PeakStalker
Do not linger in the airport. A haunted mirror awakens a relentless stalker with rampages, custom horror audio, campfire refuge and multiplayer pursuit.
About this mod Author’s original text
Peak Stalker - release 1.0.3
The airport mirror freeze unlocks the stalker for that run. It still triggers automatically after 120 seconds when a real mirror is ready. A failed capture does not unlock anything. Returning to the airport requires another mirror event. The effect restores automatically without undoing a successful unlock. The state is shared with installed guests and late joiners; a new room starts locked.
Release 1.0.3 — release controls
Removed all development shortcuts: F7 rampage, Shift+F7 super rampage, F8 mirror trigger/replay, F9 effect reset and F10 gate calibration. These keys are no longer read by the mod. Old shortcut settings in existing configuration files are ignored.
The airport mirror still triggers automatically after its configured delay (120 seconds by default), and effects restore on timeout or airport exit. Gate discovery, proximity breakout, automatic rampages, multiplayer audio and biome recovery are preserved. The approved model and recordings are unchanged.
Release 1.0.2 — multiplayer and biome recovery
All players need 1.0.2 installed for the updated opening audio. Guests who finish loading while Bing Bong's 69.23-second recording is still running now hear its remaining portion at the shared host position. The previous ten-second loading cutoff is removed. The opening still plays once per haunted run, at the start on the beach. Reclaiming or replacing the stalker preserves the original 70-second deadline and does not replay the opening.
The host now watches for a stalker falling more than 120 metres below the lowest living player, or farther than 600 metres from every living player. Emergency recovery requests the game's native networked, terrain-checked teleport to a point 45–65 metres from the lowest living player, within 25 metres of their elevation. Destinations must be outside every player's view and outside protected campfires. If no valid point is found, recovery retries after five seconds. Recovery.EmergencyDistance configures extreme separation; Recovery.Enabled controls these safety relocations.
After a biome change, a safety window waits three seconds for terrain loading, then checks for 30 seconds. During that window, an unseen stalker over 100 metres away or more than 40 metres below the lowest player also qualifies for recovery. A claimed stalker left inactive in an old biome hierarchy is detached and reactivated. If the previously claimed native enemy is destroyed, the host waits five seconds before creating one room-owned replacement, with the same countdown and native safe placement.
The approved stretched model, corrected leg weights, supplied audio, balance and full-duration super-rampage tint are unchanged. Main-menu version label is now 1.0.2.
Compilation, native API contracts, embedded audio/model checks and automated recovery/rush/countdown policies passed. Live multiplayer playback and a full biome transition still need in-game verification.
Final release candidate 1.0.1
Bing Bong's supplied 69.23-second recording plays once when the haunted climb starts on the beach, using the same host timestamp as the head-start countdown. Players must be loaded and alive; airport/menu playback is suppressed. A guest who loads within the first ten seconds resumes at the shared recording position; later joins do not replay the opening. The line is audible locally even if no toy is loaded. A nearby active Bing Bong with valid audio/animator references uses the native sampled mouth animation. The opening does not replace normal toy interactions. BingBong.OpeningLine and BingBong.VoiceVolume control it. Death, airport return or disabling the feature fades it out.
The head start is now 70 seconds. Normal walking is 5% slower than 1.0.0, approximately 64.1% of player walking force with default matching. Rampage recovery is now 20 seconds, followed by the existing fresh 45-second chance timer. These values migrate once for existing profiles; subsequent manual configuration e
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: