Chaos Night
10-round guns with bullet icons, synced reloads, NPC death and floor panic, 3-second gun receipts, and native selected-day ticket resets. Daily bonuses and stats. Multiplayer beta; matching versions required.
Optional companion mods: LEVEL 2 CASINO · It's the police!
- LEVEL 2 CASINO 0.1.7 unlocks an endless second casino after paying the first boss or winning the coin flip, with four remixed floors. Coin-flip winners keep their wallet and gain 5% extra shared cash; paying the boss restores the save's configured starting cash without that bonus. The bonus has its own small indicator beside ticket challenges.
- It's the police! 0.5.2 adds ATM wire puzzles, police waves, pursuits and 66 cosmetics. Cash out 15% of the day's target after 30 seconds or survive to 60 seconds for 25% total. Arrest or surrender restarts the same day with a 10% original starting-cash bail fee, with recovery for known paid cosmetic purchases.
Both companions are optional. For the full set, install Chaos Night 0.6.4, It's the police! 0.5.2 and LEVEL 2 CASINO 0.1.7 throughout your crew. The banners are promotional artwork inspired by the game.
Chaos Night
Package 0.6.4 — multiplayer beta for Gamble With Your Friends.
This gameplay update fixes gun ammunition and civilian deaths, selected-day reset tickets, and the gun purchase receipt. Use the matching Chaos Night 0.6.4, optional It's the police! 0.5.2, and optional Level 2 Casino 0.1.7 builds throughout the crew. The active-development warning and companion banners remain.
The native gun holds 10 rounds. Its HUD shows 10 individual cartridge icons while you hold it, near the bottom-right emote controls. A host-accepted shot spends one round and animates that cartridge; rejected requests restore their reserved icon. Press F to reload, or let an empty magazine reload automatically. The 1.5-second reload blocks firing and refills the icons only when the host confirms the actual ammo state. Unequipping cancels an unfinished reload without granting ammunition; re-equipping synchronizes the remaining magazine. A small hand-and-gun tilt shows the reload, while Reduced Motion keeps the timer and cartridge fade without movement. R keeps its native emote-wheel action. Older 15-round magazine journals are clamped to 10 while preserving partial and empty magazines and a recovery copy.
With It's the police! 0.5.2, surrender or arrest restarts the same day in bed with 90% of the day's original starting crew cash. Everyone sees an E-to-continue receipt listing the DEGENERATE GAMBLER BAIL FEE and the 10% deduction. The restart preserves the saved day's progress and optional Level 2 Casino state; unfinished games settle first. Use Level 2 Casino 0.1.7 for the matching optional update.
Wardrobe previews are 20% larger with slightly wider spacing. Worn neckwear fits around clothing and attached details so it stays visible. The previous menu and statistics improvements are retained. Press Tab for Today, Settings, Run & cash, and Stats. Tasks show simple instructions, real progress and clear reward or loss amounts. Stats shows one selected game at a time, with larger pictures and separate Results, Money, and Records sections. For the optional police addon, use It's the police! 0.5.2 with this version.
BET IT ALL is a new randomly selected daily modifier. When active, the keypad offers BET IT ALL with the crew's current shared balance. Choose ALL to wager that full amount once for the whole crew that day. Smaller ordinary bets keep their normal limits. A successful full-balance debit spends the shared use; winning, losing, refunding, changing tables or retrying that same day does not grant another. Above-limit partial bets and stale all-in amounts are rejected, and blackjack cannot split or double an outstanding all-in hand. The menu shows Available or Used. The full crew bankroll can be lost on this bet.
Plinko all-in requires a whole-dollar bankroll up to 9.22E18; roulette declines bankrolls too large for its native payout calculation. Rejected requests leave the shared use available.
Random daily bonuses, occasional cash-risk tasks, optional positive bonus goals, rare jackpots and team upgrades give your group more ways to play. The host chooses how wild it gets. Every player must install the same version.
