OnTheLookout

v1.8.0·Updated 2026-10-12

Chasers vs Runners: chasers hunt runners from campfire to campfire. Runners freeze chasers just by looking at them and dash with a scout gem; chasers get a tracking blowgun and a speed-boost gem. Pick

About this mod Author’s original text

On The Lookout

Chasers vs Runners for PEAK. A few scouts are secretly chosen as chasers and hunt everyone else up the mountain. Runners have to make it from campfire to campfire, and finally to the peak, without getting caught. A runner's best defence is to turn around and look at a chaser to freeze them in place.

Everyone in the lobby needs this mod (same version). The host runs the game: roles, freezes, captures and rewards are all decided by the host and synced to everyone.

How a game works

  • Wake up on the shore. Nothing can be interacted with while everyone wakes up, and for a few seconds after (no grabbing items before the roles are out).
  • Roles are revealed. Each player sees CHASER (red) or RUNNER (yellow) in the middle of the screen. The number of chasers depends on lobby size (1 chaser, 2 from 6 players, configurable).
  • Head start. Runners get a 20-second head start with a big countdown. Chasers are frozen and blind the whole time; their screen fades back in near the end.
  • The chase. Chasers hunt the runners up the current biome.
  • A chaser captures a runner by running into them. The runner dies with a bang.
  • A runner freezes a chaser by looking at them within 26 m. The chaser can't move, act or fall for 6.5 seconds, then is immune to freezing for 8 seconds.
  • Reach the campfire. Within 50 m of a campfire is a safe zone: no captures there. When every living runner is in the next campfire's safe zone, the chase for that leg is over: everyone sees ALL RUNNERS ARE SAFE, the chasers are brought to the campfire, and food is laid out so everyone gets something to eat.
  • Light the campfire. Only a runner can light it. Lighting clears every negative status of everyone at the fire. After the next biome's title has played, the next leg starts with the same role reveal → frozen, blind chasers → runner head start.
  • Win.
  • Runners win when a runner reaches the peak.
  • Chasers win when every runner is dead.

Captures, ghosts and new chasers

  • Captured runners (and runners who die any other way) become ghosts. Passing out is not death: teammates can still revive or carry a passed-out runner.
  • Using a scout statue revives everyone who is dead, as in vanilla, but one revived ghost is randomly turned into an extra chaser and gets a blowgun. With no ghosts, the statue works as normal.

Chasers

Perks

  • 15% faster than runners.
  • Blowgun with unlimited darts (30 s cooldown, shown as a ring above its hotbar slot). A dart doesn't knock the runner out: it adds 10% drowsiness and marks them with flare smoke in their own skin colour for 5 seconds, so everyone can see where they are.
  • Capture rush: each capture gives a short +1% speed boost (5 s; each further capture during the boost adds +0.5%) and a full morale boost (extra-stamina bar).
  • Tough: only 1/3 of every negative status (injury, cold, poison, drowsiness, …), no fall damage, immune to fog, ignored by mushroom zombies. Hunger works the same as for runners.
  • Clown luggage is theirs: only chasers can open it, and it's full of food and healing items.

Drawbacks

  • Can only pick up and use food and healing items (plus their blowgun).
  • Can only open clown luggage (scout statues still work).
  • Can't light campfires.
  • Can't see ghosts, since a ghost floats around the runner it spectates.
  • Frozen and blind during every head start.
  • Can be frozen by any runner who looks at them, and they pulse icy blue while frozen so everyone can tell.
  • Fireworks go off above every chaser every 30 seconds of the chase, and they sound like the Scoutmaster when they're close to a runner. Runners always have a clue where they are.

Runners

Perks

  • Freeze chasers by looking at them (26 m, 6.5 s; no stacking, 8 s immunity afterwards).
  • Head start at every leg.
  • Safe zones around every campfire.
  • 12% faster stamina regeneration.
  • A backpack at the start of the round, and one random item at the start of every leg: a snowball, a brown berrynana or a fortified milk.
  • Fortified milk protect

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-BepInExPack_PEAK

File & checksum

Filename
OnTheLookout-1.8.0.zip
File size
350.6 KiB