, and the model id flickers as 6741. Then it’s your friend again. You are never sure you saw it — which is the entire feature.
| Tell | Channel | What the player notices |
|---|---|---|
| Echo | Audio | Replays an old voice or chat line verbatim — something already said minutes ago. // the killer feature, text-mimic in MVP fallback |
| Can’t answer now | Logic | Cannot respond correctly to something that just happened (“what room are we in?”). Stalls, repeats, or deflects. |
| Wrong light | Lighting | Its flashlight tint is a shade off, or casts no beam at all, or throws no reflection in the bathroom mirror. |
| Bad gait | Movement | One animation beat is wrong — a step too smooth, a head-turn too far, a stride that doesn’t match the body. |
| Name glitch | Visual | The nameplate flickers to 6741 for a frame, or shows the wrong teammate’s name. |
| Wrong place / time | Behaviour | Appears right after a real separation, alone, leading away from where the team agreed to go. |
It rarely attacks. Its weapon is the lure: it draws a player off alone, into the dark, toward the wrong door. It exploits real confusion windows — spawning when you’ve genuinely lost sight of someone — never on a blind timer. Social predator, not a brawler.