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Get started
- Install Chaos Night and its BepInEx dependency in Thunderstore Mod Manager or r2modman.
- Choose Start modded, then host or join a game.
- Press Tab. Today shows tasks, progress and rewards. Settings explains the controls. Run & cash shows your shared cash, crew perks and payment history. Stats shows your game results.
- Close with Tab, Escape or X. Normal mouse and game controls return. F9 hides or shows your compact HUD and remembers your choice across launches. The menu's Your screen section offers the same local display toggle. Each player chooses for themselves.
Bonuses begin when a casino day starts. Changes to bonus settings apply next casino day. Your local reduced-motion setting changes immediately. Restart votes and fresh-run resets are separate actions explained below.
The compact HUD stays inside the left-side area below Upgrades, with Today's modifiers, Tasks with cash at risk, and Bonus goals in separate sections. Its width and maximum height adapt to the display; long descriptions stay bounded, with full details in Today after pressing Tab. When native upgrades leave insufficient safe room, the HUD stays hidden and Tab still shows the information. The HUD leaves the center clear and does not capture mouse input. Native ticket challenges, ticket balances and upgrades remain available. The full menu scales proportionally to fit smaller displays while keeping its sections scrollable.
Task cards keep the title, instruction, progress and outcome separate. Progress bars use the host's actual task counts or cash totals; risk captions include their deadline. Automatic cash bonuses show the shared bonus limit's use. Waiting, completed, missed and used states have clear wording, and unavailable data stays unavailable. A used all-in is marked Used, not treated as a won goal. Crew perks show whether they are ready, used or paused; new offers separate their title, category and effect.
Unfinished risk tasks display their maximum cash loss and any countdown with a slow highlight pulse. Reduced motion keeps the highlight static. F9 is unused by the game's default controls; custom bindings and other mods can conflict. It changes only your display and has no effect on cash, progression or your friends' HUDs.
Keep everyone on the same version when updating. If you'd like to support future updates, buy OasisGaming a coffee.
Faster travel and the gun stand
When the casino timer expires, this candidate protects the game's return sequence from destroyed item records and a skipped return when already on the entrance floor. If the native day-end animation has finished but its own overlay remains visible, the candidate clears that overlay. Quota results and the next-day decision still follow the game's normal rules. These safeguards passed offline checks; the reported upstairs black-screen freeze has not yet been reproduced in a live game.
At the ordinary end-of-day results screen, the host holds E as usual. After the native hold completes, Chaos readies the currently loaded party through the game's existing ready-up system. It waits for unfinished casino games and loading to finish. Other players can still ready themselves normally.
Home limo doors open automatically through the game's phone routine. Everyone still needs to get into the limo. Its departure countdown is one second instead of three; loading and unfinished-game safeguards remain.
If the native departure callback fails before a scene transition is accepted, the same limo zone can retry. The recovery checks the current host, scene and exact countdown ownership; an accepted transition is left to the game. Optional Level 2 Casino 0.1.7 also contains bonus-save failures so they cannot abort the game's own save during travel.
A separate Gun — 1 ticket stand sits directly beneath the Misfortune sign on the side of the item-shop bus in your home/base area. Look for GUN / 1 TICKET / UNLIMITED STOCK and press E. The stand waits for the compatible party and Home scene to finish loading. Version 0.5.3 places it against the bus side, away from the checkout ramp that blocked the earlier placement search. Each successful purchase creates another original QuotaGun, with no once-per-day purchase latch. If you receive or reset tickets, you can buy another gun whenever you have at least one ticket. The ordinary shop selection remains available.
Standing wake and a larger wardrobe
Press E to leave your Home bed standing upright instead of being launched into a roll. The native bed release, wake sound and short control-restoration sequence still run. This changes only the loaded player's genuine Home bed wake; other ragdolls and knockdowns remain available. A player missing their body keeps the game's original wake behavior because standing movement requires a body.
The wardrobe shows five positions per shelf across four shelves. The first position remains Reset, leaving up to 19 cosmetic items per page. Previews fit the shelf width. Category tabs, previous/next page, locked items, localized names and the game's normal equip command retain their native behavior. Added preview slots are local display objects and add no network identities or custom network traffic.
Buying at the stand costs one ticket once and displays Purchase confirmed with the buyer's name. The receipt closes after about three seconds; another purchase refreshes the same receipt instead of building a popup backlog, and a scene change clears it. The gun goes into the party's native item inventory for the upcoming casino day; it does not drop onto the Home ground. Collect it free from the item guy in the casino elevator, like other purchased Home items. The stand remains available for repeat purchases whenever the team has tickets. Each accepted purchase queues one gun. Pickup costs no extra tickets. Guns follow the game's ordinary consumable-item lifetime, including day-end cleanup.
This version keeps the elevator inventory safety fix. If your elevator already stopped on an older version, close the game, update the whole party and reopen your saved lobby. Updates take effect on the next launch.
Use that gun to shoot ordinary casino NPCs. Shots follow the center of your camera, and the native body and child head colliders count. A valid hit kills the NPC and leaves its native ragdoll, with a larger bounded blood burst. Merchants and scripted characters are excluded. Each NPC adds 1% of the current displayed cash target once to the shared bankroll and credits the shooter. Everyone receives the payment popup naming the shooter and actual amount. With a $1,200 displayed target, that is $12 per NPC. NPC cash is separate from the casino-bonus limit. Reloads and repeated shots cannot repay the same NPC during that day.
A confirmed gun-caused death starts bounded panic among the other living ordinary NPCs on the current loaded casino floor. The host chooses reachable scatter destinations and varied transient chat bubbles, including HE'S GOT A GUN!, RUN, PLEASE SAVE ME, IM TOO YOUNG TO DIE, PLEASE HELP ME, and I JUST WANT TO LOSE ALL MY MONEY. Timing and cooldowns limit repetition. NPCs without usable navigation are handled without forcing invalid paths. Floor or scene changes clear the panic; no NPCs are created on unloaded floors. Host and guest rendering and navigation still need live validation.
The gun's original cash award for shooting off a player's body part is disabled while the verified Chaos Night host is active. Shooting players still uses the game's damage, knockback and effects, but cannot generate extra quota-fill cash. This does not change the daily target, ordinary casino winnings, other items or the 1% civilian bounty. With It's the police! 0.5.2, officers remain separate police targets: killing one pays no civilian bounty, and police body-part damage adds no gun quota-fill cash. Use Chaos Night 0.6.4 + It's the police! 0.5.2 throughout the crew.
Per-game statistics
Press Tab, then choose Stats. Choose Current run to see the crew or one player, or Your lifetime for your own results across saves and hosts. Choose a game from the game menu, or use Previous game and Next game. All games shows the combined total. Only the selected game or combined overview is displayed, so you can read it without scrolling through every game's results. Use Refresh for the newest settled games.
The selected game's name and net cash won or lost appear first. Thirteen separate, labeled statistics sit below in three groups:
| Group | Statistics |
|---|---|
| Results | Games played, wins, losses, ties, win rate, big wins, big-win rate |
| Money | Profit from wins, cash lost, total bets, total returned |
| Records | Best single profit, largest bet |
Win rate and big-win rate also have progress bars. Games you have not played yet still have a picture and a clear empty state.
A win returns more than your bet; a tie returns exactly the bet and counts as a play. A big win returns at least 3× your bet. Both percentages use all finished paid games as their denominator. Blackjack doubles and splits count their actual combined paid stake; roulette counts the whole spin's stake. Refunded, unfinished, free and rejected bets do not count. Chaos bonuses, NPC cash and penalties never alter casino statistics.
