Mode 01 · PvP · 2–12 players

Gamemode · Supermarket Meltdown

PropHunt

Hide or seek. One random ability per round, zero weapons – just shadows, heartbeats and a flashlight that's always low on battery.

Aisle 07 · 23:47 · Hide phase Scroll Move your mouse – you are the flashlight
12Players2–12 per match
70%Props · rest Hunters
120sHunt
10SkillsRandom each round

Night shift · 11:47 PM

The supermarket is closed. Between the shelves stand cans, melons and trash cans that breathe. Security has no weapons. Just a flashlight – and 120 seconds.

Two teams · One supermarket

Hide
or seek.

About 70 % are Props, about 30 % are Hunters. At least one Prop is always guaranteed. Teams, abilities and disguise objects get reshuffled every round.

Props with glowing eyes disguised as a pumpkin, crate, rubber duck and traffic cone
Team Props · ~70 %

Props

Turn into one of this round's disguise objects, blend into the shelf and survive until the clock runs out.

  • E Disguise
  • RMB Anchor
  • LMB Rotate
  • F Taunt (+10)
Hunters with glowing visors taking cover in a junkyard at night
Team Hunters · ~30 %

Hunters

Security with no weapons. Keep suspects in your light cone until their disguise breaks. Wounded Props glow red through walls.

  • LMB Flashlight
  • Q Ability
  • V Voice Chat
  • ⌁ X-Ray

Props · Disguise [E]

Become part
of the shelf.

Look at one of this round's disguise objects and hit E – you take on its shape and collision. Big objects move slower and jump lower.

RMB pins you in place, LMB rotates you to fit the shelf. But careful: 30 seconds without a taunt and a radar ping gives you away.

E Transform
01 / 04 Fizz Can Small · S
Speed240 cm/s
Jump height1.4 m
Weight / InertiaLight

Blue marker = Hunter speed (400 cm/s).

A Hunter shines a flashlight on a hidden melon

Hunters · Light Paralysis

No weapons.
Just light.

Inside the cone with line of sight, the disguise melts away. Move the light off and life slowly creeps back. Drain the battery and the lamp burns out for a moment – leaving you in the dark.

  • 11 mRange
  • 20°Half-angle
  • 34HP / second
  • ~3 sto catch

Try it · 10 s battery

Who just
moved?

One of the items on the shelf is a Prop. Every now and then it twitches. Sweep the shelf with your light and click it before the battery dies. Every catch recharges 2.5 s – every miss costs you.

Battery10.0 s
Points0

Ready when you are.

In the real game the battery lasts 5 seconds, and a Prop needs about 3 seconds in the cone before it breaks.

Random Abilities · [Q]

Every round.
New luck.

PropsHunters
1×

Each round, everyone draws one random ability from their role's pool. Q only works during the hunt – the host can switch the system off in the lobby.

Scroll →

Prop01

EMP Blackout

Kills every Hunter flashlight nearby and knocks out cameras.

Type
Counter
Target
Lights
Prop02

Poltergeist

A nearby object comes crashing to the floor. The perfect distraction.

Type
Noise
Target
Decor
Prop03

Nightmare Clone

A copy of you sprints off as bait – then shrinks into nothing.

Type
Decoy
Target
Hunters
Prop04

Psycho Whisper

An eerie whisper echoes from whatever wall you're looking at.

Type
Noise
Target
Wall
Prop05

Shadow Meld

Darkness only: invisible to everyone as long as no light hits you.

Type
Stealth
Target
You
Hunter06

Strobe Flash

A focused flash: Props it hits freeze in place – but a miss overheats your lamp.

Type
Stun
Target
Prop
Hunter07

UV Scanner

A violet beam that lights up fresh footprints nearby.

Type
Tracking
Target
Floor
Hunter08

Heartbeat Radar

A beep that speeds up the closer the nearest Prop is. No direction – just nerves.

Type
Radar
Target
Proximity
Hunter09

Watcher Camera

A wall-mounted camera that sounds the alarm the moment anything moves in front of it.

Type
Trap
Target
Aisle
Hunter10

Light Focus

Passive: a narrower beam that catches way faster.

Type
Passive
Target
Lamp

Match Flow

One round.
One night.

Same rules for everyone: 40 seconds to hide, 120 seconds of hunting. Then the lobby votes on a rematch – new teams, new abilities, new disguise objects.

  1. 01 · Reveal5s

    Roles

    Teams and abilities are revealed. Your card shows what you've got this round.

  2. 02 · Hide40s

    Hide

    Props scatter and disguise themselves. Hunters wait, blinded, at the checkout.

  3. 03 · Hunt120s

    Hunt

    The gates open. Abilities go live. Every second in hiding counts.

  4. 04 · EndGG

    Rematch?

    Win or lose – then a rematch vote or back to the lobby.

Props win

One is enough.

If at least one Prop is still hidden when the hunt ends, the whole Prop team wins.

Hunters win

All or nothing.

The moment the last Prop collapses in the light cone, the market belongs to Security.

Scoreboard

Every round
starts at zero.

Points for surviving, for guts and for landing the final beam. Whoever ends up on top earned it.

Prop

Hidden during the huntEvery second counts

+1/ s
Prop

Taunt FAt most every 10 seconds – and it gives you away

+10
Hunter

The beam that finishes the PropLast hit counts

+100
Team

Winning teamProps only if they're still hidden

+50

Controls

The keys
of the night.

Six keys, that's all you need. Hover over them – they give a little.

PropEDisguiseLook at a disguise object and become it.
PropRMBAnchorLock in place so you don't slide around.
BothLMBRotate / LightProp: line up with the shelf. Hunter: flashlight.
PropFTaunt+10 points and a sound that gives you away.
BothQAbilityYour drawn ability – hunt phase only.
BothVVoiceProximity chat – Hunters can hear Props whispering.

Lobby

Fixed rules.
Fair night.

Everyone plays on the same timers. Only one switch belongs to the host – go ahead, flip it.

Hide40 sfixed
Hunt120 sfixed
Teams70 / 30fixed · min. 1 Prop
Random abilitiesHost

Adjustable phase timers and team ratio are listed under “Coming soon”.

Audio & Atmosphere

Did you
hear that?

Silence is a weapon – and every sound is a snitch.

Proximity Voice

Hold V: voices come from your body. Close means loud, through shelves means muffled. Caught Props are muted.

Material Voices

Your disguise colors your voice: metal sounds tinny, cardboard dull, glass bright and clinky.

Footsteps & Echo

Hunter footsteps carry far across the tiles – much farther than a Prop's quiet steps.

From the night crew

Three tricks
for round one.

Props

Stay small

Small Props survive by moving, not camping. Stand still for 15 seconds and you briefly show up on the minimap.

Props

Blend into the shelf

Big Props anchor with RMB and rotate to line up with the row. A crooked trash can sticks out.

Hunters

Save your battery

Listen for taunts and radar pings instead of keeping the lamp on nonstop. A dead battery means a blind Hunter.

FAQ

Quick answers.

Can I turn into any shelf item?

No – only into this round's disguise objects. Each round the server scatters a fresh selection across the market, and only those can be targeted.

Are there other win conditions?

No. Either at least one Prop survives the clock, or the Hunters catch them all.

Can Hunters see the pink outlines?

No. The outlines and the minimap markers are only visible to Props.

Can I change the round timers?

Not yet. Hiding lasts 40 seconds, the hunt 120, and the split is roughly 70 to 30. The host can toggle random abilities on or off.

Not in the game yet

Coming soon.

Shadow bonus from ambient lightHeartbeat atmosphere when Hunters are closeFlickering light zonesAdjustable phase timers & team ratioAbility iconsMore maps

Mode 02 · Co-op

Rather team up
against Security?

After Closing: endless co-op extraction horror for 1–12 players. Loot, ram, sneak out.