You (the Baby)
Everyone got picked up. Except you. Here's everything about the character you actually control.
Stats
| Stat | Range | Notes |
|---|---|---|
| Health | 0–100 | Starts at 100. Regenerates +0.9/s during the day while not downed and not starving. At 0, you go down. |
| Stamina | 0–100 | Starts at 100. Drains 21/s while sprinting (10.5/s while "fit" from passing a Jerry class), refills 9/s standing or walking, 15/s while crawling. |
| Fear | 0–100 | Starts at 0. See Fear and crying for the full formula. |
| Food | 0–100 | Starts at 100, drains 0.25/s. See Food & Hunger. |
| Torch battery | 0–100 | Starts at 55%. |
Movement speeds
| State | Speed |
|---|---|
| Walk | 2.55 units/s |
| Sprint | 4.25 units/s (loud, drains stamina) |
| Crawl | 1.35 units/s (quiet) |
| Downed | 0.55 units/s |
Modifiers stack multiplicatively: carrying a big item ×0.87 (×0.76 if it's a toddler specifically), food below 20% ×0.82, fear above 80 ×0.92.
Carrying
You can hold exactly one "big" item in your hands — a fuel can, Mr. Wiggles, a teddy, or a toddler — plus six small items in your bag (selectable with 1–6). See Items and Controls.
Taking damage
Getting hurt sets a brief 1.2-second invulnerability window (so the same hit can't double-tick), adds camera shake proportional to the damage, and adds amount × 0.8 fear. Health reaching 0 while not already downed triggers going down.
Going down and dying
- Downed: can't move properly, drops whatever's in your hands (a carried toddler is released back onto the floor at your position), torch forced off, hidden status cleared. A down timer starts: 45 seconds in co-op, just 4 seconds in solo — deliberately longer online because a teammate has a real chance to reach you.
- Revived: a nearby teammate holds E for 3 seconds to bring you back at 45 health, with a brief invulnerability window.
- Dead: the down timer running out. In solo, this ends the run. In co-op, you become a spectator who can click to cycle between living teammates' cameras (including the host's) until someone escapes or everyone is gone.
While hidden
Movement is disabled, your eye height and posture adjust to the hiding spot, noise generation stops entirely, and fear drops an extra 3/second. Full detail on Hiding.
Camera and view
Mouse look is standard FPS-style, sensitivity and invert-look adjustable in Settings. Getting hurt or otherwise shaken adds a screen-shake effect that decays at 1.8/second. Peeking while hidden offsets your eye 0.45 units toward the front of the hiding spot without actually leaving it.
Stats tracked for your end screen
Containers searched, messes cleaned, toddlers saved, drawings found, fuel poured, and repairs made all feed into the win/loss summary screen at the end of a run.
af3955c
Play the game · Game source