
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)
Gamemode · Supermarket Meltdown
Hide or seek. One random ability per round, zero weapons – just shadows, heartbeats and a flashlight that's always low on battery.
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
About 70 % are Props, about 30 % are Hunters. At least one Prop is always guaranteed. Teams, abilities and disguise objects get reshuffled every round.

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

Security with no weapons. Keep suspects in your light cone until their disguise breaks. Wounded Props glow red through walls.
Props · Disguise [E]
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.
Blue marker = Hunter speed (400 cm/s).
Hunters · Light Paralysis
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.
Try it · 10 s battery
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.
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]
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 →
Kills every Hunter flashlight nearby and knocks out cameras.
A nearby object comes crashing to the floor. The perfect distraction.
A copy of you sprints off as bait – then shrinks into nothing.
An eerie whisper echoes from whatever wall you're looking at.
Darkness only: invisible to everyone as long as no light hits you.
A focused flash: Props it hits freeze in place – but a miss overheats your lamp.
A violet beam that lights up fresh footprints nearby.
A beep that speeds up the closer the nearest Prop is. No direction – just nerves.
A wall-mounted camera that sounds the alarm the moment anything moves in front of it.
Passive: a narrower beam that catches way faster.
Match Flow
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.
Teams and abilities are revealed. Your card shows what you've got this round.
Props scatter and disguise themselves. Hunters wait, blinded, at the checkout.
The gates open. Abilities go live. Every second in hiding counts.
Win or lose – then a rematch vote or back to the lobby.
Props win
If at least one Prop is still hidden when the hunt ends, the whole Prop team wins.
Hunters win
The moment the last Prop collapses in the light cone, the market belongs to Security.
Scoreboard
Points for surviving, for guts and for landing the final beam. Whoever ends up on top earned it.
Hidden during the huntEvery second counts
+1/ sTaunt FAt most every 10 seconds – and it gives you away
+10The beam that finishes the PropLast hit counts
+100Winning teamProps only if they're still hidden
+50Controls
Six keys, that's all you need. Hover over them – they give a little.
Lobby
Everyone plays on the same timers. Only one switch belongs to the host – go ahead, flip it.
Adjustable phase timers and team ratio are listed under “Coming soon”.
Audio & Atmosphere
Silence is a weapon – and every sound is a snitch.
Hold V: voices come from your body. Close means loud, through shelves means muffled. Caught Props are muted.
Your disguise colors your voice: metal sounds tinny, cardboard dull, glass bright and clinky.
Hunter footsteps carry far across the tiles – much farther than a Prop's quiet steps.
From the night crew
Small Props survive by moving, not camping. Stand still for 15 seconds and you briefly show up on the minimap.
Big Props anchor with RMB and rotate to line up with the row. A crooked trash can sticks out.
Listen for taunts and radar pings instead of keeping the lamp on nonstop. A dead battery means a blind Hunter.
FAQ
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.
No. Either at least one Prop survives the clock, or the Hunters catch them all.
No. The outlines and the minimap markers are only visible to Props.
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
Mode 02 · Co-op
After Closing: endless co-op extraction horror for 1–12 players. Loot, ram, sneak out.