ParanoidCompany
Stay in the dark and you start hearing things. Whispering at your shoulder, footsteps that cross the room and stop, doors that only creak when a real one is near - and a coilhead right behind your hea
About this mod Author’s original text
Paranoid Company
Stay in the dark and the building starts making sounds it shouldn't.
Not jumpscares. Someone whispering two rooms away, too quiet to make out. A
breath behind you. Someone humming. Footsteps that cross the corridor and stop.
Every one of them muffled, distant, and just deniable enough that you'll keep
telling yourself you imagined it — until you don't.
Turn your light on and it slows down. Stand somewhere properly lit and it stops.
Everything this mod plays is local to you. Nothing is sent over the network,
so nobody else hears it and monsters can't either. Your friends will only know
something is wrong from the way you start acting.
Every client also runs on its own timing and makes its own choices, so two
people walking down the same corridor don't hear the same thing at the same
moment — what you hear is yours.
What you hear
107 bundled sounds, plus a lot of the game's own audio borrowed at runtime.
Whispering is the point
Close human sounds have their own folder and their own rules. They play
1.5 to 6 metres from you — never across a room, never through a wall, never
filtered down to nothing. A whisper thirty metres away isn't unsettling, it's
inaudible, which is exactly why you have to be able to place it as *a person, at
your shoulder, right now*.
They can happen at any stage, and by default they're the most common thing you
hear. 46 clips: whispering short, long and urgent, breathing, humming,
swallowing — a different speaker every time.
The human ones are synthesised as actual speech — real vowel formants gliding
into each other, consonants, breath before a phrase, mouth clicks between words,
the occasional swallow — so it sounds like a person saying something you can't
quite catch, not like a sound effect. Every clip gets a different speaker: a
different voice pitch, a different head size, a different pace.
| | |
| --- | --- |
| Whispering | 34 clips — short, long, and urgent |
| Murmuring | 15 clips — several people talking somewhere further in |
| Breathing | 14 clips, close and ragged |
| Humming | 10 clips — someone quietly humming to themselves |
| Bodies | 13 clips — cloth shifting, swallowing, joints cracking |
| Crying out | 7 short, half-swallowed cries from further in |
| The building | 7 clips — settling, grit, knocks |
46 of those are close human sounds in Sounds/Whispers; the other 61 are spread
across Stage1, Stage2 and Stage3 by how close and how urgent they are.
And from your own game, at runtime — all real recordings, and deliberately only
the ones you can't put a name to:
- the real coilhead spring — the loud coil, dead behind you
- the ghost girl's breathing, her skipping, her staring sting
- the game's own insanity ambience — the audio written for her sanity drain —
played as a few seconds lifted out of the middle and faded
- the hull creaking, something dragging
- doors creaking open and slamming — but only ever from a door that is
really standing near you
- the level's own ambient one-shots
- real footsteps, matched to the floor surface you're standing on
Nothing is extracted or redistributed. The mod reads the clips your game already
has in memory, so they always match your version and always sound like Lethal
Company.
Deliberately left out: the ship's announcer and the Company voice, the game's
scored music, death screams, gore, the maneater's crying, laughter, radio
chatter, and monster voices. Every one of those is instantly identifiable — and a
player who can name the sound has stopped being unsettled by it and started
thinking the mod is buggy. Monster voices can be switched back on with
ExtraEnemyVoices if you want them, vanilla enemies only.
Footsteps are their own thing now
Phantom footsteps don't play from a fixed spot. A line of steps starts behind
you, crosses the room or comes straight at you, and stops. At Stage 3 they run.
They run on a completely separate schedule from every other sound, with their
own folder and their own distances, so they nev
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: