Controls & Map Guide
Everything you need to know to play — every key, every mode, every map.
Movement & Combat
Always Available
Chameleons can plant a Decoy at any time — a static double of your current appearance, left behind to confuse the Hunters while you slip away. Taunting draws attention on purpose, for players who’d rather bait the Hunters than hide from them.
Paint Mode
Paint Mode is your character customizer, painted straight onto your own model and onto the map itself. Press F any time to open it.
Paint / Map Paint Sub-modes
Object Creation Sub-mode
Spectator Sub-mode
Map Creation Mode — "1User_Map_Edit"
Build your own custom map from scratch. Free-fly around an empty plot, hand-place objects, or let AI CREATE generate an entire themed area around you automatically — then save it to a numbered slot and share it with everyone else.
AI Create Themes
Random
Rolls one of the themes below at random, every press.
Forest / Village / Town
The original natural scatter — organic terrain clutter with no name-based building logic.
Desert / SkyTown
A rigid city grid of streets and building lots, matched to real building/tower meshes.
LakeTown
Natural (non-grid) clusters built around houses and towers, with prop piles scattered around each one.
Necropolis
Same natural-cluster approach as LakeTown, built around tombs, mausoleums, crypts, shrines, gates and gravestones instead.
Block
A voxel/cube world built entirely from 100x100cm blocks — eroded mounds, ruined pillar structures, a winding river, and scattered trees and rocks, all on the ground plane.
Block2
Block’s sequel: placement thinks in full 3D space above the area, not just the ground — floating islands, ruins and pillars at random heights, linked back down by a mandatory staircase.
Block3
Block2 pushed further into an actual sky village — a cluster of solid floating platforms, each with a real floor, walls, a doorway and a roof, connected to each other by bridges and to the ground by staircases.
Game Modes / Map Variants
The Maps
Every map below is one of the existing, pre-built worlds in rotation for Random Map 0 and RATE Match.
Atlantis
A sunken, ruined ancient city — half-collapsed stonework and open water.
Block
A hand-built showcase map made entirely out of KUBIKOS voxel blocks — mounds, ruins, a river, scattered trees and rocks.
Desert City
A sci-fi desert metropolis — sun-bleached streets between angular futuristic buildings.
Dwarven City
An underground dwarven stronghold — carved stone halls and forges deep below the surface.
Lab
A sterile sci-fi laboratory/research facility, tight corridors and equipment-filled rooms.
Lake Town
A lakeside town built around houses and towers, with clutter and prop piles scattered through it.
Lighthouse
A coastal lighthouse and the buildings around it.
Medieval Castle
A full medieval castle and its grounds.
Nature
A lush, sweeping natural landscape — open country with dense, realistic foliage.
Necropolis
A city of the dead — tombs, mausoleums, crypts, shrines and gravestones.
Ruined City
A modern city reduced to rubble — collapsed, destroyed buildings throughout.
Scrapopolis
A junkyard city built from scrap and salvage.
Stylized Forest
A colorful, stylized pine forest.
Town
A classic small town, full of everyday buildings.
Underworld
A dark, otherworldly underground realm.
Village
A stylized island village.
Beyond the pre-built maps, 1User_Map_Edit and 1User_map_Browser let any player build and share an entirely new map of their own, using Map Creation Mode’s tools and AI CREATE themes described above.