Statistics recording began in version 0.5.0. Earlier play cannot be reconstructed. Lifetime history stays on your computer. Current-run totals include actual played attempts when you restart a day; replacing the run starts a new current-run ledger while preserving lifetime results. Stats use bounded aggregates rather than an ever-growing bet log. Separate checksummed files keep a previous checkpoint for recovery. Writes are debounced and performed in the background; a sudden crash can lose the most recent unsaved seconds. Statistics do not change the game's bankroll.
Game pictures are prepared on demand and cached. The panel uses a framed picture of the original game model when it can render one; otherwise it supplies a distinct illustration for that game. The caption identifies Game model or Game illustration. These are previews rather than live gameplay cameras. The stats panel requests crew data only when opened, filtered or refreshed; it adds no per-frame stats broadcast.
Understand your rewards
The game has one shared cash balance. Accepted Chaos cash payments increase the game's top-right total for the whole group. Bonuses earned by one player's bet also count toward that player's contribution. Team cash bonuses split contribution credit equally across the starting players; those shares add up to the original team reward.
Today shows dollar goals and minimum bets. Cash receipts appear only after the game's money system accepts payment. An absent player's earned share stays pending for that player at its original amount. It is never silently given to the host.
When a completed modifier task or bonus goal actually pays cash, everyone currently connected with the matching mod version sees a popup naming the task, the player who completed it, and the amount added to shared cash. Jackpot cash also gets a popup. Team rewards combine their delivered player shares into one popup. A reconnect does not replay old popups. Pending shares are announced when their money arrives. Popups work with Tab closed and F9 hidden and do not take mouse control.
Normal casino winnings and NPC kill cash have no casino-bonus limit. Extra cash from Chaos casino modifiers, goals and jackpots uses the host's daily limit. A completed goal can pay less if the limit is nearly used, or no cash when it is exhausted. The menu explains that state. Bonus tickets have a separate daily limit, normally three.
A game counts after a real paid casino bet finishes. Bonus tracking normally requires at least 0.1% of the day's original cash target, shown as dollars in Today. Refunded, unfinished, free or rejected bets do not count. Goals that require a profitable result say so explicitly.
For example, with an original $1,200 target, the minimum counted bet is $1.20. Solo Crew Relay and Everybody In both finish after three games. Wins, ties and losses count. In chapter one their bonuses are $60 and $72 before the daily limit. The same three games earn both bonuses.
Settings
Everyone can open and read Settings. Shortcuts for Daily rules, Cash risks, Your screen, and Run tools jump to the relevant section. Only the host can change the party's rules, repair players, request or cancel a restart vote, or replace the run. Each player can change their own reduced-motion preference and cast their own vote.
Run & cash puts the shared cash target and daily bonus limit first, with separate bars for cash progress and bonus-limit use. A smaller breakdown separates casino bonuses, cash-risk deductions and NPC cash. Crew perks, run history and recent Chaos payments follow below.
| Control | Meaning |
|---|---|
| Enable Chaos Night | Use bonus rules on subsequent casino days |
| Standard | Intensity 5, eligible-day jackpot chance 3%, extra-cash limit 35% of original target |
| Party | Intensity 7, jackpot chance 10%, extra-cash limit 45% |
| Challenge | Intensity 9, jackpot chance 2%, extra-cash limit 20% |
| Intensity | Changes harder-target scaling and the chance of extra rules in later chapters; casino odds stay unchanged |
| Jackpot chance | Checked once per eligible day after its first counted result; four-day cooldown after a jackpot |
| Daily extra-money limit | Limits combined extra Chaos cash; ordinary winnings are unaffected |
| Shorter day, lower target | Allows the only clock rule: 20% shorter day with a 20% lower original cash target |
| Bonus goals | Offers optional team challenges |
| Negative daily tasks | Allows randomly chosen cash-risk tasks on selected days; optional bonus goals stay positive |
| Days with cash-risk tasks | Default 50% chance per new day; choose 0% to 100%. A selected day gets one risk task per positive modifier |
| Timed negative tasks | Allows countdown tasks without changing the native day's duration; off by default |
| Penalty severity | Gentle halves the displayed balancing value; Balanced uses that value; Harsh uses one-and-a-half times it. Balanced is the default |
| Reduce menu motion | Removes menu fades on your computer |
| Repair everyone's body | Immediately restores missing eyes, mouth and body for ready players through the game's native multiplayer updates; free, with no day reload |
Replace-rule, replace-goal and refresh-choice buttons require the named team upgrade. Their explanations say exactly what is missing. Rule/goal replacements lock once betting starts, normally work once per chapter, and cannot undo a shorter day already in progress. One chapter normally lasts four casino days.
