How to play

PropHuntFPS

Controls & Map Guide

Everything you need to know to play — every key, every mode, every map.

Movement & Combat

WASDMove
MouseLook
Left ClickFire
Right ClickAim Down Sights
SpaceJump
Left CtrlCrouch
Left ShiftSprint
RReload
EInteract
TabScoreboard

Always Available

FToggle Paint Mode
B (hold)Pose Wheel
GSpawn Decoy (Chameleon only)
HTaunt (Chameleon only, while alive)
NEmote / Dance

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.

TabCycle sub-mode (Paint → Map Paint → Object Creation → Spectator)
Ctrl+Z / Ctrl+YUndo / Redo
Ctrl+ScrollBrush / shape size
Middle Mouse (hold)Rotate your character while you work
WASD (while painting)Nudge your position slightly

Paint / Map Paint Sub-modes

Left ClickPaint stroke, or bucket-fill (tool dependent)
Ctrl+TabCycle tool: Brush → Airbrush → Pencil → Bucket
Alt+ScrollBrightness
Shift+Left ClickEyedropper (pick a color)
Space+Left ClickEyedropper (pick a texture)

Object Creation Sub-mode

Left ClickPlace a shape
Right ClickRemove a shape
Ctrl+TabCycle shape: Cube → Sphere → Cylinder → Rectangle
Shift+TabToggle target: your character / the map

Spectator Sub-mode

WASDFly freely
Space / CtrlUp / down
ShiftBoost

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.

Save / LoadPick a slot (1–999). SAVE writes your whole current map to it, LOAD replaces the current map with it. </> pages through slots 30 at a time.
CREATE1 / CREATE2Which mesh pool a theme button below draws from — CREATE1 is a small curated set, CREATE2 draws from the full cooked mesh library (thousands of props).
SettingsMax Objects / Max Decoys / Area Radius / Asset Pack Pool Limit (CREATE2 only)
Manifest BrowserScroll through every placeable mesh one at a time and hand-place it exactly where your cursor is pointing (J to place).
Left ClickPlace the selected object
Right Click (double-click)Delete the object under your cursor
Middle Mouse (hold)Rotate the object before placing it

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

1User_Map_Edit
Build your own map (see Map Creation Mode above).
1User_map_Browser
Play a real Hunter-vs-Chameleon match on whatever map the host most recently published from 1User_Map_Edit. Everyone but the host rates the map GOOD or BAD afterward.
Random Map 1
AI CREATE auto-generates one themed area (Random theme) at the start of the match — the whole match plays there.
Random Map 2
Same idea, but always rolls a specific non-Random theme (Forest / Village / Town / Desert / SkyTown / LakeTown / Necropolis) each match.
Random Map 0
No AI CREATE — every round, the match travels to a different existing pre-built map (see the full map list below).
RATE Match
Same map rotation as Random Map 0, but Hunter and Chameleon teams are balanced by each player’s own tracked win rate, keeping both sides close in skill.

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.