Hide n' Seek Mode

**Hide n' Seek Mode** is a mode released to Betrayal.io past the initial release of Betrayal.io Beta. Similar to Core Mode with the Mimic role, it was released in private servers before permitted to be played by the public. At least five crewmates and one betrayer monster, represented by a purple scorpion-esque monster with neon green horns and toothy mandibles, race to survive and outcompete the opposing party. Up to twelve players can be present at once, and only one player can be the betrayer monster in a round.

## Premise

Similar to the STEAM game *In Silence*, a single partially-blind monster hunts humans by the sound of their movement. The monster is faster than the humans it hunts, but has a limited range of vision. Neither the monster nor the humans and/or crewmates can attempt to look at cameras, administration, or use vents to hide, and the crewmates must complete their tasks before they are killed.

Because Betrayal.io stages each game to look like actors are playing the different roles, the betrayer monster is theoretically a human in a heavy monster suit, and the crewmates are just other actors not in any mortal danger. This is the case for Core Mode, where "killing" and "voting others out" does not put the metaphorical life of the players' avatars in danger of true death. "Dead" crewmates can fly around as ghosts to spectate and chat, but their voice is turned off and they can only communicate with other ghosts through chat or by outside means.

## How to Play

The game assigns each player either the role of crewmate or betrayer, and then the crewmates are given up to fifteen seconds of a head-start to run away from the spawn room where the betrayer monster is located, frozen until the head-start time is up. Once the betrayer monster is unfrozen, they can run, detect players by their use of voice and footsteps, and "kill" crewmates that end up close in proximity to them. The betrayer monster is frozen for five seconds on top of the crewmate they "killed," performing a feeding animation to make it look as though they are eating their prey. However, no gore is shown because of the young intended audience. After each "death," the text "[NUMBER] CREWMATES REMAIN" (with [NUMBER] replaced by a number) show how many crewmates are still "alive."

Crewmates, alive and "dead," must complete all of their tasks before the betrayer monster "kills" them all. Ghosts must still complete tasks to help their surviving crewmates win the game, but this task count reduces by the amount per crewmate if they quit, and the task counter removes all of the tasks they have currently completed. The deleted tasks are not reassigned to crewmates, which keeps the game balanced. Crewmates should have their device's audio turned on so that they can hear their crewmate avatar's heartbeat: if the betrayer monster is close, their heart beats louder, and if the betrayer moves closeby, it emits a looped stomping noise.

Beside the task counter, which is visible to all players, is a "monster meter" that appears like a gray circle with the head of the betrayer monster in the middle. Regardless of the pace at which players complete tasks, the "monster meter" increases linearly with time, and once the meter fills, a roaring noise permeates throughout the map and the text "THE MONSTER HAS BEEN UNLEASHED! CREWMATES, RUN TO FINISH YOUR TASKS!" appears in the middle of the screen. The betrayer monster is then able to run faster, has better sight, and a green aura appears on the edges of the screen (for the betrayer monster only).

* Uniquely to this mode, the sound effect of the betrayer monster snarling plays continuously in the background to all players.