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PropHunt changelog

All notable changes to PropHunt are documented here. The format follows Keep a Changelog, and the project uses Semantic Versioning.

  • 40 more props to hide as. The allowlist went from 347 to 387 entries.
  • A full lobby runs at a normal frame rate. Every player was telling the game to clear their wanted level once per frame, and the game answers each of those with a network message to the host: about 660 a second with 12 players in the round, every one of them also written to the host’s log. It now only asks when there is a wanted level to clear.
  • The host no longer republishes the whole match to everyone every time anyone does anything. Picking a prop, turning it, dropping a decoy, landing a hit and stepping out of the zone all sent the complete state of every player, which is 4.4 KB with 12 of them. Updates are bundled now, and the bigger the lobby the fewer go out.
  • Holding the rotate key sends nothing while the prop is not turning. Resting a finger on it published the whole lobby state six times a second.
  • The host stopped asking Steam for the full member list, persona names and all, on every frame. Once every half a second is enough to notice somebody joining.
  • Settings you change in the lobby are still there next time you host. Only the host form ever saved anything, so everything you tuned from the phone after starting - prop rotation most of all, because you set it once the lobby has filled up - was gone with the session.
  • Every log line says PropHunt once instead of twice.
  • Cars come in the colours you see on the street. A car disguise is cloned from the game’s vehicle prefab, which is the unpainted one, so every car anyone became was white.
  • A small prop can no longer stand submerged. The depth allowance had a 20cm floor, and a bottle is 25cm - so it could sit almost entirely under water and count as dry.
  • Taunts are limited to one every 200ms per player. Only the score was capped before, so an auto-clicker turned a taunt into a siren that every machine in the lobby had to play.
  • Host setting “Prop ground offset”: if props hover above the floor or sink into it, dial it in and everyone in the lobby follows.
  • Messages, Products, Contacts, Dealers and Deliveries disappear from the phone during a round, and come back after it. Nothing in a round needs them.
  • [2] has a one second cooldown, so nobody can flicker through props faster than a hunter can read what they are looking at.
  • Decoys are capped for a whole round at your per-prop count times your change budget, and with unlimited changes at ten batches. They used to refill on every prop change, so anyone with changes to spare could keep dropping fresh batches. Setting decoys to 0 now means none at all, which is what it always claimed - it used to mean unlimited.
  • A decoy takes exactly one shot, whatever prop it copies. A big prop’s decoy used to soak several hits, which told the hunter it was worth shooting at.
  • Leaving the play area gives you 3 seconds instead of 10, and left click (lock your prop) is in the [H] list.
  • Scores add up across rounds again. A single quiet moment from the lobby dropped the whole player list and every score with it, so the table only ever showed the last round.
  • The round-end table tells the sides apart under Infection. Everyone caught ends the round as a hunter, so every row read “Hunter”; caught players now read “Caught” and no longer collect the winning hunter’s bonus. The “Survivor” award can no longer go to someone who was caught either.
  • Small props can be shot. A cigarette packet’s hitbox was a few centimetres across, so the floor answered a shot before the packet did and its decoy could not be destroyed at all.
  • The play-area boundary stays on the map after you host a second lobby.
  • Doors near a safehouse open again for everyone once the round starts. Unlocking worked out which doors to touch a second time instead of remembering, so a door could stay shut for the player who shut it.
  • The sewer stays reachable and needs no key. A round plays in a brand new save, where the game still asks for the Sewer Key that nobody in it can have - and a round starting next to a hatch shut it as well. Either way a hider ended up sealed in, unreachable, with no way for the hunters to follow.
  • You can always stand up again. Crawl spaces crouch you on the way in and leave it to you to get up, which a prop was not allowed to do - so one low passage left you stuck crouched for the rest of the round.
  • Hunters can use the phone torch again, and a hider who was already carrying a lit one stops glowing inside their prop. A round blocked the torch for everybody instead of only for hiders, and putting it out worked on the owner’s screen only, so every other player still saw the light.
  • Every preset starts the play area at 50m, so the radius follows your lobby size again instead of the preset’s own number. Infection jumped to 75m and Side Hustle Party to 90m, whatever the lobby size said.
  • The hunter ratio defaults to 4: five players is 1 hunter and 4 props, ten is 2 and 8. Its description also promised the count rounds up, while the role assignment divides down.
  • Click to lock your prop where it stands, mid-air included. Click again to drop. There is no timer and no cost: a crate wedged under a ceiling can stay there all round.
  • You are physically the size of your prop, not a person wearing one. A thin sign fits into a gap no person gets through, and a hunter shooting at a knee-high box hits a knee-high body.
    • Hiders are prop-sized on the host form turns it off.
  • Try props on in the lobby before the match starts. Everyone sees you, 2 rolls another one, hold F to turn it, and the camera swings out so you can look at yourself.
    • Decoys, concussions and taunts stay out of the lobby - those are round mechanics with budgets.
