InsanityMod

v1.0.9·Updated 2026-05-22

Insanity system for Lethal Company. Sanity drains in the facility, spikes when you witness deaths, and peaks with tunnel vision, camera shake, and haunting voice playback. Includes Paranoia custom wea

About this mod Author’s original text

InsanityMod

A Lethal Company mod that tracks player sanity and makes high-insanity runs genuinely terrifying.

Game version: V80–81 | BepInEx: 5.4.23.5+

Dependencies

  • WeatherRegistry — required for Paranoia weather

What it does

Insanity meter

Insanity (0–100%) accumulates while you're inside the facility and drains while you're outdoors during the day. The ship is a partial refuge — it drains insanity while the lights are on, and creeps it up slowly when they're off.

  • Solo in the facility: ~10 minutes to 100%
  • On the ship: slowly drains with lights on (−0.3/s), creeps up slowly when dark (+0.15/s)
  • Outdoors (daytime): slowly decays back toward 0
  • Outdoors (night / Eclipse): insanity rises instead of falling
  • On the Company moon (Gordion): drains regardless of lights — the Company is a thematic refuge
  • Resets each round — every new expedition starts fresh

Things that make it worse

| Trigger | Effect |

|---------|--------|

| Visible enemy nearby | +rate per second (scales by enemy type) |

| Watching a teammate die | instant spike |

| Paranoia weather | rate multiplier |

| Night outdoors | slow rise instead of decay |

| Eclipse weather outdoors | faster rise than night |

| Underwater | +0.4/s |

| Ship with lights off | +0.15/s (mild creep) |

Enemy threat scale (examples): Bracken / Ghost Girl = 2.0×, Jester / Coilhead = 1.5×, Forest Giant / Masked = 1.4×, Sand Worm = 1.8×, Thumper = 0.8×

Things that make it better

| Condition | Effect |

|-----------|--------|

| Teammate within 6m | −0.15/s |

| Flashlight on / in ship | −0.1/s |

| Near a facility light | −0.1/s |

| Ship with lights on | −0.3/s (base rate) |

| TZP-Inhalant effect active | −1.0/s |

| On the Company moon (Gordion) | −0.5/s |

Being with a teammate near a light source in the facility effectively keeps insanity stable — unless the apparatus has been removed. TZP-Inhalant is a strong safety valve: one inhale (~17 s effect window) recovers ~17%. Note: TZP does not reduce insanity inside the facility after the apparatus has been removed (the apparatus-removed penalty disables all in-facility recovery).

Effects at high insanity

Things start happening as insanity climbs. Find out for yourself.

Spoilers — click to reveal

70% — Voice distortion

Nearby teammates' voices begin to sound subtly warped. The mod also captures a rolling 30-second buffer of teammate voice chat and starts playing back distorted snippets spatially in 3D — you'll hear phantom voices from positions that seem to move.

80% — Tunnel vision

A deep red vignette slowly pulses in from the edges of the screen. The pulse and color intensity increase toward 100%.

Also at 80%+: the Ghost Girl (DressGirl) slightly increases her haunt speed while targeting you.

90% — Camera shake

Perlin-noise position and rotation jitter on the camera. Starts subtle, gets pronounced at 100%.

100% — Transformation

Insanity peaks. Movement gradually slows to a halt, the screen fades to black, and a Masked enemy spawns at your position wearing your suit. You die.

The transformation can be disabled in config (EnableMaskedTransform = false).

Apparatus removal

Pulling the apparatus triggers an immediate insanity spike for everyone in the round. For the rest of the round, insanity-reduction buffs (teammate proximity, flashlight, facility lights) no longer work inside the facility — insanity can only rise in there. Outdoors is unaffected.

Paranoia weather

A custom weather event. During Paranoia, insanity accumulates faster in the facility and enemies are more active. Appears at roughly 3% chance per night (configurable).

HUD

A small ring meter in the bottom-right corner of the screen shows your current insanity percentage. Color shifts white → yellow → red as it fills.

End-of-round results

After the ship leaves, the host broadcasts each player's peak insanity for the round to all clients.

Configuration

All values are in BepInEx/config/com.insanitymod.lethalcompany.cfg.

Language note: The Language setting only accepts va

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackmrov-WeatherRegistry

File & checksum

Filename
InsanityMod-1.0.9.zip
File size
56.9 KiB