FoxyJumpscare
Foxy jumpscares you at random times while you work. That's it. That's the mod. Good luck out there.
About this mod Author’s original text
FoxyJumpscare
Foxy jumpscares you at random times while you work. That's it. That's the mod.
Somewhere between 15 and 55 minutes of time spent on a moon (configurable), Foxy lunges
at your screen with the classic scream. Then he does it again later. Forever.
Features
- The real FNAF jumpscare animation + XSCREAM, on a random timer
- Foxy is keyed onto the live game rather than a black card, so he lunges out of the room
you're standing in — and you can still see (and run) while it happens
- Client-side only — every player with the mod gets scared on their own schedule.
Players without the mod are unaffected (they'll just hear you scream on voice chat)
- Only triggers while the ship is landed on a moon by default (no menu/orbit scares)
- Everything configurable
Configuration
Edit BepInEx/config/kjelpw.FoxyJumpscare.cfg (generated after first launch), or use
your mod manager's config editor.
| Setting | Default | Description |
| --- | --- | --- |
| MinSeconds | 900 | Minimum seconds between jumpscares |
| MaxSeconds | 3300 | Maximum seconds between jumpscares |
| Volume | 1.0 | Scream volume (0–1) |
| AnimationFPS | 25 | Jumpscare animation speed |
| AllowInOrbit | false | Also trigger while the ship is in orbit |
| ScareDeadPlayers | false | Also trigger while dead/spectating |
| EnableTestHotkey | false | Press F8 in game to trigger a jumpscare on demand |
The timer only counts down while you're in an eligible state — landed on a moon and alive
— so you can't wait it out from the safety of orbit, and dying doesn't bank time toward
the next one. On the defaults that works out to roughly one scare every couple of moons.
Compatibility
Should play nicely with anything. The mod never touches game state: it reads whether
you've landed and whether you're alive, and draws to its own overlay. There is no
networking, nothing is saved, and no gameplay method is prefixed or replaced — the only
hooks are postfixes on StartOfRound.Update and MenuManager.Update, which run after
the game and other mods have had their say. It draws its own random numbers rather than
the shared ones the game seeds per level, so it cannot shift map generation, and if it
ever throws it retires itself for the session instead of taking the update loop with it.
Installation
Install with r2modman Mod Manager.
Installing by hand works too — extract the zip into BepInEx/plugins/ — but keep the
assets folder next to FoxyJumpscare.dll. That's where the frames and the scream live;
without it the mod loads and then sits there doing nothing (it will say so in the log).
Custom jumpscares
Drop your own assets/frames/frame_000.png, frame_001.png, … and assets/scream.wav
in and they'll be used instead. Frames play in filename order. Save them as RGB/RGBA PNGs
— Unity silently fails to decode indexed-colour PNGs, so the mod warns you in the log if
it spots one. The WAV should be uncompressed PCM.
Credits
- Five Nights at Freddy's and all related assets by Scott Cawthon
- Withered Foxy jumpscare rip and XSCREAM audio from The Spriters/Sounds Resource
A fan project, not affiliated with or endorsed by Scott Cawthon or Steel Wool Studios.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: