DAY 14:00
POWER ON
THE SCHOOLpress M to close
you friends little one out little one safe food fuel part job item mess generator Mrs. Honeywell Meredith (lunch) Jerry today's jobs locked
E
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HIDDEN  ·  hold RMB to peek
it is the last day of school

GRUMP

the baby destroyer

Everyone got picked up. Except you.
A game about a baby, a generator, and a boy who is not a boy.

Survive Alone

Just you, a generator, and whatever is walking the halls. Grump stops asking questions on day 4.

Host Co-op

Up to four babies. You run the school clock, so keep this tab open.

Room code:

Join Co-op

Ask the host for their five-letter room code.

Settings

How to Survive

Everything else — every item, room, quest and night — is on the wiki.

Days are for work

  • Search everything. Lockers, desks, bins, crates. Fuel and parts live in the boiler room and storage.
  • Feed the generator. Fuel keeps it burning, parts keep it from stalling. It powers every light in the school.
  • Clean up. Every mess still on the floor at nightfall makes the generator drink faster.
  • Carry the little ones home. Toddlers left out in the building do not survive the night.
  • Eat. Your tummy empties every day. Cafeterias, kitchens and lunchboxes are where the food is.
  • Some of the little ones are hurt. A red cross over their head means a scrape. Carry them to the nurse's office and put a plaster on (a quick minigame) before they can stay safe in your classroom.
  • Get lunch from Meredith. She is at the cafeteria counter all day. Keep the beat in her lunch line and your tray gets fuller. One tray a day.
  • If Jerry the gym teacher comes running, do the class. Laps, dumbbells or jump rope. Pass and you stay fit (slower stamina drain) for a while.
  • Do Mrs. Honeywell's list. Your teacher is at the board in your classroom every morning. Every job you finish leaves a reward in the crib. She is gone before dark.

Nights are for hiding

  • The nights are Bob's. For the first three, he is the one who will actually hurt you.
  • Light is safety. Bob will not touch you in a lit room. Grump will not enter one — for now.
  • Bob patrols every night. He hums. He sweeps a torch. He switches lights off behind him, and he gets faster every night. Hide in a locker and hold still.
  • Grump only watches to begin with. Every night he is a little bigger.
  • Noise carries. Sprinting is loud. Crawling is quiet. A crying baby is the loudest thing in the building.

Grump

  • He will ask you things. Answering costs you. So does walking away.
  • There is no right answer. Work out how little you can spend.
  • Cleaning up his school is the only thing that ever calms him down.
  • On day 4 he stops asking — and then he hunts you in daylight too. Push him hard enough and it happens sooner.

Controls

WASDwaddle
Shiftrun (loud, tiring)
Ctrlcrawl (quiet, slow)
E / LMBinteract — hold for jobs
Ruse selected item (eat, open lunchbox) / second option
1–6pick from the bag
Qdrop what is in your hands, or the selected bag item
Ftorch
RMBpeek, while hidden
Mmap of the school
Tabobjectives
Tchat (co-op)
Escpause
GRUMP

THE SUN COMES UP

You survived the night.

CAUGHT

Paused

The school does not stop for anyone in co-op. You are still standing where you left yourself.
Unlocking the school…