InfectedCompany
One or more of your crewmates are infected! Trust no-one, collect scrap and survive!
Screenshots 5 screenshots
About this mod Author’s original text
InfectedCompany
NOTE: All players will need the mod installed to play together
This mod is still in beta. Please report any bugs and issues you encountered while using the mod by creating an issue on the official GitHub repo issues page. Thank you!
Infected Company
- Trust no-one. One or more of your crewmates are infected! Trust no-one, collect scrap and survive!
- New items. Adds new items to the game: incendiary grenade, infected detector and handheld radar.
- Quarantine phase. Can you survive the facility lockdown?
- Lobby size support. Compatible with lobby size enhancement mods! The game will scale accordingly.
- And more!
Objectives
Survivor objective
The survivor's main objective is to collect enough scrap to meet the newly added round quota (not to be confused with the profit quota).
The round quota is the total value of collected scrap the survivors must meet in a SINGLE day/round. The survivors win if they're able to meet the round quota and survive.
Round quota
- Scales with map and lobby size
- A min round quota can be configured by the host (see below section on config)
Infected objective
The objective is to prevent the survivors from meeting the round quota. You're given many tools to do so such as becoming a monster yourself:)
Game phases
This mod works with lobby size modification mods! By default there is an infected for every 3.5 players, for e.g. a lobby with 7 people will have 2 infected chosen at random.
It's best played with 4+ players, you can use other mods to increase the lobby size
Selection phase
- Once the ship lands, random players in the lobby will be chosen as the infected
- The more players the lobby has, the more will be chosen as infected. This value can be configured by the host (default 3.5 players for each infected)
Game phase
- During this phase the game plays like normal, however, someone in your crew is infected
- The infected will slowly build up insanity while they're inside of the facility
- Once the insanity meter is full, they will have the ability to turn into the infected monster
- The qurantine phase begins when there is at least a single active infected roaming inside of the facility
Quarantine phase
When quarantine phase ends, any infected that hasn't activated monster mode will lose 65% of their insanity
These effects can be configured by the host of the lobby
The quarantine phase begins when there is at least a single active infected monster inside of the facility,
and ends when they're all neutralized or if the infection/insanity recedes. The facility is put into lockdown mode during the quarantine:
- An alarm and announcer will signal the start and end of the quarantine phase
- Facility main entrances and fire exits will take longer to use from the inside
- Normal teleporters are disabled (inverse teleporters are still enabled)
- Ship monitors are disabled
- The ship terminal is disabled
- Walkie-talkies are disabled
- Facility lights will switch off and emergency lights will switch on
Endgame phase and scoring
The game ends when any of the following events occur:
- The survivors collect and secure enough scrap to meet the round quota (the survivors win)
- All the survivors die (the infected win)
- The ship leaves without meeting the round quota (the infected win)
Ship leaderboard
Player scores will be recorded and displayed on a leaderboard found in the ship.
Survivor gameplay
- **Panic mode (default 'p' key): Drop all items and gain a temporary speed-boost (60 second cooldown). Use this wisely to escape the infected!
- Tips against the infected**:
- Use flashes and stuns to slow and blind the infected. They cannot kill while stunned
- Use the infected detector to sniff out who's infected or not
Infected gameplay
- Insanity: The insanity meter will fill up while you're inside of the facility (and outside during night-time). The rate increases with your fear level, meaning if you see monsters or dead bodies, your insanity will charge faster
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: