Unfortunate Spacemen

Unfortunate Spacemen

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Complete Unfortunate Spacemen guide
由 Nykolaii__ 制作
Guide about basic mechanics, advanced tips and tricks, and much more.
Anything you'll need to know is in there!
   
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Guide Overview
This guide aims to provide guidance to new players, alongside advanced tips and info.
This guide does not cover achievements. For achievements, please consult the following 100% achievements guide by Cooconuts.
I really love this game and I hope you'll have as much fun as I had with it :)
Comments are appreciated, especially since I may be wrong on some points or some information is outdated.

Guide last updated: September 2025
Basics overview
The game also has an entire section dedicated to helping new players, labeled "Tutorials" in the upper section of the homescreen.
There is a basic text explanation of the game available ("How To Play"), alongside basic tutorials for both Spacemen and Shapeshifter ("Spacemen Tutorial" and "Monster Tutorial"). There also exists a "Practice Range" to test weapons and monster abilities.


Communication
This game has both proximity voice chat and text chat, alongside emote wheel to try and convey information. Default key for voice chat is "X", text chat is "Enter" and emote wheel is "Middle mouse button". Proximity voice chat is push to talk only and uses your default communication device (setting of your computer).


Teams
Shapeshifter is the main game mode of US.
The players are divided in 2 teams:
  • The Spacemen
    • Spacemen
  • The Shapeshifter & Traitor (S&T)
    • Shapeshifter
    • Traitor (minimum of 6 players in the lobby required to be present)

Win conditions
The Spacemen win by either evacuating using the shuttle or by killing the Shapeshifter.
The S&T win by either killing all the Spacemen or by breaking the shuttle pilot's door (Shapeshifter only), or if the timer runs out (default 20min).

Game progression
At the beginning of a round, everyone is spawned in with weapons and tools respective to their loadouts. The Shapeshifter is weakest at this stage. Tasks are at 0% progress.

Spacemen have to complete multiple tasks around the map to progress to evac. Tasks spawn randomly around the map in fixed spots. See section dedicated to tasks for more detail on what tasks there are.
During this time, the shapeshifter and the traitor have to kill Spacemen, ideally without being discovered. To further this end, the Shapeshifter can disguise as other Spacemen and both Shapeshifter and Traitor can interact with elements around the map to sabotage and slow down spacemen tasks & progress or spread confusion. Causing infighting amongst spacemen is also a recommended option. Lying is almost mandatory.

During the game, multiple weapons can appear from canisters around the map (see section machines & security bots). These are called Power weapons and are typically much stronger than normal weapons and unique (you won't find power weapons around the map).
Note that traitor cannot use power weapons.
Over time, the Shapeshifter also gets more powerful and unlocks their perks one by one by "evolving" (3 times max).

Periodically, The Tribunal will happen.
This is an event which prevents most of the tasks to be completed (for example, the Emergency Mass Ejector is locked during the tribunal). The Tribunal creates a safezone, preventing damage from outside, inside, and any harmful actions inside the zone is blocked.
During this time, you can vote at the terminal for whoever you believe is the shapeshifter/traitor (1 vote only). The person who gets voted for the most is labeled "Suspicious" which acts as a debuff, reducing the damage they deal, alongside their total health. The monster will also get an additional health penalty and disguise energy penalty, as well as larger damage reduction, so it is recommended to remain blend in as much as possible.
The first Tribunal will be at 14:30 left in the round (03:30 into the round), the second at 09:00 (09:00 in) and the final Tribunal will be at 05:00 (13:00 in).

After the spacemen finished all their tasks, or when there are only a few Spacemen remaining, the shuttle will fly down to pick the survivors up. After 1min, the shuttle takes off. If the monster gets to the shuttle first, they can destroy the door of the shuttle pilot to win the game.
If the spacemen are in the shuttle when it takes off, they win.
If the spacemen are in the shuttle and the shapeshifter is too, they are prompted to fight eachother until only they (or the monster) remains.



Finally, if the timer runs out (default 20min) and the shuttle hasn't arrived, the shapeshifter and traitor win.

Game UI
What the hell are all of these screens about?
Spaceman Basics
As spaceman, you must complete tasks and escape or kill the shapeshifter to win.
  • 1 - Task progress bar: Fills up as tasks are completed. If you also press the "show tasks" key, the tasks will be displayed right under it.
  • 2 - Time and goal: How much time remains in this round, alongside a reminder of what your task is.
  • 3 - Score and Employee Points: Acquired by doing tasks and such. Score gives xp after the round. Employee points can be used to purchase weapons and items at dispensers found around the map.
  • 4 - Chat: The chat window. Sometimes have informations such as Karma gained (Karma not important to the gameplay).
  • 5 - Location: What room you are in.
  • 6 - HP: Health point. If it runs out, you die.
  • 7 - Oxygen: Outside the station, your oxygen will slowly drain. When it reaches 0, you start taking damage. It refills when inside a room with oxygen.
  • 8 - Cameras: Access the cameras around the facility at any time. While using the cameras, you are deaf to your surroundings as you hear what the camera hears. However, if you speak, your voice will come from your spaceman body.
  • 9 - Map: Shows the map, which contains multiple useful info.
  • 10 - Shove: Shove a fellow spaceman. Has a short cooldown.
  • 11 - Identity: Your identity as a spaceman! It's you :)
  • 12, 13 - Primary and secondary slots: Basically your weapons/tools. You can only have 2 maximum (1 per slot).
  • 14 - Gear slot: Your currently equipped gear item. Some gear item have an active use which require pressing the corresponding key (usually 3), some are passive and always active.
  • 15 - Keycard slot: If you have a keycard, it will be displayed here. If not, it remains empty. You can only have 1 keycard at all time (except for VIP who have a spare keycard).
Shapeshifter Basics
As Shapeshifter, you have the same interface as Spacemen, with a few differences, additions and such.
  • 1 - Monster Health Points (MHP): Health of your monster form.
  • 2 - Human Health Points (HHP): Health of your spaceman/disguised form.
    Note that if any of the 2 HP run out, you will die.
  • 3 - Disguise bar: As monster, you don't need oxygen to breathe. Instead, it is replaced by a disguise bar which slowly depletes while in spaceman form. Turning back into your monster form refills it.
  • 4 - Shapeshift: Opens a menu which allows you to disguise yourself as a different spaceman, a security bot, back into your original spaceman form, and also "eat keycard" which destroys the keycard in your keycard slot. Note that your current identity will also change accordingly
    The disguise prompt
  • 5 - Switch form: Swap between your monster and spaceman form.
  • 6 - Burrow: Go in the floor. More details in Shapeshifter section.
  • 7 - Lay egg: In monster form, lay an egg. More details in Shapeshifter section
Tasks
During a round of Shapeshifter, as a Spaceman (or a Shapeshifter/traitor pretending to be one of the crew), you'll have to do tasks to earn Employee Points and to hopefully escape alive aboard the shuttle.

Tasks spawn around the map at determined spots but randomly (some spots may have just nothing). Keep an eye out for tasks! (especially food tasks).
The map scanner can display where remaining tasks are. See gear section.

Note: Emergency Mass Ejector (EME)
The Emergency Mass Ejector (or EME) is this piece of technology. Approximatly the size of an outdoor toilet, this is a core part to finish multiple tasks.
Be warned that if you enter the EME or get shoved into it by someone else, you will be promptly ejected upward and die instantly.
Any tasks that require you to go to an EME will create a light green trail between you and the nearest EME.
Left: Closed EME - Right: Opened EME

Note that other spacemen can push you into an EME!




Eggs (Research Samples)
Canisters containing eggs around the facility need to be sealed and ejected with the EME. To seal a sample, first interact with it. Then, after it is sealed, carry it to the EME.
A sealed sample will also always show an egg icon above it, visible through walls.
Left: Unsealed Sample - Right: Sealed Sample


Leftovers
Food around the map has been left and you need to clean it up. How? By eating it :)
There are 2 kinds of food: Normal and Spoiled.
Spoiled food emit green puffs of smoke and eating it will damage you for a tiny bit of damage but will most importantly block any health regeneration effects for a certain amount of time. Eating spoiled food is necessary to finish the task.
Left: Normal Food - Right: Spoiled Food.

Mail
You may come across a mail bag. This task is quite straightforward: take the bag to an EME. That's it.



Clear Debris
On each map, there is one or multiple landing pads, covered by debris. The task is to clear the debris (interact with them), which after clearing all debris will spawn a bag of debris.
Landing pad with debris
Landing pad with no debris and its debris bag
The debris bag has to be taken to the trash compactor and, once compacted by interacting with the little handle outside the compactor, a trash cube will be produced. The trash cube has to then be taken to the nearest EME.
A trash compactor and a debris bag
A debris bag inside the trash compactor
A trash cube awaiting pickup

Note: You can be compacted as well, which will kill you instantly, like this poor spaceman!


Uplink
This task requires you to interact with the little machines that look like satellite dishes. Just interact with the screen and wait for it to complete. Note that the Shapeshifter and Traitor can turn it off which also puts it on a cooldown before it can be reactivated again. Fully activated uplinks can't be turned off.


Facility Scan
You may be required to scan the facility. Grab the Facility Scanner and just walk around until the scan is completed.


Locker Cleaning
Find the lockers around the map and clean them by interacting with them a few times. Note that you are very much incapacitated for a few seconds as the cleaning animation plays out.
Left: A locker - Right: Locker opened
Left: A spaceman cleaning a locker - Right: Locker cleaned


Servers
The company requires you to destroy any potentially sensitive data. How? By shooting it to death!
Server(s) spawn randomly across the facility (even on impossible to reach spots) and you must shoot all the server racks to completely destroy a server. Flamethrower is the fastest weapon when it comes to this task.
Left: A server - Right: A destroyed server


Speech
Give a motivating speech! This tast requires you to go to a "podium" and emote (speech bubbles, default key: middle mouse button) multiple times until the "word count" has been reached. Note that not saying anything for a little bit of time will slowly decrease the word count.
A spaceman giving a great speech at the podium
Spacemen Basics
Overview
Spacemen's duty is very straightforward: Do the tasks, fix anything broken and kill anything that's alien or traitorous.
For basic information on the spaceman, see section "Basics Overview".


Other basic mechanics
Alongside the info listed in the Basics Overview, Spacemen have different tools at their disposal to take care of the monster.

Due to the generic and straightforward nature of the spaceman's abilities (traitor and monsters also have them), this section remains very brief.

  • Power Weapon Canister: Acquire Power Weapons (see section Gear)
  • Weapon dispenser: Purchase weapons (see section Machines & Security Bots)
  • Scavenge: Pick up guns and gear around the facility, lying around.
  • Interact with the machines and your environment (see section Machines & Security Bots)
  • Discuss with your fellow spacemen and make allies
  • Investigate and vote at the Tribunal
  • Defend yourself!

Steal keycard
While you are not a monster and working with your comrades is essential, you have the possibility to steal the keycard of others. Simply interact with them to take their keycard. This only stops your movement for an extremely short time. If they have the Warden role, you will be electrolocked for a few seconds and not steal the card, but you can try again afterward as their keycard protection is gone.

Murdering another spaceman
If you wrongfully murder another spaceman, you will receive the "Murder Debuff" which is a penalty of 12.5% damage reduction and 10% less HP. You will also lose karma and your HUD will turn purple.
Avoid friendly fire or wrongful accusations!
Note: you do not receive the murder debuff for killing the traitor. Killing the monster also does not give you the murder debuff, both because it is the monster and because the round ends.
Shapeshifter basics
As the shapeshifter, you can do all the tasks the spacemen are doing. However, it is only to blend in, as any task you do will help them progress (and win).
Unique to you are a few abilities that should help cause confusion or harm the crew.


Wallhacks
Ok-ok, this isn't litteral wallhacks, but you always see the position of vents and sabotage targets and security bots, wherever you are and through walls. Neat.


Monster Form
You have a monster form. On top of just looking hideous, you are faster, can jump higher, have a different health bar than your spaceman form, and can attack with your claws.
Looking at a monster as a spaceman also glitches your vision.
In monster form, you also get a flashlight that is only visible to you.
Although, as a monster, you also do loud footsteps and trigger cameras (see machines section).
In monster form, you also can eat corpses, which prevents spaceman from reporting them deceased, and heals you for a small amount.
Left: Spaceman POV - Right: Monster POV
Evolving your monster form
Over time, you will be able to evolve and unlock your various perks. You start off with no monster form, no aggression perk and no survival perk.

The first evolution grants you your monster form. Your second evolution grants your survival perk. Your third and final evolution grants you your aggression perk.

The first evolution triggers your transformation into your monster form. The second and third monster form also switches you to your monster form if you are not in it yet and also forces you into an animation that leaves you vulnerable for quite some time, which also does some noise. Always retreat into a safe corner when evolving!

Oh, also, in monster form you are able to dodge (default left-alt), which gives you a small speed boost (and has a cooldown).


