PeakImposter
Among-Us style traitor mode for PEAK: a hidden imposter with the ritual dagger, a sheriff who can pass judgement, protection phase, cooldown and campfire re-rolls.PEAK Imposter
An Among-Us style traitor mode for PEAK, built on the ritual dagger.
How a round plays out
- Shortly after the run starts, everyone sees the passport photos of the whole group; then every photo fades but your own, and your role appears beneath it.
- One player (configurable) is the Imposter. Their ritual dagger is placed straight into a free inventory slot — never in hand — and only after the protection phase ends, so nobody can tell when it appeared.
- For the first 3 minutes everyone is immune; the dagger glances off. The countdown is visible to all in the corner badge.
- After that the Imposter can strike (aim at a scout, hold secondary use). The dagger is not consumed, but every hit starts a 60 second cooldown.
- Every campfire that advances the biome drops consolation supplies for the group — one random item per player from the game's own campfire loot table — and the Imposter is redrawn. If the Imposter was the sole survivor when the fire was lit, they first get all afflictions cleared and full stamina — carried luggage still weighs them down afterwards. Everyone sees an announcement that a new Imposter is being chosen, and a fresh protection phase starts.
- If even one scout escapes, the imposters lose — even if an imposter reaches the summit too. The imposter only wins by getting out while no scout does. If nobody makes it, nobody wins, but the reveal still names everyone.
- When the run ends, a panel appears at the side of the screen for 25 seconds: who won, every imposter of the run with their stab count, and every sheriff with their number of correct calls.
How scouts fight back
- You get a warning. While someone holds the dagger on you, a progress bar and a clear on-screen warning appear. Only you see it — bystanders get nothing.
- Walking away works. The game re-picks the attacker's target every frame, and the stab only lands if you are still in their crosshair when the cast finishes. Awareness is the main defence, which is why stabbing someone in the middle of the group is a bad idea.
- The Sheriff. One random scout can pass judgement — and carries no weapon that would give them away. G puts an ordinary guidebook in their hands, an item plenty of scouts carry, and opens it on the names of every living scout. Click one: name the imposter and the imposter dies, condemn an innocent and the sheriff turns to stone. The book costs no inventory space — it appears on demand and disappears again when closed — and cannot be dropped. A guidebook found in the world is not the ledger; it stays an ordinary guidebook for everyone, sheriff included. One judgement per biome by default.
Roles
There are exactly three: Imposter, Sheriff and Scout. Everyone who is not the imposter or the sheriff is a plain scout.
Getting stabbed
Exactly what vanilla does: the victim petrifies and turns to stone. If they were carrying a checkpoint flag they respawn at it and leave a statue behind; otherwise it is an instant petrify death. Scouts who find a ritual dagger in the world cannot kill with it while OnlyImposterCanKill is on.
Important
- Everyone in the lobby needs the mod. Without it no roles are handed out and no rules are enforced.
- Only the host's settings matter. The host draws the roles and ships its ruleset to every client.
- Two vanilla behaviours are suppressed by default, because either one would give the Imposter away instantly:
- the ritual buff (status reset + stamina for everyone else),
- the "X is feeding Y ..." indicator.
Settings
Config file: BepInEx/config/com.bananegame.peakimposter.cfg
1 — Rules
| Setting | Default | Meaning |
|---|---|---|
Enabled |
true |
Turn the mode on/off |
MinPlayers |
3 |
Minimum players at the start of the run; set to 1 to test alone. Campfire re-rolls only need two living players |
ImposterCount |
1 |
Imposters per biome |
ProtectionSeconds |
180 |
Protection phase from run start |
CooldownSeconds |
60 |
Cooldown after a successful hit |
2 — Dagger
| Setting | Default | Meaning |
|---|---|---|
GiveDaggerOnStart |
true |
Hand out the dagger automatically |
InfiniteDagger |
true |
Dagger is not consumed on use |
SilentKill |
true |
Suppress the ritual buff |
HideFeedIndicator |
false |
Hide the dagger's feed bar. It is victim-only in vanilla, so turning this on just removes their warning |
OnlyImposterCanKill |
true |
Found daggers are inert for scouts |
TakeDaggerBackOnReroll |
true |
Reclaim the dagger when the role moves on |
GiveDaggerAfterProtection |
true |
Dagger only appears once the protection phase is over |
3 — Campfire
| Setting | Default | Meaning |
|---|---|---|
RerollAtCampfire |
true |
Redraw the Imposter at every biome campfire |
CeasefireAtCampfire |
true |
No stabbing from lighting the fire until the new roles are drawn; imposters hand in their dagger |
NeverSameImposterTwice |
false |
Exclude the previous Imposter from the draw |
