Hunt Mechanics
A hunt begins the moment the door slams, and the first few seconds decide the outcome. This page covers what triggers a hunt, how to break line of sight, and which hiding places actually hold up.
Phases of a hunt
Hunts follow a predictable sequence. Knowing what's happening at each phase tells you how to react.
- 1
Trigger
Hunt chance scales with the average heart rate of players inside the location. Demons can hunt once players are Anxious; every ghost can hunt when players are Panicked or Distressed. The higher the heart rate climbs, the greater the chance. The front door/gate slams shut.
- 2
Grace Period
Brief moment before the ghost can kill. Use this time to find a closet. Lights flicker, whispering starts.
- 3
Active Hunt
Ghost roams looking for players. If you hear footsteps, it's nearby. If you hear a heartbeat, it sees you. Equipment malfunctions during this phase.
- 4
Cooldown
After the hunt ends, there's a cooldown before the next can start. Length varies by ghost type (40s short, 60s normal, 90s long).
Heart rate & sanity
Heart rate is the game's sanity system. The v0.9.8.0 rework widened the range to 60-160 BPM (previously 80-140) and replaced the old fixed BPM threshold with four status tiers. Hunt chance now escalates dynamically the higher your heart rate climbs, rather than flipping on at a single number.
Resting state. No ghost can hunt.
Demons can begin hunting at this tier.
Every ghost can hunt. Chance rises with BPM.
Highest tier. Hunt chance is at its peak.
Hiding rules
Safe hiding
- · Closets - ghosts won't check inside
- · Stepping outside the location entirely
- · Far rooms with broken line of sight
- · Phone flashlight stays safe to use
Don't hide
- · Behind boxes or furniture (open spots)
- · In or near the favourite room
- · While holding active electronics other than your phone
- · Crouching in plain sight of the ghost
Speed tiers
Ghosts have a base speed when roaming and an accelerated speed when they have line of sight on you.
Base Speed
Line of sight
Holy Water
Spray Holy Water at the ghost during a hunt to disorient it. Some ghosts have unique reactions.
Most ghosts (14 of 18). Brief disorientation, enough to break line of sight.
Demon, Wewe Gombel, Wisp, Wraith - longer disorientation.
Death & revival
Dying isn't always game over - but you only get one second chance, and Master difficulty removes it entirely.
First death
Play the Tarot card mini-game for a chance to revive.
Second death
Permanent for the run. You become a spectator.
Master difficulty
Tarot revival disabled. One death = run over.