Vents
Across the maps, multiple vents are spread. Theses vents can be used to move around and quickly escape from dangerous situations, or to simply lurk and wait for an unsuspecting victim to pass by.
They are all linked, acting as teleporters if you will.


Egg
As a funny alien, you are able to lay eggs! These eggs, depending of the type of monster you are, have different effects (see monster perks for details). The default egg will result in a facehugger, which will latch onto any unsuspecting spacemen that walks too close and has a chance of depositing a parasite timebomb in the spaceman, on top of blinding and hurting them for a while. Timebombs can be removed by a doctor with a health syringe.
The facehugger can be shot dead by spacemen, turrets and security bots.
Left: A shapeshifter egg - Right: Spaceman with facehugger


Shapeshifting
You can change appearances and turn into any spacemen or even into a security bot. Note that you can only disguise yourself as a spaceman that is present in the lobby, so be careful of bumping into the person you're impersonating. And uh... Proximity Voice Chat is still a thing. Unless you can replicate the other person's voice, it'll be clear who is real and who isn't.
Additionally, should the monster be disguised as one of the unreported bodies after a tribunal ends, the monster will appear as suspicous to all players and security bots until they change to a different color (see tribunal).
IMPORTANT: Your disguise will slowly drain over time, EVEN IN YOUR OWN COLOR. Keep an eye on that. On top of that, a jab from a health syringe, or a flashbang too close to you, will force you out of your monster form (with the syringe also applying an additional cooldown on your ability to turn back into a spaceman).


Eat keycard
You can permanently destroy your equipped keycard through the disguise UI. This is useful to prevent VIP spacemen from unlocking locked doors or spacemen from shutting doors in your face. A crew with no keycard is easier to deal with than one with.


Burrowing
Need to hide in a pinch? Ambush a spaceman? This is the ability.
You burrow underground up to a certain period of time. During this time, you are invisible to anyone (except thermal vision) and can attack any crewmates that pass above you (left click) for 50HP! Note that it plays a visible animation, even if you miss the attack.
Explosives, melee attacks and flamethrowers can however still damage you while you are burrowed.


Remote Arm
You can leave a "remote arm" on different machines around the facility to remotely interact with them (usually sabotages). While you (the shapeshifter) see it completely opaque, spacemen will only see it as extremely transparent.
List of remote arm targets:
  • Health stations: The next healing target is shown to be infected
  • Drawbridges: Triggers the drawbridge retract
  • Uplinks: Stop the current uplink process and puts it on cooldown
  • All sabotage targets (except the Colorblind Virus sabotage): Triggers the corresponding sabotage
The remote arm can be destroyed by shooting it.
Sabotages
To further confusion and slow down the spacemen, the shapeshifter can sabotage different things across the facility.


Power
The map's power can be shut off by the monster, which creates the following problems:
  • Facility-wide darkness
  • Some tasks may be stopped (For example, the EME stops working)
  • Cameras will cease to work
The generators will also be on a mandatory 30s countdown before anyone can interact with them.
To restart the power, the crew will have to interact with 2 generators in a short timeframe. No spacemen can restart the generators by themselves as the timeframe is too short.

Generator restart UI. One of them turns blue to indicate a generator has been activated, and it slowly drains down to indicate the time remaining before needing to reactivate another.
Note that shutting off the power also puts it on "surge protection", preventing it from being shut off immediately again.
Left: A power switch - Right: A remote arm on a power switch
Left: A generator - Right: A generator awaiting restart


Communications
The monster can disable proximity voice chat and text chat by sabotaging comms. This lasts for a moderate period of time, forcing spacemen to communicate using emotes or gesturing. The monster or traitor also can't use voice or text chat.
Left: A comms antenna - Right: A comms antenna with a remote arm


Colorblind virus jar
Colorblind virus makes all spacemen colorblind.
You'd think this is useful but unfortunately it is typically the least liked sabotage for multiple reasons:
  • Voice chat is still a thing and isn't edited, so you can recognize anyone by their voice.
  • 1 time use. That's right. Once broken, the colorblind virus jar is permanently broken and cannot be used again.
  • It can't be interacted with, meaning remote arm isn't a possibility. You have to shoot it instead to break it. While this means anyone can break it, why would a spaceman break that? And if it's caused by a crossfire, I doubt you'd be able to capitalize on this.
Overall, very situational. Could use a rework, like deafening slightly the spacemen and/or distorting the voices.


Machines & Security Bots
Around the maps are different machines that will help or harm spacemen & shapeshifter.


Doors
Doors are everywhere. Doors have 4 states:
Normal
The door functions as normal. In this state, it is ready to be locked or welded.

Locked
While having a keycard in your keycard slot, you can lock a door by interacting with it, which locks the door for a short period of time and puts your keycard on a cooldown. The time remaining on the lock is shown on the small screen on the side of the door.
Note that a freshly stolen keycard can't be used immediately and spacemen with the VIP perk can override the lock with their keycard!

Destroyed
A door shot or hit one too many times can be broken. A destroyed door cannot be locked or welded and remains always opened. It needs to be repaired using a weld gun (aim at the screen).

Welded
A welded door is shut tight and can only be opened by destroying it. I'm pretty sure it has more health too (need further testing...). Only spacemen with the welder perk (and a welder in hand) can weld a door shut. Welding a door shut also puts the weld gun on an extremely long overheat state.



Health Stations
The main source of health for spacemen.
Health stations will fully heal a spaceman when used but also keep them immobile while doing so, the more health missing the longer the healing time.
After healing a spaceman, the station will be on cooldown.
Left: Health Station - Right: Health Station on cooldown

A spaceman using the health station
Health station: Shapeshifter and infected spacemen
The shapeshifter can use health stations to heal their spaceman healthbar. However, this will prompt the Health Station to display a different image on its screen, indicating that the user is abnormal.
This abnormal display also happens if the user has a parasite timebomb inside them or if the remote arm is present on the machine before the healing process is engaged.
Left: A shapeshifter using the health station - Right: remote arm on the station


Cameras
One of the most useful security features of every The Company™ facilities.
Cameras can be accessed at all time by any spacemen and shapeshifter too. For some reason, the shapeshifter has his evolve button set as the camera button so be careful to not accidentally evolve in the middle of a crowd.

A camera

Cameras will trigger an alert if they see the shapeshifter in its monster form. They will not trigger an alert if there are eggs or such. The alert is visible across all walls and is accompanied by an alarm sound.

A camera displaying an alert

Cameras can also be destroyed, which renders them unusable and unable to display any alerts. Cameras cannot be destroyed by fists so you need a gun or the monster's claws.
Broken cameras can be repaired using the weld gun.

A broken camera


Security Bots
These clankers walk around the facility and act as security in place of the spacemen. They are armed with handguns and have terrible aim but they'll do the job or die trying.
Note that they can shoot facehuggers off of you. They also can shoot crewmates too if they go haywire or get attacked.

A security bot


Power Weapon Canisters
Power Weapon Canisters are spread around the map and are the main way of getting Power Weapons. For details on Power Weapons, see section "Gear".
It takes a Power Weapon canister 42 seconds to unlock after "spawning in" (being activated).
Canisters open at the following times after the start of the game (in minutes:seconds), with a fixed weapon pattern: 1:00 (shotgun), 2:00 (either the Railgun or the Flamethrower), 5:30 (either the Railgun or the Flamethrower, whichever didn't spawn previously), 6:30 (Auto-Shotty), 7:30 (Single-Use Rocket Launcher), 11:00, 17:00 (Nuke). When a canister is spawned in, the weapon it contains is shown as an icon above it, visible through walls by everyone anywhere, alongside a text message indicating it spawned.
Left: An inactive canister - Right: A canister active, on timer

An open weapon canister, containing a shotgun


Weapon Dispenser
Scattered around the map, weapon dispensers are another method to acquire weapons and power weapons. They use Employee points as currency and vary in cost.

A Weapon Dispenser, selling a flamethrower for 962 employee points
Health Syringe Dispenser
Syringe dispensers are a type of dispenser exclusive to spacemen with the Doctor role. Anyone else is unable to use this dispenser.

A syringe for 175 Employee points


Airlocks
Airlocks are a map hazard that may be armed to eject anyone into the vacuum of space. When armed, the airlock will open whenever someone steps into its danger zone.
Spacemen with the Magnetic Boots perk cannot be ejected by airlocks but can still trigger armed airlocks, and they will be immobilized, unable to do anything, while the airlock is still opened and ejecting.
Left: An airlock - Right: An armed airlock


Drawbridge
Like the name, its a bridge that can be interacted with to retract it. The shapeshifter can also leave a remote arm to activate it at any time.
Left: A drawbridge - Right: A drawbridge that has been retracted
Tribunal (I ran out of text space in machines)
Tribunal
The Company Tribunal, or the Tribunal, is the accusation system of Unfortunate Spacemen. Activated a maximum of three times during the round, it is how the Spacemen can vote who to mark as "suspicious". A spaceman marked as suspicious will incur the same penalties as the murder debuff (12.5% damage reduction, 10% HP). The monster will get an additional penalty of 30% HP, and 30% disguise energy, as well as larger damage reduction.

An inactive Tribunal

The first Tribunal will be at 14:30 left in the round (03:30 into the round)
The second Tribunal will be at 09:00 left in the round (09:00 into the round)
The final Tribunal will be at 05:00 left in the round (13:00 into the round)
The only exception to those times are if the shuttle gets called early due to a lack of spacemen alive. If the shuttle is called down by the Spacemen completing the tasks, then there will be another tribunal activated (unless the final tribunal has already happened, this does NOT cause a fourth Tribunal to occur).

If a player gets the majority of votes or a tie for majority, with the minimum of 2 votes, the player will be marked suspicious. Multiple spacemen can be marked suspicious at once as long as the majority vote count tied across each spaceman.

During the duration of the tribunal, a green force field will surround the tribunal that provides safety to all spacemen from all forms of damage. While inside this field, players are unable to perform many actions. These include:
  • Using any weapon or item. This includes the use of health syringes.
  • The use of any gear. (Placeable gear cannot be placed within the tribunal's safety field while it is active but can be placed there before or after tribunal.)
  • Any for of melee attack.
    Outside forms of damage are negated upon hitting the field. Bullets, grenades (this includes flash grenades and noise grenades), monster eggs and facehuggers, the monster's acid pool, and flames produced by the flamethrower.
    However, the only exception to damage while inside the field is a death from a parasite timebomb. Any player infected with the parasite will still die within tribunal regardless.

    Any deceased spacemen who's bodies have not been reported will be marked upon the ending of tribunal. Should the monster be disguised as one of the unreported bodies, the monster will appear as suspicous to all players and security bots until they change to a different color.
Spacemen Perks
Spacemen get to pick 4 perk, 1 from each category: Professions, Utility, Defense and Security.

The default spaceman loadout


Professions (Roles)
Professions, or as refered to in this guide as Roles, are the "main" perk of a spaceman.

  1. Recruit
    • +15 max hp (+10 if traitor)
    • passive health regen up to 75HP
  2. Doctor
    • Health syringes heal an additional 25HP when you use them on other people
    • You have a permanent gear item: The Medkit (see section Gear)
    • Your health syringes can cure anyone that has a parasite timebomb
    • You have exclusive access to the syringe dispenser
  3. Janitor
    • You start with a fire extinguisher (see section tools) but no weapons
    • You will not trigger airlocks but will still get sucked out if you walk in front of an opened airlock
    • You instantly pick up debris by walking over them (see section tasks)
    • You walk 25% faster while carrying a task item (see section tasks)
  4. Investigator
    • You start with a permanent tool "Pocket Detective" (see section tools)
    • You start with a magnum instead of a handgun (see section weapons)
    • You can track monster footprints and traitor breadcrumbs
    • You can track suspicious spacemen's footprints (even if they have the magnetic boots perk)
    • You can identify monster decoys with ease
    • You are notified when half of the spacemen have been killed
  5. Cultist (the mute, milk drinker)
    • As a cultist, you always spawn with the unique permanent gear "Space Milk." (see gear for crutial details)
    • If you are the last spaceman standing, you receive the Space Madness buff, giving you increased movement speed and damage.
  6. Soldier
    • You start with an assault rifle but no keycard
    • You have a unique permanent gear "stim pack" which temporarily increases your fire rate
    • You don't emit any pain grunts when hurt
    • Stun grenades only blinds you for half of the normal duration
  7. Warden
    • You start with a stun baton instead of a handgun (see section tools)
    • Your keycard is shielded for the first time, electrolocking anyone who tries to take it from you once
    • You cannot be electrolocked in any way
    • You deal 10% more damage to spacemen marked as suspects (see section tribunal)


Utility

  1. Oxygen Filter
    • You recover oxygen 2x faster
    • You are immune to extinguishers' strangulation
    • Parasites deal only half damage to you
    • The monster's Toxic Ink Cloud does not deal damage to you but still apply its debuff
  2. Welder
    • You start with a welder in your secondary slot (see section tools)
    • You can weld doors shut
    • You can see all destroyed objects on the map
  3. Springy Step
    • As spaceman, you move 15% faster
    • As spaceman, you jump higher
    • Theses buffs stack with other movement bonuses


Defense

  1. Magnetic Boots
    • You can't be sucked by airlocks as a spaceman
    • Your footprints are invisible to the monster's thermal footprint vision
    • You are shoved on a much shorter distance than normal as a spaceman
    • You deal damage to monsters that grab you while burrowed
    • You take 5% less damage as a spaceman
  2. Blast Shield
    • You have a visible blast shield collar when the blast shield perk is active
    • Upon taking lethal explosion damage, the blast shield triggers and saves you from death, leaving you with 10HP
    • While the blast shield perk is active, you take non-headshot damage from headshots
  3. Antibodies
    • You are immune to the colorblind virus (see section sabotages)
    • If the monster eats your corpse, it will be poisoned, which blocks its health regen for a long duration
    • You also take 25% less damage from acid, and no damage or debuff from toxic clouds


Security

  1. Brawny
    • Your punches do 1 additional damage
    • You punch a bit faster
    • Your shove also deals 2 damage
    • You take 25% less damage from all forms of melee damage, including monster claws
    • you can punch burrowed monsters to reduce their burrowed duration
  2. VIP Keycard
    • You start with 2 keycards with independant cooldowns
    • If one gets stolen, you still have your spare but cannot get a second back
    • If starting as soldier, you only have 1 keycard instead of none
    • You can override locked doors with your keycard, opening the way
  3. Nimble
    • Your footsteps are much quieter
    • You do not trigger parasite eggs, void bombs or acid bombs
    • Tripmines can't detect you at all in spacemen form
    • You don't leave any thermal footprint of any kind while crouching
    • Investigator spacemen can't track your footprints if your are marked as suspect
Shapeshifter Perks
The shapeshifter beneficiates from their own separate loadout alongside their spaceman form perks. On top of that, the spaceman perks also have additional effects that improves their monsterous ways, usually affecting their monster form.
The shapeshifter's loadout is composed of 4 perks: Mutation, Aggression, Survival and Stealth.

The default monster loadout


Additional bonuses from Spaceman perks
  • Profession
    • Recruit
      • Takes less time to evolve
    • Doctor
      • Exit health stations at any time, even when detected by them
    • Janitor
      • You also don't trigger airlocks in monster form
    • Investigator
      • You can detect magnetic boots footprints
      • Cameras and Sentries are highlighted to you (see section machines & security bots)
      • You can see the spacemen's health above their heads
    • Cultist
      • You receive no negative effects from Space Milk, including visuals (see section gear)
    • Soldier
      • You cannot be shoved in monster form
    • Warden
      • In monster form, your shoves are 50% more powerful and your shove targets are rotated to face away from you

  • Utility
    • Oxygen Filter
      • You also are immune to strangulation from fire extinguishers

  • Defense
    • Antibodies
      • You are immune to antibodies poisoning from eating corpses
      • Health Syringes do not force you into monster form, they instead drain 75 disguise

  • Security
    • Brawny
      • You swing 10% faster in monster form
    • VIP Keycard
      • You start with 1 keycard instead of none
    • Nimble
      • Investigators can't track your monster form footsteps


Mutation

  1. Fresh meat
    • The base monster, no mutation
    • Your health regen is slightly faster
    • Your parasite egg has a chance to deposite a parasite timebomb in its victim, which will explode and kill them unless removed by a doctor
  2. Crumerian host
    • Your parasite egg is replaced with a hatchery
    • As the hatchery survives, it levels up (4 levels max)
    • The higher level the hatchery, the greater number of (and variety of) the crumerians spawned by it
    • You can place as many hatcheries as you want but the drone count will be shared by every hatchery
    • At level 4, spawns chonkers
    • crumerians will seek out any enemies they can path to
    • crumerians ignore you except when disguised
  3. Acid monster
    • Your parasite egg is replaced by an acid bomb
    • When taking damage, splash enemies around you with acid
    • you take 90% less damage from acid and toxic damage
    • you can throw a ball of acid which creates acid puddles (alt-fire to use)
  4. Corpse lord
    • Your parasite egg is replaced by a zombification egg
    • Your parasite turns spacemen into zombies if the spacemen are killed by it or while its attached to them
    • zombies will seek out spacemen to kill and convert their victims on kill
    • the parasites can still deposite a timebomb
    • your parasite deal an additional 25 damage compared to normal before falling off
    • your corpse eating cooldown is shorter
  5. Void beast
    • Your parasite egg is replaced by a void bomb
    • you can teleport on a short distance
    • your monster form footsteps are silent
    • everytime you transform into your monster form, create a void explosion which electrolocks nearby spacemen


Aggression

  1. claws upon claws
    • increased jump height in monster form
    • +2 claw damage
    • increased damage to doors and turrets
  2. nocturnal
    • You gain a bonus 20% movespeed and 25% claw damage when a power outtage is active (see section sabotages)
    • generators are on a much longer timer after triggering a power outtage
    • surge protection is much shorter
  3. lockdown
    • Active ability used by pressing the gear key, you claw your way into the system of the facility
    • gain damage resistance while doing this and make a ton of noise
    • afterward, all unlocked unbroken unwelded doors on the whole map become locked
    • must be on the ground to use this
    • doors take half damage for 18s after triggering a lockdown
    • during lockdown, all spacemen can be seen through walls


Survival

  1. Fluid sack
    • In monster form, upon taking lethal damage, dump all your human health (+50% bonus) into your monster health
    • become enraged and glow red
    • once enraged, cannot turn back into spaceman form (stuck in monster form permanently)
    • once enraged, deal +3 claw damage. Stacks with other sources of damage increase.
  2. Chitin
    • You have an armor that regenerates when eating corpses
    • When your armor is active, take 20% less damage
    • only gain half armor if the corpse was poisoned by antibodies
  3. Toxic Ink
    • everytime you transform (either form), create a toxic cloud
    • the toxic cloud obscures name recognition and vision
    • the toxic cloud damages spacemen and block healing for 20s
    • you are immune to the toxic cloud


Stealth

  1. Patience
    • Your disguise drains much slower
    • health station refills your disguise
    • while disguised, you can directly lay eggs
    • when entering a vent, the vent appears unoccupied
    • you make less noise when breaking colorblind virus jars
    • your burrow energy decays 50% slower
    • you are not forced to transform if the tribunal marks your active disguise as suspect
    • your remote arm is almost invisible
  2. Membrane
    • immunity to stun grenades
    • you don't appear on map scanners or thermal vision (see section gear)
    • tripmines don't detect you while disguised
  3. Decoy
    • everytime you transform into your monster form, spawn a decoy that looks like you
    • the decoy travels forward, making fake sounds and attacks until it vanishes
    • the decoy triggers doors, teleporters, cameras, turrets and tripmines
    • if it takes too much damage, the decoy expires early
    • a decoy appears at the location of a remote arm when said remote arm is used
    • your decoy can be launched while burrowed
    • health stations don't treat you differently
Traitor

Starting at a minimum of 6 players by default, the traitor may be chosen (at random or opted-in).
Traitors are crewmates with 80 HP (95 if they have the Recruit role) instead of the normal amount.

