
BehindYou
Footsteps behind you in BONELAB. Sometimes they walk up and stop. Turn around and there is nothing there.BehindYou
Something walks behind you in BONELAB. Rarely, and never on a schedule you can learn.
Every few minutes the mod rolls a die. Most of the time nothing happens. When it does hit, real footsteps start somewhere behind your head, on the actual floor, and do something — walk up to you and stop, cross the room behind you, follow you until you stand still, or take a single step at your shoulder and go quiet.
Turn around and they stop instantly. There is nothing to see.
No audio files to install. The footsteps are baked into the DLL.
What can happen
Weighted, one picked at random per event.
| Mode | What you hear |
|---|---|
| Approach | Steps start ~9m back and walk toward you at a slow pace, slowing down as they close, then stop dead about 2m behind you. Then nothing for a couple of seconds |
| Single Step | One footstep, right at your shoulder. Occasionally two. That's the whole event |
| Pass By | Someone crosses the room behind you, left to right or right to left, and keeps going |
| Follow | Matches your walking for 15–30s, staying 3–4m back. It steps when you step — and takes one or two more after you stop |
| Retreat | Starts almost touching you and walks away. Something was already there |
| Circle | Slowly arcs around you at 3–5m, staying behind you as you turn |
Why it doesn't sound like a sound effect
- Six separate footsteps are cut from the source recording and never played twice in a row
- Cadence follows movement — the step interval is derived from how fast the walker is actually moving, so the approach slowing down makes the steps space out
- Per-event pitch character plus per-step pitch and volume jitter, so no two hauntings sound like the same person
- Distance muffling — a low-pass filter tracks distance on a log curve, so far steps are dull and near steps are sharp
- 9% chance of a scuff — a quieter, higher second contact right after a step, the way a real shoe drags
- Ground-tracked — every step raycasts down for the real floor height, so it works up stairs and on ramps
- Kept in the room — the mod linecasts from your head to the emitter and pulls it closer if a wall is in the way, so the steps never come from inside geometry
- Routed through BONELAB's own footsteps mixer group, so it obeys your in-game SFX volume and picks up reverb zones
- HRTF spatializer enabled where the game provides one, with a 22° spread so the source is a body, not a pinpoint
Tuning
BoneMenu → Behind You.
| Setting | Default | |
|---|---|---|
| Volume | 0.75 | |
| Trigger Chance | 50% | The roll made at the end of every wait |
| Min / Max Delay | 90s / 300s | Wait before each roll |
| Cooldown | 45s | Extra quiet time after an event |
| Level Warmup | 20s | Silence after loading in |
| Start Distance | 9m | How far back things begin |
| Stop When You Look | on | Cuts out the moment you turn toward it |
| Keep In Room | on | Wall check |
| HRTF Spatializer | on | Turn off if your headset's audio plugin misbehaves |
At the defaults you get an event roughly every 6–7 minutes on average — but the gap between two of them can be 90 seconds or 20 minutes. That unpredictability is the point. Chance 100% with a short delay turns it into a haunted house; chance 15% with a long delay means you will have forgotten the mod is installed by the time it happens.
Trigger Now in the menu fires one immediately for testing, or press F9.
Individual modes can be switched off under Modes.
Install
Requires MelonLoader and BoneLib.
Drop BehindYou.dll into BONELAB/Mods/.
Notes
The mod never fires in the main menu, and never in the first 20 seconds of a level. It postpones itself if you are moving faster than 3 m/s, since you would not hear it over your own noise anyway.
The emitter is a single hidden GameObject with one AudioSource. It is created on demand, destroyed on unload, and nothing in the game scene is patched or modified.
Audio is a CS2 walking sample, sliced into six steps, high-passed at 40Hz, envelope-shaped and normalized, embedded as 48kHz mono PCM and rebuilt into AudioClips at load.