RerollDelay |
12 |
Delay between announcement and redraw |
RerollProtectionSeconds |
120 |
Protection phase after a redraw |
RerollWaitForRevives |
240 |
How long the host waits for downed players to be recovered before the draw happens anyway |
ConsolationItems |
true |
Drop supplies at every biome campfire |
ConsolationItemsPerPlayer |
1 |
Items per player, capped at 24 total |
ConsolationItemPool |
CampfireLoot |
CampfireLoot (balanced) or AllItems (chaotic) |
ConsolationMinRarityOnSuccess |
Uncommon |
Minimum rarity when at least one scout survived the biome |
ConsolationMinRarityOnWipe |
Common |
Minimum rarity when the imposter wiped the group (Common = no filter) |
BonusItemOnSuccess |
true |
One guaranteed valuable item when scouts survived the biome |
BonusItemPool |
RespawnChest |
RespawnChest, AncientLuggage, CampfireLoot or AllItems |
BonusItemMinRarity |
Rare |
Minimum rarity for the bonus item; steps down if the pool has nothing that rare |
RewardSurvivingScouts |
true |
Scouts who survived the biome get afflictions cleared and full stamina; a surviving imposter does not |
5 — Display
| Setting | Default | Meaning |
|---|---|---|
Language |
English |
English, Deutsch, or Auto (follows PEAK's language) |
HudCorner |
TopRight |
TopRight or TopLeft |
HudScale |
1.0 |
Size of the overlay |
HudBold |
false |
Bold text (faked by TMP, looks cramped) |
HudOutline |
0 |
Dark text outline (e.g. 0.12), off by default for plain text |
UseIntroSequence |
true |
Role intro with everyone's passport photos (falls back to plain text) |
IntroOnReroll |
true |
Also play the intro on campfire re-rolls, not only at the start of the run |
IntroDelaySeconds |
2 |
Head start after the loading screen before the intro plays |
IntroGroupSeconds |
1.2 |
How long the whole group stays on screen |
IntroRoleSeconds |
3.5 |
How long your role stays under your photo |
PortraitBackgroundHex |
#2A3345 |
Backdrop colour of the passport photos |
HideGameUiDuringIntro |
true |
Hide the game HUD while the intro plays |
ShowFellowImposters |
true |
With several imposters, show each imposter their fellows (intro, role text, badge) |
ShowRoleBadgeForCrew |
true |
Scouts also see their role and the countdown |
6 — Sheriff
| Setting | Default | Meaning |
|---|---|---|
EnableSheriff |
true |
Draw a sheriff among the scouts |
SheriffMinPlayers |
4 |
Minimum living players for a sheriff to exist |
SheriffShots |
1 |
Judgements per biome |
SheriffKey |
G |
Opens and closes the ledger |
SheriffDiesOnMisfire |
true |
Condemning an innocent kills the sheriff |
SheriffRespectsProtection |
true |
No judgements during the protection phase |
SheriffAnnounceHit |
true |
Everyone learns an imposter was struck down (no name) |
7 — Defence
| Setting | Default | Meaning |
|---|---|---|
StabWarning |
true |
Clear warning for the player being stabbed |
DaggerStabSeconds |
0 |
Override stab duration in seconds (0 = game default) |
9 — Debug
DebugMode must be set to true or the hotkeys do nothing. The log line at startup tells
you whether it is active and which keys are bound. Defaults:
F6 simulate a role assignment with dummy players · F7 kill yourself instantly (ends a solo run, so you can see the reveal) · F8 become the Sheriff · F9 become the Imposter · F10 skip protection and cooldown · F11 trigger a redraw (host only).
All are rebindable (DebugKeyDummies, DebugKeyKill, DebugKeySheriff, DebugKeyImposter, DebugKeySkip, DebugKeyReroll).
DebugDummyCount sets how many dummies F6 adds, DebugForceRole picks your own role (Random, Imposter, Sheriff, Scout). The simulation only runs while you are alone in the lobby.
Compatibility
Built and verified against PEAK 2.2.a (Unity 6000.3.15f1) with BepInEx 5.4.21.
Kurzfassung auf Deutsch
Imposter-Modus für PEAK. Einer bekommt heimlich den Ritualdolch, 3 Minuten sind alle geschützt, nach jedem Treffer 60 Sekunden Abklingzeit, und an jedem Lagerfeuer wird neu ausgelost. War der Imposter Alleinüberlebender, bekommt er vorher alle Beschwerden entfernt und volle Ausdauer.
Zur Gegenwehr: Das Opfer wird gewarnt, während der Dolch an ihm angesetzt wird — Weglaufen bricht den Stich ab. Dazu gibt es den Sheriff: ein zufälliger Scout, der ohne Gegenstand auskommt und ein Urteil sprechen kann (Ziel anvisieren, G halten). Trifft er den Imposter, stirbt der Imposter; trifft er einen Unschuldigen, stirbt er selbst.
Alle Mitspieler brauchen die Mod, und nur die Einstellungen des Hosts zählen.
Die Sprache der Anzeigen stellst du in der Config unter Language auf Deutsch um.
Feedback and bugs
Everything goes through GitHub — pick the form that fits:
For bugs, please attach BepInEx/LogOutput.log from your profile — it makes fixing things a
lot faster. Please also say whether you were host or client, and whether everyone in the
lobby had the mod.
Other mods by Bananegame
- EnemyControl — turn into PEAK's creatures and vanish from everyone's screen while you do
- Scoreboard — hold TAB for a full scoreboard, plus a live altitude leaderboard and biome bar
