
Charge me
Requests that a teammate use a Wind-Up Key to restore your charge.
Use before you run dry; winding is audible and can reveal both Bunnies.Start with essential match items, or search the complete visual language of the current game: items, states, skills, markers, resources, ranks, and interface signals.
These tools connect directly to Charge, protection, objectives, detection, and Final Phase.
Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys.
Current guideInsert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.
Current guideRefills a lost protective Life Gear, up to the normal maximum of three.
Current guideSearch modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.
Changed · Early Access Patch №2A Bunny can use it to escape; if the Monster finds it, the Monster receives major endgame advantages. Bunnies need Radar to locate it.
Current guideArtwork variants are grouped into one meaning so color and state variants do not masquerade as separate mechanics.

Requests that a teammate use a Wind-Up Key to restore your charge.
Use before you run dry; winding is audible and can reveal both Bunnies.
Asks another Bunny to follow or group up.
Useful for two-player objectives, rescues, and coordinated floor routes.
Directs teammates toward the marked point.
A quick route or objective callout without opening voice chat.
Reports that you do not have a Wind-Up Key.
Warns teammates you cannot wind a Bunny or start a key-powered mechanism.
Requests an Oiler after losing protective Life Gear.
Oil restores protection, up to the Bunny's normal three-gear maximum.
Calls for immediate help.
Use for rescue, cover, a two-person ride, or pressure at an objective.
Suggests feigning shutdown among inert Bunny bodies.
A stealth call: stop moving and blend in so the Monster must spend time checking.
Warns the team to flee or sprint.
Usually means the Monster is close or the current position is unsafe.
Asks teammates to reduce noise.
Keys, sprinting, objectives, and voice can give away a position.
Asks a teammate to hold the current spot.
Useful when one Bunny must operate a lever, key, cannon, or ride for another.
Asks teammates to pause before acting.
Helps synchronize routes, saves, and multi-Bunny mechanisms.
Opens or represents the Bunny emote set.
Social expression; it does not indicate a separate objective.
Shows a Wind-Up Key carried on or inserted into a Bunny's back.
Signals that the Bunny can be wound from behind or is involved in a winding interaction.
Voice communication is active or available.
Use short proximity callouts; Monster players can exploit noisy or lengthy coordination.
A generic carnival attraction or traversal mechanism.
Check the marked mechanism for a route, ride, or interaction.
A cage or capture station.
Marks a place where a caught Bunny can be confined and may need rescue.
A cannon traversal objective.
A Bunny loads or rides while another interaction fires the cannon toward a higher route.
A loot chest.
Search it for match items or resources; some chests require a Lockpick. Patch Note №2 removes empty chests.
An inert Bunny body in the environment.
It can hold loot and also provides visual cover for a living Bunny playing dead.
A door or cog-powered gate.
Gates open routes, objectives, or shortcuts and often consume a found cog.
The lever that activates the Ferris Wheel route.
Coordinate the lever with the Bunny moving to the wheel; timing can matter for solo use.
A Ferris Wheel traversal objective.
Ride it after activation to reach the next vertical layer.
A socket or mechanism that accepts a found cog.
Insert a cog to power a gate, shortcut, or final exit mechanism.
The hammer skill-check objective.
Complete its timing sequence to activate a zipline or upward route.
Jack's merchant or slot-machine station.
Spend candy, trade a toolbox, recharge, or obtain random match items depending on the station state.
A Monster-side booth / magic-box location.
Treat it as a Magician rotation or teleport landmark.
A poster or information point.
The asset is present as a markable interactable; no current gameplay effect was verified.
A Bunny escape hole.
A panicked Bunny can use it to relocate to a random hole on a lower floor; on floor one it stays on that floor.
A ride used as a traversal objective.
It is key-powered and may require one Bunny to operate it while another rides.
A valid point for placing a Rope.
Attach a Rope here to create reusable vertical movement for the team.
A mechanical sentinel.
The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.
A Toy Factory landmark or interaction marker.
Present in the packaged UI, but its current live objective behavior is not documented.
Marks a fake Bunny trap placed by the Magician.
Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.
A neutral position marker.
The ping itself carries no mechanic; context tells teammates what is at the spot.
Marks the Magician's observed position.
Rotate away, warn teammates, or pressure an objective in another wing.
Marks a Sisters-controlled mannequin or trap point.
Treat it as a hunter threat / control landmark.
The Bunny is currently held by the Monster.
Teammates should prepare a rescue or a Firework interruption.
A winding / charge interaction is in progress.
Charge keeps mechanical puppets moving and using active actions.
The Bunny is under active Monster pressure.
Use it as a team warning: create distance or push objectives elsewhere.
The Bunny is feigning shutdown.
Movement gives the deception away; blend with inert bodies and manage charge.
A protective Life Gear has been lost.
Fewer protective gears means fewer captures/throws before elimination; an Oiler can restore protection.
The Bunny has been eliminated.
The crossed, greyed icon is terminal rather than a temporary disable state.
The Bunny is confined in a cage.
A rescue or escape interaction is required before normal movement resumes.
A Wind-Up Key is attached to or being used on the Bunny.
Indicates a winding opportunity or active charge support.
The Bunny is using a Balloon.
Vertical mobility can bypass some gates and reach ledges or objectives.
The Bunny is riding the Bike/Unicycle mobility item.
The ride increases mobility but is a distinct mounted state.
The Bunny is climbing or traversing a placed Rope.
The Rope creates a team route between vertical layers.
Panic is active after danger such as losing protection or escaping a grab.
Panic grants a speed burst and access to Rabbit Holes; a caught Bunny may receive an escape skill check. Patch Note №2 says Panic no longer triggers Impostors or Mannequins.
2 variantsA vertical-mobility item.
Float over selected gates or gaps and reach ledges/objectives; route guides specifically document Balloon bypasses.
2 variantsA rideable mobility item (the filename says Bike; the art is a unicycle).
Use it to move quickly; the HUD switches to the mounted Bike state.
2 variantsA packaged Bunny item icon.
The current English tutorial text does not identify its effect, so treat this as legacy or unconfirmed.
2 variantsMatch currency collected during a run.
Spend it with Jack or the slot machine for recharge, items, or random rewards.
An inventory-style hover icon for the Cannon objective.
It represents the interaction state rather than a carryable cannon.
2 variantsA calming Bunny tool.
Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.
2 variantsA defensive projectile.
Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies.
2 variantsA portable cog used by carnival mechanisms.
Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.
2 variantsA deployable Monster alarm.
Place it on a route; when the Monster crosses it, teammates receive a location warning.
2 variantsThe main charge and activation resource.
Wind puppets, rescue teammates, activate Jack, and power rides; key use is noisy and the Monster can steal keys.
2 variantsA chest-opening tool.
Use it on locked loot chests.
2 variantsThe special Final Phase escape / power objective.
A Bunny can use it to escape; if the Monster finds it, the Monster receives major endgame advantages. Bunnies need Radar to locate it.
3 variantsA floor trap against the Monster.
The Monster receives a skill check when running over them and falls if it is failed.
2 variantsA protection-restoring tool.
Refills a lost protective Life Gear, up to the normal maximum of three.
2 variantsA detector for selected threats and valuable objects.
Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.
4 variantsA reusable vertical traversal tool.
Place it at a Rope anchor so the team can climb between floors.
2 variantsA second UI presentation of the same Rope item.
It means the same vertical route tool; the duplicated asset belongs to another inventory state.
2 variantsA self-charge tool.
Restores some charge, can revive a fully drained Bunny when carried, and grants temporary Energized status.
2 variantsA trade-in tool container.
Trade it through Jack with candy for a random item.
5 variantsA bandage crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA chain crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA chalk crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA glove crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA bolt crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA button crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA coin crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA fabric crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA mirror crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA scissors crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA thread crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA ticket crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA leather crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA map crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA paper crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA ring crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
5 variantsA watch crafting / extraction resource.
This is lobby-economy loot rather than a mid-chase consumable. The five numbered artworks are quality or rarity presentations; the exact tier names are not encoded in the image filename.
A modifier-gear icon associated with improving an active ability's performance.
The public guide calls the comparable modifier Speed; the exact current stat mapping for this filename is not independently verified.
A Bunny passive that rewards staying near a teammate.
Reduces charge consumption while another Bunny is nearby.
A Monster passive for searching captured Bunnies.
Allows one additional inventory slot to be inspected during a search.
A Monster active gear that weaponizes a voice line.
Raises the Madness of nearby Bunnies.
A Bunny active mobility gear.
Performs a fast horizontal leap for dodging or repositioning.
A modifier gear for ability charge cost.
Reduces the charge consumed by Ability Gears; balance values can change by rarity and patch.
A Bunny passive for cage skill checks.
A successful green-zone cage skill check does not consume charge.
A Monster passive that speeds up looting a Bunny.
Shortens the time spent searching captured prey.
A Bunny active vertical-mobility gear.
Launches the Bunny upward to escape pressure or clear obstacles.
A Bunny active detection gear.
Reveals nearby Impostor Bunnies in roughly a 50-metre radius.
A Magician passive that expands the Impostor pool.
Adds one additional Impostor Bunny to the available count.
A modifier gear for Ability Gears.
Reduces active-ability cooldown and, by upgrade level, charge consumption.
A Bunny inventory passive.
Adds one extra inventory slot.
A Magician passive tied to self-winding.
Gives a chance for a self-charge not to consume the key.
A Monster passive that amplifies Madness pressure.
Makes Madness effects applied to Bunnies stronger.
A gear-loadout artwork named Oiler.
It is distinct from the carried Oiler item icon; the exact current gear effect was not verified.
A Magician passive tied to charging.
Resets ability cooldowns after the Magician charges themself.
A Magician active for repositioning an Impostor.
Recalls the first placed Impostor and refreshes the Impostor cooldown.
A Bunny active that trades protection for Panic.
Consumes one Life Gear to trigger Panic and its escape tools.
A Monster gear artwork associated with quiet detection.
A public guide describes Listening as detecting non-playing-dead Bunnies while the Monster stands still; the filename-to-effect match remains inferred.
A Bunny stealth passive.
Removes footstep sounds while the Bunny is Panicked.
A Monster reward passive.
Increases rewards from Monster-exclusive objectives.
A Monster carrying passive.
Reduces a carried Bunny's wiggle progress, making escape harder.
A Monster starting-resource passive.
Starts the match with one additional key.
2 variantsThe Magician's card attack / pressure skill.
The lit icon is ready or active; the dark version is unavailable or on cooldown.
2 variantsThe Magician's hat-based control / hunting skill.
The icon pair distinguishes ready from disabled state; consult the in-game tutorial for the current controls.
2 variantsPlaces a fake Bunny that acts as a trap.
An activated Impostor grabs and holds a disturbed Bunny so the Monster can close in.
2 variantsMakes the Magician invisible for a limited period.
Use it to approach or rotate without being seen; the grey icon is unavailable.
2 variantsCommands an active floor Mannequin.
Patch Note №2 adds Bunny rescue interaction and lets Radar detect active Mannequins.
2 variantsThe Sisters' mirror-linked movement / ability.
The icon pair indicates ready versus inactive state.
2 variantsThe Sisters' ranged catch and pull skill.
Patch Note №2 halves the pull skill-check success zone and improves catches from Mannequins.
2 variantsThe Sisters' area knockback and control skill.
Patch Note №2 makes Scream apply Confusion instead of Stun; Confused Bunnies cannot sprint.
A temporary speed bonus to the High Striker hammer interaction.
A positive buff icon; it remains visible while the bonus is active.
A temporary bonus to Rope climbing / traversal speed.
A positive buff icon; it remains visible while the bonus is active.
A temporary movement-speed bonus.
A positive buff icon; it remains visible while the bonus is active.
The equipped Bunny skill is active or ready.
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
The equipped Bunny skill is recharging.
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
The skill is currently locked.
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
A disabled or unavailable skill slot.
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
The skill slot is focused or hovered.
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
A skill-slot lock presentation.
This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
The moving pointer used to time a High Striker input.
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
2 variantsThe timing ring / target zone for a High Striker input.
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
3 variantsRed timing artwork for a failed or dangerous portion of the check.
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
5 variantsProgress backgrounds and meters for the High Striker sequence.
Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
A profile / progression rank emblem.
It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Stage 1 artwork for the packaged Chess Court event sequence.
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Stage 2 artwork for the packaged Chess Court event sequence.
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Stage 3 artwork for the packaged Chess Court event sequence.
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
Stage 4 artwork for the packaged Chess Court event sequence.
The numbered image communicates event progression; the cooked icon alone does not expose the stage rule.
2 variantsA premium / reward currency represented by a rainbow candy.
Used by the reward and slot-machine economy; the 32px and 128px files are the same currency at different UI sizes.
2 variantsA gear-parts currency for the lobby economy.
The 32px and 256px assets are display-size variants of the same resource.
5 variantsA recipe for constructing a gear; color variants communicate recipe rarity.
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
A recipe reward whose exact result is randomized.
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
3 variantsA cosmetic recipe; color variants communicate rarity.
Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
5 variantsWhite, green, blue, purple, and gold reward-chest rarities.
The color communicates reward tier; these are inventory/reward icons rather than map chest markers.