Repair everyone's body
Press Tab, choose Settings, then find Player care and choose Repair everyone's body. It restores each ready player's missing eyes, mouth and body through the game's existing organ system, including its visual, vision, voice and movement updates. It costs nothing and keeps the same day, cash, tickets, items and upgrades. Guests can read the section but cannot trigger the repair.
Scene changes and active body-part-machine processing briefly hold the action. Sleeping, waking, locked or incompletely synced players are skipped with a clear result; use the button again once they are ready. Players who already have every body part receive no unnecessary repair. This restores native missing-part states; it does not introduce a new health system.
Negative daily tasks
Today and the top-left HUD list each cash-risk task, its progress, its deadline and the shared cash at risk. Complete it to avoid the loss; successful risk tasks do not pay an additional bonus. By default, a new day has a 50% chance of receiving these tasks. On selected days their count matches the positive daily modifiers. The host can change their frequency, disable them or choose their severity for the next casino day. Loading an older open day preserves its existing tasks.
Balanced matches a fixed cash modifier's advertised reward. For ongoing cash bonuses, it uses their allocated share of the day's cash budget. Target reductions use their saved-target value. Ticket and perk benefits use a clearly stated cash reference value; this is a balancing rule, not a native ticket exchange rate. The exact dollar risk is always shown before the task is due.
An unfinished task is checked at its displayed deadline or the end of the casino day. A failure removes cash through the game's shared money system and shows a popup to the connected party. The daily penalty cap and current bankroll limit the actual deduction. Cash never goes below zero, a task charges only once, and an unpaid shortfall is never collected from later winnings. Bonus goals have no failure penalty.
Restart today's casino day
In Settings, the host chooses Ask to restart today. Everyone in the vote's starting party, including the host, must choose their own answer: F6 for Yes, F7 for No. Requesting the vote does not automatically vote Yes. The popup works with Tab closed; opening Tab also provides clickable vote buttons.
A restart needs more than half of the eligible party: two Yes votes out of three, three out of four or five, and four out of six. Each player's vote is final. Late joiners can vote on the next proposal. Disconnected players are removed from the current tally and the required majority is recalculated. The host can cancel before the restart begins.
The restart returns everyone to their Home beds and restores the saved start of that casino day: shared cash, tickets, goals, crew perks, organs, upgrades and player contributions. Table state and exact random-draw positions are not part of the saved snapshot. The vote cannot begin with unfinished bets, and an approved restart waits for casino games to finish before reloading.
Older saves without a full start-of-day snapshot gain this option when the next casino day begins. After a vote ends, F7 or its Dismiss button hides the result on your computer. A passed vote waiting for the party to reload stays visible.
Start a fresh run at a chosen day
In Settings, enter a starting day from 1 to 9999 and shared starting money, then choose Replace run and return everyone to beds. Cash accepts amounts such as 1000, $1000, 1.5K, 2M and decimal fractions; use a decimal point. Zero is allowed. Typing values does not apply them.
Changing a valid starting day updates the money suggestion: Day 1 uses the game's starting cash, and later days use the previous day's target at your selected difficulty. The suggestion is explained beside the input and remains editable; typing alone does not apply a reset.
This replaces the currently selected run for the whole party. Everyone returns to Home beds at the chosen day and cash balance. Tickets, organs, upgrades, contributions and Chaos progress reset. The game calculates a fresh cash target for that day using its own target schedule and the current difficulty. Days beyond the story switch to endless mode. A day or cash amount outside the game's supported range is rejected before replacing the run.
Fresh-reset tickets come from the selected save's starting-ticket setting, the game's daily grants, and its native completed-day ticket reward schedule for the chosen day. The reset uses that unspent native budget rather than a fixed 15 tickets and synchronizes the shared wallet for the crew. It does not invent challenge winnings, excess-profit rewards, or past purchases. A same-day restart continues to restore its saved start-of-day ticket balance. Reset checkpoints now match the save actually written by the game, avoiding a timestamp mismatch that could hold the restarted run.
A recovery backup of the replaced native save and Chaos progress is saved automatically under BepInEx/config/ChaosNight/recovery/ before anything changes. The game's log records the backup location. The reset is unavailable during scene changes, unfinished casino games or an unresolved restart vote.
The default game controls do not use F6/F7. Custom key bindings can conflict. Voting keys are ignored while you are entering the day or money.
Seventeen daily rules
| Rule | Behavior |
|---|---|
| BET IT ALL | One eligible casino bet per day can use the crew's entire available bankroll; the host-confirmed successful stake consumes the opportunity |
| House Match | Extra 20% of profitable bets' net gains; 10% higher target |
| Closing Time | 20% shorter day with 20% lower original target |
| Pressure Cooker | Meet the higher target to earn a ticket |
| Breather | 15% lower target |
| Hot Table | Profitable bets on the named game receive a 25% profit bonus |
| Variety Show | Profit on the displayed number of different game types for a cash bonus |
| Crew Relay | Each starting player finishes one counted game; solo finishes three for a cash bonus |
| Risk Dividend | Finish three bets at the displayed larger stake to earn a ticket |
| Lucky Rotation | Featured-game profits earn a 20% bonus; featured game changes every four counted results |
| Rebate Night | Receive 10% of a counted bet's loss back |
| Comeback Night | Recover the displayed amount after a bankroll setback for a cash bonus |
| Streak Night | Three profitable results in a row earn a cash bonus |
| Ticket Rush | Meet the target and finish the day to earn two tickets |
| Frugal Friends | Meet the target while shopping stays within the displayed ticket allowance |
| Plain Luck | Team upgrades rest; meeting the target earns an extra upgrade choice |
| Double Trouble | Adds a compatible second rule; meeting the target earns a ticket |
Extra cash and tickets use their respective daily limits.
Goals, upgrades and jackpots
The twelve goals are Casino Tour, Everybody In, Profit Ladder, Recovery Crew, Budget Night, Small Stakes, High Roller, Team Streak, Clean Run, Featured Game, Strong Finish and Balanced Crew. Today explains the exact active goal and reward. Profit means casino payouts minus bets; Chaos bonuses cannot complete their own goals. Some goals pay only when the day ends successfully.
Eight team upgrades provide previews, limited replacements, extra goal cash, a first-loss rebate, larger goal rewards, refreshed choices and a choice of goals. Run & cash explains each unlocked upgrade. Up to three upgrades are held; a new choice replaces the oldest if all slots are occupied.
Five jackpots offer a cash/ticket/upgrade choice, extra profit on the next new winning bet, half of recorded losses back, another upgrade choice or a lower cash target. The menu shows their conditions and remaining limits. Jackpots never extend the clock.
Multiplayer and saves
The host chooses rules and awards rewards; guests receive the same progress and settings. Use Chaos Night 0.6.4 throughout the crew, with matching optional It's the police! 0.5.2 and Level 2 Casino 0.1.7. The gun state and NPC panic channels require these matching builds. Late joiners enter the team's participation goal next day and the next restart vote. Missing or incompatible Chaos versions hold bonuses safely. Casino outcomes still come from the original game.
A matching late join can briefly show Waiting for compatible Chaos Night while its handshake finishes. Actions wait during that check, then the current day's Chaos features resume without replacing the run. A rejected or incompatible build keeps the compatibility hold in place.
