PEAK
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
Downloads
1.6K
Size
21MB

Peak Stalker

AIRPORT SAFETY NOTICE: Scouts have reported a smiling figure behind the basketball gate. Do not linger in the terminal. If your reflection stops moving, leave immediately. If something follows you to the beach… you have 70 seconds. Run.

What the mod does

Peak Stalker turns PEAK into a haunted climbing run. A disturbing airport encounter unlocks a persistent stalker for your expedition, with multiplayer pursuit, escalating speed bursts, custom horror audio and places to take refuge.

Haunted airport and main menu

  • A faint silhouette occasionally appears at the edge of the main menu, which also displays the installed mod version.
  • After 120 seconds in the airport, an initialized mirror freezes. Reflected players slowly become bloody and distorted, and a stalker apparition fades into the reflection.
  • The airport shifts toward dark red lighting while walls, floors and props develop wet flesh, veins, sores and swollen tissue. The mirror retains its separate bloody decay effect.
  • Ominous ambience accompanies the transformation. Lighting, textures and sound fade in and out; the event lasts approximately 90 seconds before restoring.
  • A screaming, spasming stalker waits behind the gate near the basketball court. After an eight-second warning, approaching within 12 metres triggers one 50% breakout roll per staged encounter. An escaped stalker can pursue players through the airport for up to 70 seconds.
  • The mirror event must successfully trigger to enable stalker pursuit during the climb. Seeing the gate stalker alone does not unlock it. Returning to the airport requires another mirror event for the next expedition.

The stalker

  • A custom disfigured humanoid replaces the Scoutmaster's appearance: stretched limbs, exposed ribs and spine, dry diseased skin, bloody arms and fingers, long nails, uneven bloodshot eyes and four rows of crooked teeth.
  • Bing Bong delivers a custom opening recording at the beginning of an unlocked climb. A fading warning gives players a 70-second head start. Guests who load during the recording hear its remaining portion.
  • Normal pursuit is slower than player walking by default. After losing sight of all living players for 1.5 seconds, the stalker gains a 15% speed boost.
  • Multiplayer targeting favors nearby exposed players, with brief target commitment and occasional switches to similarly close players.
  • Rampage: a 65% chance every 45 seconds to scream and chase at a movement-force target above player sprinting for 12 seconds. A 20-second cooldown follows, then a fresh chance timer begins.
  • Super rampage: 5% of successful rampages become a much faster eight-second burst. A red tint stays active throughout the rage and fades afterward.
  • Catch-up rush: beyond 150 metres from every living player, the stalker screams and accelerates to super-rampage pace until within 75 metres of someone. Rush pauses new rampage rolls.
  • Campfire refuge: lit checkpoint fires repel him within 12 metres, including during rampages and rushes. The starting beach fire offers no protection; extinguished fires offer none either.
  • Persistent pursuit replaces frequent native chase teleports. Stuck, falling or missing stalkers have recovery handling across biome transitions. Beyond 600 metres from every living player by default, he seeks a hidden, terrain-checked position 45–65 metres from the lowest living player, avoiding protected campfires.

Sound and multiplayer

  • Heartbeat ambience grows louder as the stalker approaches, alongside the game's static effect. Custom arrival cues, directional monster sounds, trapped-gate screams and rampage screams use smooth fades.
  • The vanilla Scoutmaster proximity ambience is suppressed. A brief arrival vignette and super-rampage red tint add visual warnings; supported effects respect the game's photosensitivity setting.
  • The host controls pursuit, unlock state and encounter decisions. Installed guests receive shared countdowns, rage timing and audio announcements. Nearby loaded Bing Bong toys can use their native mouth animation for the opening line.
  • Every player should install the same mod version to receive the custom appearance, sounds and effects. All development/test keybinds have been removed.

Installation and settings

Install through Thunderstore with BepInExPack_PEAK. For a manual update, close PEAK and replace BepInEx/plugins/PeakStalker/PeakStalker.dll in your mod profile; keep only one copy.

Settings are in BepInEx/config/local.peak.stalker.cfg. Restart after editing. Options include event timing, appearance, pursuit speed, targeting, rampage chances and cooldowns, rush distance, campfire radius, recovery, audio levels and menu effects. The values above are defaults; existing custom settings persist. Speeds use movement force, so terrain, physics and player modifiers affect actual pace.

Version 1.0.4: description and documentation update; gameplay, model and recordings are unchanged from 1.0.3.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.