The goal as a traitor is to assist the shapeshifter and help it achieve victory, even at the cost of your own life. If the monster dies, the traitor loses.

Traitors are unable to pick up Power Weapons except the nuke (see gear section).
To counterbalance this, they are able to see spacemen through walls. They also have a unique aditional traitor perk, alongside the ability to hack multiple items and to trigger sabotages like a shapeshifter.

When the traitor is killed, their death is broadcasted to everyone. There is also no Murderer Penalty for killing the traitor.

Additionally, if the traitor is voted as suspicious during the tribunal, they also suffer another penalty on top of the normal debuff: any camera they walk in front of will be set off.


Hacking
Below is a list of the targets the traitor can hack, as well as its effects.
Keep in mind that hacking has a small animation, making hacking a visible action.
Object
Hack Effect
Research Sample (sealed)
Unseals the sample
Debris
Welds the debris to the ground, adds time to cleaning
Health Station
Turns off the station, like if it was just used, putting it on cooldown
Camera
Triggers the monster alarm
Weapon Dispenser
Rigs the dispenser so next user gets immobilized for a moment
Vent
Plays vent animation and noise, as if the monster just entered it
Door
Locks the door. No need for a keycard!
Server
Shields the racks, making it harder to destroy


Perks
Traitor has an additional traitor perk on top of their regular spaceman perks, focused on sabotage and disruption.

  1. Red Alert: All cameras are scrambled (red overlay when using the cameras) while the traitor is alive. Using their traitor ability causes all alarms to go off at once
  2. Haywire: Allow hacking of security bots, making them shoot at anyone indiscriminately
  3. Translocator: You have a translocator which can be thrown to a spot. When using it again, you teleport to it, disappearing in a blast of smoke. If the translocator is shot at or placed in an "invalid spot", it will break.
  4. Man Traps: Deploy man traps, up to 2 at once. Unlimited uses. Hurts and stops any spacemen walking on them. Ranged attacks against trapped spacemen have reduced damage but monster claws are still 100% effective.
  5. Flasher: On use, flashes everyone around you, like a flashbang. Also, it destroys any cameras in direct line of sight (regardless of distance).
Gear
Alongside your 2 slots for weapons/tools, you have a dedicated gear slot. These gears are either passive (active all the time upon equipped), active (require key press to activate) or a mix of both.


Tripmine
A placeable gear item that can be used to distinguished a (disguised) monster. If a Spaceman walks through a tripmine, the beam remains blue, however when a Spaceman infected with a parasite timebomb or the Monster (without membrain perk) walks through the tripmine, the beam will turn a bright orange, and depending on the proximity of the person, will explode. Tripmines can also be manually detonated by shooting it.
Left: A tripmine - Right: A deployed tripmine
Map Scanner
Scans the map to aid in locating all un completed tasks like sealed samples, trash and comms and other players/monsters when the 'Map Key (Default: M)' is held; Can be evaded by a monster using the 'Membrane' perk).

Map Scanner gear on the ground

The map with the different tasks icons. Note that the shapeshifter in monster form is shown here present in the central room.
Additionally, security bots show up as spacemen on the map.
Vision Enhancer
As the name suggests, enhances your vision by switching on between 2 modes (Nightvision/Thermal)(Off mode not counted in). Night-vision mode for low-light environments and Thermal mode that can detect other players through walls; as well as burrowed or vented monsters (Can be evaded by a monster using the 'Membrane' perk).
Vision Enhancer gear
Left: Normal monster - Right: Monster seen with Night Vision mode
Left: Monster seen with Thermal mode (appears as a spaceman despite monster form) - Right: Monster burrowed underground revealed by Thermal mode

Monster present in vent revealed by Thermal mode
Extra Oxygen Tank
Adds +30 extra oxygen to the player's base supply (100 -> 130). If the spaceman does have the Oxygen Filter perk, the supply will be increased to 160.
For monsters it gives extra disguise energy, increasing the energy to 130. This also stacks with the disguise energy bonus of Patience, leading to a total of 160 disguise energy.

Extra Oxygen Tank gear
Radio
Radios always spawn in pairs. They allow players to see other radio items and radio-holders across the map, and allows voice communication between them regardless of distance. They can be turned off by pressing the gear key.
Left: A pair of radios - Right: Another spaceman with a radio equipped while you (player) also have a radio on
Sentry Turret
Placeable turret that fires at any monster in its 160° cone, has a range of 30m and can only focus on one target at a time. The sentry will target Crumerians, Zombies, and the shapeshifter in Monster form. The sentry also has 200 hp and can be fixed via a welder (sentry can't be fixed from a destroyed state).
The sentry can target the Monster's Decoy and will fire until it disappears.
The sentry can shoot facehuggers off of Spacemen.

Left: A sentry turret - Right: A sentry next to a spaceman
Suitcase Nuke
After 17:00 (At the 3 minute mark), a Nuke will spawn within a Power Weapon Canister. This Nuke will take up the gear slot that the player has, and when placed down, creates a large radius, with a 10 second countdown before the nuke explodes. The explosion can be survived by wearing a blast shield, or being outside the blast radius. It will also automatically turn off the power as if sabotaged. The Nuke in the Shapeshifter Gamemode has a blast radius of 60m, whereas the Nuke in co-op has a blast radius of 1km. The nuke is the only power weapon the traitor can use.


Exclusive gear
The following gears are exclusive to certain roles and cannot be used by other spacemen, nor can their owners swap them for other gear items.
Medkit

Doctors can throw a medkit to the ground periodically, healing wounded spacemen for 35HP

Stim Pack

Soldiers can activate their stim pack to increase their fire rate temporarily

Space Milk

Cultists can consume their space milk to gain a variety of effects:
  • Upon drinking, become electrolocked, gain damage resistance, then teleport
  • The teleportation location is random; you also gain a new max health (equal to your health before teleporting +10%)
  • after teleporting, you can no longer use voice or text chat permanently, creates a visual indication of this as purple particles
    A spaceman inflicted with the space milk debuff
    Space milk debuff icon
  • Space milk also removes parasite timebombs on use
Weapons
The one thing you can trust in this game 100% is the gun in your hand. For damage values and comparison, see Black Book of Damage Numbers

Guns aren't all equal except for 2 things:
  • Unlike typical first person shooters, all weapons do not require ammo nor run out of ammo, they simply begin to overheat after usage, and you must cool a weapon down if it overheats to the max. You can use the reload key in-game to force a weapon to cool down (default R). All weapons (with the exception of the Magnum and the Rocket Launcher in Shapeshifter) will cool down while not being used.
  • All weapons are affected by damage falloff, with only exception being the railgun.



Handgun

The Handgun is the "default" weapon. Players will spawn with it at the start of the game, unless they are using a perk that replaces the items a player spawns with such as Janitor or Soldier.



Map Ground Spawn Weapons
Map Ground Spawn Weapons are weapons that can be acquired around the map on the ground at different locations. The weapons are not tied to a specific spawn point but every map has set spawn point areas a weapon can spawn at (maps have guaranteed item spawn points but none have a guaranteed item, if anything at all).
Assault Rifle

The Assault Rifle (AR) can be found on the ground or can be a starting weapon if the player is using the Soldier perk.
The AR is a automatic weapon, while aiming using the scope it becomes a semi-auto weapon.

SMG

The SMG can be found on the ground. It's fire rate is higher than the AR and it is a fully automatic weapon. It is the weapon that takes the least time to cool down by overheating it manually, making it quite spammable.

LMG

The LMG is a fully automatic weapon that can spawn on the ground. It can shoot for a long period of time before needing to overheat. In most situations, it is not recommended let the weapon cool down on its own since it takes too long and it's more reliable to manually overheat it by pressing R.

Magnum

The Magnum is a 6 shot weapon that can spawn on the ground. Spacemen with the Investigator role start with a Magnum instead of a handgun.
Unlike other weapons the Magnum will not cool down on it's own, it will need to be overheated manually or fired 6 times.


Power Weapons
Power Weapons spawn via Power Weapon canisters on each map. For more info, see section Machines & Security Bots.
The Nuke, while being a weapon, takes up a gear slot instead of a weapon/tool slot. See section Gear for information on the Nuke.

Shotgun

The Shotgun is the power weapon that spawns first in a Shapeshifter round. It has one of the longest cool downs in the game.

Unlike most weapons, the shotgun does not have a head shot multiplier.

Flamethrower

The Flamethrower is one of the power weapons that can spawn second or third during a Shapeshifter round.
The Flamethrower can damage a burrowed Monster and can damage a Monster hiding in a vent. (This damage does not flow though all vents on the map, it must be the vent the Monster is currently in).
The Flamethrower leaves flames on surfaces that damage players for a small period of time.
Unlike other weapons the damage a player sustains from the Flamethrower is based on how long they stand within the Flame's range.

Unlike most weapons, the Flamethrower does not have a head shot multiplier.

Railgun

The Railgun is one of the power weapons that can spawn second or third during a Shapeshifter round.
The Railgun can only be shot once before overheating.
The Railgun has the highest headshot multiplier in the game, and is the only gun without damage falloff but it is inaccurate whist unscoped.

Auto-Shotgun

The Auto-Shotgun is the power weapon that spawns in fourth during a Shapeshifter round.
As the name suggests, the Auto-Shotgun is a fully automatic version of the Shotgun.
However, it's damage output is different to compensate for it's rate of fire and amount of shots it can fire before overheating.
It also is one of the few weapons to not have a head shot multiplier.

Rocket Launcher

The Rocket Launcher is the power weapon that spawns in fifth during a Shapeshifter round.
The Rocket Launcher can only be fired once, then it will be destroyed (in Survival and Story mode it fires two shots and can overheat before being shot again. It also allows for rocket jumping in Story mode).
Tools
Alongside weapons, you may find a couple of other tools that takes up a primary/secondary weapon slot.
Certain perks can give you tools to start with.
Tools and weapons can spawn in the same location on maps. There is no true limit for how many of a certain item can spawn per map.


Fire Extinguisher

Fire Extinguishers can spawn at any item spawn location on the map or can be given to a user of the Janitor perk. Like weapons, this item can be "fired" and can over heat.

When used, they spray a flame extinguisher, which can put out fire from Flamethrowers and acid puddles from Acid Monsters. If spray on a Spaceman, it will strangle them (unless they have the Intake Valves perk), causing their oxygen to go down, even while indoors. When sprayed on a disguised Monster, it causes their Disguise meter to run down slightly faster.

Welder

The welder is an item used to repair and weld certain features around the map. They can only be spawned in by someone using the Welder perk, which is also required to be able to use the welder's alt-fire (weld door).

The welder's primary fire can be used to fix cameras, doors, and sentry turrets. It repairs 15hp per tick. It can also be used to damage players, however the damage is too minimal to be used as a weapon. The alt-fire is weld, which is used to weld doors shut after a small animation. Welded doors cannot be opened by any means, and must be destroyed in order to open them.

Stun Baton

The stun baton is an item that can only be spawned in by someone using the Warden profession and looks similar to the Half Life 2 Metro Cop Stun Baton.
It can be swung by pressing primary fire, and can damage players, dealing 5 damage to Spacemen and 20 damage to Monsters (and can break/damage chitin). In addition to being damaged, it also electrolocks players, causing them to be unable to interact and shoot. Unlike most weapons, however, the stun baton can only be used 4 times before disappearing. There is also a delay between which you can stun someone that has already been stunned.

Health Syringe

The health syringe can be found at any typical item spawn location on a map or can be bought from syringe dispensers by spacemen with the doctor role (see section machines & security bot). You can use primary fire to heal whoever you're aiming at, assuming you're right beside them. If you use alt-fire, it will heal yourself. It will always heal 50 damage.
If used on a disguised monster, it will force the monster to transform, unless they have the Antibodies perk, which will deplete their disguise meter by 75 points.

Grenades
There are three grenade types, the noise grenade, the stun grenade, and the frag grenade. They are all thrown by primary fire, however the frag grenade can be ignited prior to throwing. All grenades are thrown in an arc and bounce around the world. The frag grenade and the stun grenade can pop open airlocks if thrown near them, causing them to suck out any unfortunate spacemen caught in the way.

Frag grenade

Frag Grenades create lethal explosion. The frag grenade will do 275 damage to spacemen, monsters, and buildings/objects. Unlike the other grenades, you can prime frags by using alt-fire, which will "cook" for a few seconds and then explode, causing the igniting spaceman to explode with it. For those suicidal spacemen that wanna take one for the team, the frag grenade automatically gets thrown a tiny bit before it explodes, which means if you see a big shapeshifter you wish to take down, instead of hugging them, you should try to keep them a little bit in front of you.

However, if the spaceman/monster has a blast shield equipped, they can survive the explosion, leaving them with 10 HP instead (the monster’s blast collar is deactivated in monster form. Be careful).

In Survival mode and Story mode, all Frag Grenades found are replaced with Short-Fuse Frags, which can not be cooked and have a far shorter fuse than normal frags.

Stun grenade

Stun grenades can be thrown by using primary fire, after two seconds it will detonate, stunning all players that are within its range. The stun lasts for five seconds, blinding and deafening the stunned person. If a disguised monster is close enough to the grenade, this will force them out of their disguise. If the monster has the Membrane perk, they will be unaffected by the stun grenade, regardless of distance to the stun grenade or if they're in monster or spaceman form. It is worth noting that they also can turn back into spaceman form before the blindness wears off.

Noise grenade

As the title suggests, when thrown, this grenade emits various sounds, mainly pistol and AR/LMG gun fire depending on your distance to the grenade, and monster footsteps if you're near it. You can shoot the noise grenade with any normal weapon, causing it to turn off. Sentry turrets will also automatically disarm any noise grenades that wander in its range. They can be used as a diversion for the monster as a distraction or to cause confusion.
Advanced Tips
This section contains a few tips and tricks of mine, which hopefully will help you figure out who the monster is or assist you in your murderous rampage.

The game has a few in-game tips and also tips for its specific perks (if any). Perk tips can be read on selection of said perk. In-game tips will sometimes popup while playing (unless disabled).

Spacemen
  • Always keep an eye on your keycard. If it suddently vanishes, turn around!
  • Try to keep track of who is where at all times.
  • Keep in mind that the shapeshifter can turn into anyone, so don't immediatly accuse a color of being the monster
  • Tasks usually spawn at the same locations on each map. Try learning the maps along the way!
  • You are stronger in numbers. Stick with at least 2 spacemen (if less than 6 players are in the lobby). At 6+ players, make that 3 (see shapeshifter/traitor tips)
  • Always look for monster remote arm on any sabotage targets and uplinks or hazards
  • Always be careful when opening a door (see monster and traitor tips)
  • Know where each health station is on the map
  • USE YOUR MAP!
  • USE CAMERAS. If you have 5-10s, quickly browse all cameras to see if anyone is at x location. The more you know.
  • Cameras broadcasting an alarm can still be used, so if you are far from it, watch it for any potential hints at the identity or habits of the monster/traitor
  • Get done with your tasks as soon as possible
  • During the tribunal, you can't use the EME. You can however place any items to eject against the door. The moment it comes back online, the EME will shoot them one by one automatically, but you won't gain any score or employee points
  • Flamethrowers can be used against burrowed monsters, so if you have Vision Enhancer, you can become the monster's worst nightmare
  • Use syringes, health stations, stun grenades and tripmines to test for the monster. It's not a 100% success rate due to certain monster perks, but it's usually the most effective method.
  • Place sentries outside and in wide areas, ideally elevated, to cover as much distance as possible. Monsters like to hang outside

Monster
  • Disguise whenever you are committing something devious, but do keep in mind that your voice won't change
  • Don't always disguise when being suspicious (yes this somewhat contradicts the first tip), as being the only color not present or simply never suspicious might arise suspicion
  • Place parasite/bomb eggs as frequently as possible and behind doors for unsuspecting spacemen to bump head first into
  • While spacemen seek to get power weapons, you should try to be the first one to secure and/or dispose of power weapons, especially flamethrowers, railguns and rocket launchers
  • Alongside the previous tip, always try to kill spacemen with flamethrowers/railguns/rocket launchers. Operate with caution and swiftness.
  • Frag grenades are extremely lethal to spacemen and yourself. But if you find one, you can cook it at the end of a tribunal and toss it so it goes off the moment the invincibility vanishes
  • never trust a door you just locked. A spacemen with VIP can open it when you least expect it.
  • Use your dash as frequently as possible in combat and outside
  • Destroy as many cameras as possible when possible
  • Work alongside the traitor to ambush or trap spacemen, but remember that voice chat has a high range
  • Alongside the previous tip, communicate with your traitor with movement or behavior. For example, when it's time to lock doors and kill the person alongside you 2, nod up and down to signal it to them.
  • As a last resort, if you are spotted using a health station or a tripmine detected you, you can pretend you have a parasite timebomb inside you, buying you more time.
  • Stun grenades will blind you but not force you out if you are far enough
  • Medkits won't heal your monster form
  • You can lock spacemen outside of the station and kill them there as the oxygen deprivation is quite fatal
  • Place down turrets facing walls so they are permanently unusable and hide weapons or gear as much as possible
  • be quick: the longer the round goes on, the stronger the spacemen become
  • When the shuttle arrives, you can almost always ignore the security bot inside and crouch next to the door to avoid being shot while you break it down
  • If there are less than 6 players and a camera triggers an alert, you can be certain that the monster is none of the people alongside you
  • seal doors to rooms with vents and tranquility to heal, evolve or stockpile gear & weapons
Traitor
Most monster tips also apply to traitor, here are a few unique to this role:
  • Your life or identity can be thrown away, if that means saving the monster. Sabotage cameras while aware of the monster being with other spacemen to reinforce their disguise as an authentic spacemen
  • Sabotage as frequently as possible, hacking too
  • You can hack door as a last resort, if you don't have a keycard or it is on cooldown
  • you cannot pick up power weapons, so avoid fighting or hanging around open weapon canisters
  • place man traps around doors and corners (like eggs)
  • in gunfights, try to shoot spacemen in the back. you can also stop when looked at and pretend it wasn't you. Girlboss, gaslight, gatekeep or something.
  • Unseal and hide research samples, hide bags, hack servers and poison food, do whatever you can to slow the crew down.
Special Thanks & Credits
Credits
  • Nykolaï Kurayami - I made this guide :D
  • Might of the Void - Helped with screenshots & testing

Special thanks to