Companion checkpoints are under BepInEx/config/ChaosNight/checkpoints/. Keep this folder when upgrading. Checkpoints pair with native saves; a mismatch holds Chaos. Older rewards are never replayed to create extra cash.
Additional configuration is in BepInEx/config/co.oasistechnologies.gwyf.chaosnight.cfg. DirectorSeed=0 uses the save seed; DisabledModifiers accepts comma-separated rule IDs.
Beta status
Reviewed 10-round builds passed 111,628 magazine policy checks, 24 journal and recovery cases, 59 native binding checks, 76 real message serializer and bounds checks, and 13 patch-ordering checks. These offline checks cover ammunition, reload authority, legacy 15-to-10 migration and matching gun integration; the current native audit excludes historical method preservation. An isolated Steam solo run using actual native game calls confirmed selected-day resets, the four added mod-only displays, a two-ticket reroll across all 17 apparel items, the one-ticket gun purchase, no new gun spawned at Home, a three-second purchase receipt and free casino pickup. It also confirmed ten-round ammunition, re-equip preservation, blocked firing during the 1.5-second reload, civilian death with one bounty, panic, and ATM puzzles and cashouts on tested floors 1 and 2 with the matching companions. Complete ATM coverage across every floor in both casinos, regeneration and revisits, remote guests and late joins, physical-key and final visual acceptance, incoming police shot accuracy, bail, boss transitions and day-end recovery remain unverified. Release packaging verifies reviewed plugin bytes and ZIP contents; the package itself does not change your profile or saves.
Version 0.5.4 corrects Home gun registration and removes only destroyed item-instance references before native elevator travel. The reported 0.5.3 session log identifies the elevator's missing-item transform access; installed native code confirms the Home-unload and casino-reconstruction lifecycle. Regression checks and a separate inspection of the shipping DLL are performed offline. The exact destroyed object's identity was inferred from that acquisition/unload sequence rather than inspected in the running game. A complete elevator ride with remote friends and measured game performance remain unverified. The hotfix is packaged separately without operating the game or replacing the installed profile.
Version 0.5.3 replaces the checkout placement search with a stand location beneath the native Misfortune bus sign, adds a scoped standing Home-bed wake and expands the wardrobe to five positions per shelf. Installed scene metadata, compiled-code and pure policy checks are performed offline. They do not establish the final rendered stand, a completed remote purchase, physical bed exit or a full wardrobe equip session in a live friends lobby. The 0.5.1 compact HUD fix is included; its geometry and compiled-code checks cover the requested left-side bounds and local visibility setting. The preceding 0.5.0 checks cover rewards, goals, risk-day scheduling, NPC receipts, body-repair rules, authority, native travel safeguards, statistics arithmetic and recovery, JSON/checkpoints and bounded Mirror serializers. A complete remote friends session and measured game performance remain unverified for this release. The retained isolated solo run covers only the features and tested floors listed above; complete remote multiplayer and final all-floor acceptance remain pending. The package itself does not change the installed profile. The authenticated-profile reset fix is included; real remote-party reset proof remains pending.
Version 0.3.1 previously passed 1,685 core checks, 169 JSON/checkpoint checks, local Mirror network regressions and 76 daily-effect checks in an isolated running Steam solo session. Its DLL also passed startup without the repeated missing-game-manager menu errors fixed by that hotfix. Version 0.3.0 previously passed 727 running-game checks covering menu controls, native shared cash and contribution displays, completion popups, clipped penalties, duplicate-payment protection, checkpoint restore and restart controls. Some checks use explicit core/UI fixtures rather than naturally completed casino tasks. A complete remote friends-lobby session, physical-key/controller coverage and measured FPS/frame-time/memory comparisons remain unverified. No zero-performance-impact guarantee is claimed.
Unsupported game builds hold Chaos until checked. Avoid mixing old custom-game mods built against incompatible game APIs.
Support Chaos Night
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