  • Props can be shuffled during the hunt, so nobody sits out a whole round in one perfect corner.
    • Prop rotation on the host form, in seconds. 0 keeps it off. A forced change refills your decoys and concussions and does not count against your own prop changes.
    • NEW PROP IN 15s counts down above your hotbar first, so the change is never a surprise.
  • The play area is drawn on the phone map: everything outside it is tinted red, with a line where the wall stands. Left alone, the area now grows with the lobby - 50m up to ten players, 60m past that.
  • Grabbing at a suspicious prop with the trash grabber makes it whistle if it is a player. A hunter finally gets an answer instead of a mis-click, and a found hider should run.
  • Hosts can end a round early from the phone, and switch Auto-start next round off while one is running. End round scores it as a hunter win and drops you back into the round setup.
  • Deep water counts as leaving the play area: a warning, ten seconds, then the same result. How deep is measured against your prop, so a sign counts as submerged long before a vending machine does. Wading is still fine, and the sewers stay passable.
  • Shots register when you are right in front of a hider, and when their prop stands against a wall. Both used to be swallowed with no hit and no sound.
  • The round timer and the whistle countdown agree on every machine, and the hunt opens with a whistle instead of a silent first interval. Two PCs whose clocks differ by a few seconds used to show different numbers, and the whistle went off while the countdown still had time on it.
  • The first round no longer always picks the same hunter. Who hunts first is rolled per match; after that everyone still takes their turn in order.
  • Spectators no longer get the out-of-bounds warning and the beeping while they fly around.
  • A hunter who has been stunned can select a weapon again. Standing back up left the hotbar dead for the rest of the round.
  • The sewer king is removed during a round. He attacks on sight, and a crate cannot fight or run.
  • A prop has no hotbar, no flashlight and cannot crouch. 2 reached the inventory instead of your disguise (and needed pressing twice), and aiming with F switched a light on inside your crate.
  • The golden toilet, the toilet, the jukebox and the laundering station sat 50 cm above the ground.
  • Joining players were never sent Sideload, so WhatsDab had nothing to run on and the phone had no chat. Both ship with the round now.
  • Catch range controls melee reach. It had no effect at all before. A gun still catches as far as it shoots, so the difficulty stays in how small a prop you picked.
  • Changing Prop rotation mid-round takes effect from the NEXT round. It used to move the schedule instantly and change props on the spot.
  • The sewer goblin is allowed by default. It is a nuisance; the sewer king was the actual problem.
  • The Props tab is the lobby dressing room now, not a list of names.
  • The trash grabber holds ten times as much, so it stays useful for a whole round.
  • The two outside doors are gone from the prop list. As a disguise they dragged a whole building along.
  • Friendly fire and the concussion grenade knock people down again. Schedule I 0.4.6f11 deleted the system both were built on, so neither did anything at all. A knocked-down player still drops away from whoever hit them.
  • Your disguise no longer turns into nothing on someone else’s screen. Each machine built its own prop list from the part of the map it had loaded, and the game streams building interiors - so a player standing inside one could become a prop nobody outside had. Everyone uses the host’s list now, and it grows as soon as anyone walks into a new building.
  • Props outside that list are no longer highlighted or offered, so every prop you can pick shows up for everyone.
  • Pressing F to rotate your prop no longer flicks the flashlight on as well. It moved onto the phone in 0.4.6f11.
  • WhatsDab is required now. Side Hustle switches it on for you, or tells you to install it, instead of starting a round without chat.
  • Needs S1API 3.1.1 (was 3.0.5) and Side Hustle 2.2.1.
  • Typing a message in a phone app no longer triggers PropHunt’s controls. Writing “hey” opened the controls overlay, dropped a decoy and swapped your prop, because every hotkey listened while you were typing.
  • Bigger lobbies now come straight from Side Hustle, so PropHunt no longer needs the separate BiggerLobbies mod - one less thing to install. Side Hustle raises the lobby cap for you.
  • Hid the two unfinished experimental presets (“Blend In”, “Closing Time”) from the host form so every preset you can pick is fully playable. They return once their headline mechanic (NPC disguise / shrinking play area) is ready.

First public release.

  • Multiplayer prop-hunt gamemode, hosted and launched from the Side Hustle menu and run from an in-game PropHunt phone app.
  • Disguise as any curated world prop (E to become the one you look at, 2 for a random one), an exact copy of its shape and detail, with rotate and lock.
  • Hider toolkit: slow-walk, decoys, concussion grenades, and taunts.
  • Hunters are given a weapon at the start of the hunt and catch hiders by hitting their prop; bigger props take more hits. Friendly fire knocks hunters down briefly.
  • Round flow with a hiding phase (hunters blinded), the hunt, and a scoreboard - continuous rounds with role swaps or a single round back to the hub, plus a visible play-area border.
  • Full host control from the phone app: round times, roles, prop HP and changes, abilities, the hunter’s weapon, play-area size, taunts, time of day and more, with presets. Clients follow the live state; only the host changes the rules or kicks players.
  • Public lobbies (non-friends can join) and support for up to 20 players via BiggerLobbies.
  • Third-person view for hiders and a spectator cam once caught.