Open the full mechanic

These tools connect directly to Charge, protection, objectives, detection, and Final Phase.

Search every current concept

Artwork variants are grouped into one meaning so color and state variants do not masquerade as separate mechanics.

Showing 147 of 147 concepts11 categories
Communication

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.
Communication

Come with me

Asks another Bunny to follow or group up.

Useful for two-player objectives, rescues, and coordinated floor routes.
Communication

Go there

Directs teammates toward the marked point.

A quick route or objective callout without opening voice chat.
Communication

No key

Reports that you do not have a Wind-Up Key.

Warns teammates you cannot wind a Bunny or start a key-powered mechanism.
Communication

Need oil

Requests an Oiler after losing protective Life Gear.

Oil restores protection, up to the Bunny's normal three-gear maximum.
Communication

Need support

Calls for immediate help.

Use for rescue, cover, a two-person ride, or pressure at an objective.
Communication

Play dead

Suggests feigning shutdown among inert Bunny bodies.

A stealth call: stop moving and blend in so the Monster must spend time checking.
Communication

Run

Warns the team to flee or sprint.

Usually means the Monster is close or the current position is unsafe.
Communication

Quiet

Asks teammates to reduce noise.

Keys, sprinting, objectives, and voice can give away a position.
Communication

Stay here

Asks a teammate to hold the current spot.

Useful when one Bunny must operate a lever, key, cannon, or ride for another.
Communication

Wait

Asks teammates to pause before acting.

Helps synchronize routes, saves, and multi-Bunny mechanisms.
Communication

Emotes

Opens or represents the Bunny emote set.

Social expression; it does not indicate a separate objective.
Communication

Key on back

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.
Communication

Voice chat

Voice communication is active or available.

Use short proximity callouts; Monster players can exploit noisy or lengthy coordination.
World markers

Attraction

A generic carnival attraction or traversal mechanism.

Check the marked mechanism for a route, ride, or interaction.
World markers

Cage

A cage or capture station.

Marks a place where a caught Bunny can be confined and may need rescue.
World markers

Cannon

A cannon traversal objective.

A Bunny loads or rides while another interaction fires the cannon toward a higher route.
World markers

Chest

A loot chest.

Search it for match items or resources; some chests require a Lockpick. Patch Note №2 removes empty chests.
World markers

Dead Bunny

An inert Bunny body in the environment.

It can hold loot and also provides visual cover for a living Bunny playing dead.
World markers

Gate / door

A door or cog-powered gate.

Gates open routes, objectives, or shortcuts and often consume a found cog.
World markers

Ferris lever

The lever that activates the Ferris Wheel route.

Coordinate the lever with the Bunny moving to the wheel; timing can matter for solo use.
World markers

Ferris Wheel

A Ferris Wheel traversal objective.

Ride it after activation to reach the next vertical layer.
World markers

Cog mechanism

A socket or mechanism that accepts a found cog.

Insert a cog to power a gate, shortcut, or final exit mechanism.
World markers

High Striker

The hammer skill-check objective.

Complete its timing sequence to activate a zipline or upward route.
World markers

Jack

Jack's merchant or slot-machine station.

Spend candy, trade a toolbox, recharge, or obtain random match items depending on the station state.
World markers

Magician booth

A Monster-side booth / magic-box location.

Treat it as a Magician rotation or teleport landmark.
World markers

Poster

A poster or information point.

The asset is present as a markable interactable; no current gameplay effect was verified.
World markers

Rabbit Hole

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.
World markers

Traincart / rollercoaster

A ride used as a traversal objective.

It is key-powered and may require one Bunny to operate it while another rides.
World markers

Rope anchor

A valid point for placing a Rope.

Attach a Rope here to create reusable vertical movement for the team.
World markers

Ticketman

A mechanical sentinel.

The Monster can activate it; its hearing and forward-vision zones reveal careless Bunnies.
World markers

Toy Factory

A Toy Factory landmark or interaction marker.

Present in the packaged UI, but its current live objective behavior is not documented.
World markers

Impostor Bunny

Marks a fake Bunny trap placed by the Magician.

Avoid disturbing it or destroy/counter it before it grabs and holds a Bunny.
World markers

Location ping

A neutral position marker.

The ping itself carries no mechanic; context tells teammates what is at the spot.
World markers

Magician

Marks the Magician's observed position.

Rotate away, warn teammates, or pressure an objective in another wing.
World markers

Mannequin

Marks a Sisters-controlled mannequin or trap point.

Treat it as a hunter threat / control landmark.
Bunny states

Caught

The Bunny is currently held by the Monster.

Teammates should prepare a rescue or a Firework interruption.
Bunny states

Charging

A winding / charge interaction is in progress.

Charge keeps mechanical puppets moving and using active actions.
Bunny states

In chase

The Bunny is under active Monster pressure.

Use it as a team warning: create distance or push objectives elsewhere.
Bunny states

Playing dead

The Bunny is feigning shutdown.

Movement gives the deception away; blend with inert bodies and manage charge.
Bunny states

Protection broken

A protective Life Gear has been lost.

Fewer protective gears means fewer captures/throws before elimination; an Oiler can restore protection.
Bunny states

Dead

The Bunny has been eliminated.

The crossed, greyed icon is terminal rather than a temporary disable state.
Bunny states

In cage

The Bunny is confined in a cage.

A rescue or escape interaction is required before normal movement resumes.
Bunny states

Key on back

A Wind-Up Key is attached to or being used on the Bunny.

Indicates a winding opportunity or active charge support.
Bunny states

On Balloon

The Bunny is using a Balloon.

Vertical mobility can bypass some gates and reach ledges or objectives.
Bunny states

On Unicycle

The Bunny is riding the Bike/Unicycle mobility item.

The ride increases mobility but is a distinct mounted state.
Bunny states

On Rope

The Bunny is climbing or traversing a placed Rope.

The Rope creates a team route between vertical layers.
Bunny states

Panicked

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 variants
Match items

Balloon

A vertical-mobility item.

Float over selected gates or gaps and reach ledges/objectives; route guides specifically document Balloon bypasses.
2 variants
Match items

Bike / Unicycle

A 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 variants
Match items

Blammo

A packaged Bunny item icon.

The current English tutorial text does not identify its effect, so treat this as legacy or unconfirmed.
2 variants
Match items

Candy

Match currency collected during a run.

Spend it with Jack or the slot machine for recharge, items, or random rewards.
Match items

Cannon interaction

An inventory-style hover icon for the Cannon objective.

It represents the interaction state rather than a carryable cannon.
2 variants
Match items

Cuddlebun

A calming Bunny tool.

Reduces Madness and grants temporary Calmness, which helps cross Ticketman hearing zones unnoticed.
2 variants
Match items

Firework

A defensive projectile.

Creates an opening against the Monster and can disrupt or destroy threats such as Impostor Bunnies.
2 variants
Match items

Cog

A portable cog used by carnival mechanisms.

Insert it into gates, shortcuts, and the fourth-floor Grand Door mechanisms.
2 variants
Match items

Jinglebun

A deployable Monster alarm.

Place it on a route; when the Monster crosses it, teammates receive a location warning.
2 variants
Match items

Wind-Up Key

The 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 variants
Match items

Lockpick

A chest-opening tool.

Use it on locked loot chests.
2 variants
Match items

Lost Hat

The 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 variants
Match items

Marbles

A floor trap against the Monster.

The Monster receives a skill check when running over them and falls if it is failed.
2 variants
Match items

Oiler

A protection-restoring tool.

Refills a lost protective Life Gear, up to the normal maximum of three.
2 variants
Match items

Radar

A detector for selected threats and valuable objects.

Search modes can locate keys, cogs, oilers, Impostors, the Lost Hat, and active Sisters Mannequins.
4 variants
Match items

Rope

A reusable vertical traversal tool.

Place it at a Rope anchor so the team can climb between floors.
2 variants
Match items

Rope (alternate icon)

A second UI presentation of the same Rope item.

It means the same vertical route tool; the duplicated asset belongs to another inventory state.
2 variants
Match items

Shockbox

A self-charge tool.

Restores some charge, can revive a fully drained Bunny when carried, and grants temporary Energized status.
2 variants
Match items

Toolbox

A trade-in tool container.

Trade it through Jack with candy for a random item.
5 variants
Crafting resources

Bandage

A 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 variants
Crafting resources

Chain

A 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 variants
Crafting resources

Chalk

A 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 variants
Crafting resources

Glove

A 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 variants
Crafting resources

Bolt

A 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 variants
Crafting resources

Button

A 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 variants
Crafting resources

Coin

A 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 variants
Crafting resources

Fabric

A 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 variants
Crafting resources

Mirror

A 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 variants
Crafting resources

Scissors

A 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 variants
Crafting resources

Thread

A 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 variants
Crafting resources

Ticket

A 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 variants
Crafting resources

Leather

A 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 variants
Crafting resources

Map

A 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 variants
Crafting resources

Paper

A 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 variants
Crafting resources

Ring

A 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 variants
Crafting resources

Watch

A 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.
Loadout gears

Agility

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.
Loadout gears

Cheerleader

A Bunny passive that rewards staying near a teammate.

Reduces charge consumption while another Bunny is nearby.
Loadout gears

Collector

A Monster passive for searching captured Bunnies.

Allows one additional inventory slot to be inspected during a search.
Loadout gears

Creepy Speech

A Monster active gear that weaponizes a voice line.

Raises the Madness of nearby Bunnies.
Loadout gears

Dash

A Bunny active mobility gear.

Performs a fast horizontal leap for dodging or repositioning.
Loadout gears

Endurance

A modifier gear for ability charge cost.

Reduces the charge consumed by Ability Gears; balance values can change by rarity and patch.
Loadout gears

Ex-Con

A Bunny passive for cage skill checks.

A successful green-zone cage skill check does not consume charge.
Loadout gears

Hasty Collector

A Monster passive that speeds up looting a Bunny.

Shortens the time spent searching captured prey.
Loadout gears

High Jump

A Bunny active vertical-mobility gear.

Launches the Bunny upward to escape pressure or clear obstacles.
Loadout gears

Impostor Seeker

A Bunny active detection gear.

Reveals nearby Impostor Bunnies in roughly a 50-metre radius.
Loadout gears

Impostor Tamer

A Magician passive that expands the Impostor pool.

Adds one additional Impostor Bunny to the available count.
Loadout gears

Intelligence

A modifier gear for Ability Gears.

Reduces active-ability cooldown and, by upgrade level, charge consumption.
Loadout gears

Large Pockets

A Bunny inventory passive.

Adds one extra inventory slot.
Loadout gears

Lucky Charge

A Magician passive tied to self-winding.

Gives a chance for a self-charge not to consume the key.
Loadout gears

Mind-Breaker

A Monster passive that amplifies Madness pressure.

Makes Madness effects applied to Bunnies stronger.
Loadout gears

Oiler gear

A gear-loadout artwork named Oiler.

It is distinct from the carried Oiler item icon; the exact current gear effect was not verified.
Loadout gears

Refreshing Charge

A Magician passive tied to charging.

Resets ability cooldowns after the Magician charges themself.
Loadout gears

Return Impostor

A Magician active for repositioning an Impostor.

Recalls the first placed Impostor and refreshes the Impostor cooldown.
Loadout gears

Sacrifice

A Bunny active that trades protection for Panic.

Consumes one Life Gear to trigger Panic and its escape tools.
Loadout gears

Shush / Listening

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.
Loadout gears

Soft Paws

A Bunny stealth passive.

Removes footstep sounds while the Bunny is Panicked.
Loadout gears

Standing Ovation

A Monster reward passive.

Increases rewards from Monster-exclusive objectives.
Loadout gears

Strong Hands

A Monster carrying passive.

Reduces a carried Bunny's wiggle progress, making escape harder.
Loadout gears

Warden

A Monster starting-resource passive.

Starts the match with one additional key.
2 variants
Monster skills

Playing Cards

The Magician's card attack / pressure skill.

The lit icon is ready or active; the dark version is unavailable or on cooldown.
2 variants
Monster skills

Hat Trick

The 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 variants
Monster skills

Impostor Bunny

Places a fake Bunny that acts as a trap.

An activated Impostor grabs and holds a disturbed Bunny so the Monster can close in.
2 variants
Monster skills

Invisibility

Makes the Magician invisible for a limited period.

Use it to approach or rotate without being seen; the grey icon is unavailable.
2 variants
Monster skills

Control

Commands an active floor Mannequin.

Patch Note №2 adds Bunny rescue interaction and lets Radar detect active Mannequins.
2 variants
Monster skills

Mirror

The Sisters' mirror-linked movement / ability.

The icon pair indicates ready versus inactive state.
2 variants
Monster skills

Scissors

The Sisters' ranged catch and pull skill.

Patch Note №2 halves the pull skill-check success zone and improves catches from Mannequins.
2 variants
Monster skills

Scream

The Sisters' area knockback and control skill.

Patch Note №2 makes Scream apply Confusion instead of Stun; Confused Bunnies cannot sprint.
HUD indicators

Hammer speed

A temporary speed bonus to the High Striker hammer interaction.

A positive buff icon; it remains visible while the bonus is active.
HUD indicators

Rope speed

A temporary bonus to Rope climbing / traversal speed.

A positive buff icon; it remains visible while the bonus is active.
HUD indicators

Run speed

A temporary movement-speed bonus.

A positive buff icon; it remains visible while the bonus is active.
HUD indicators

Skill active

The equipped Bunny skill is active or ready.

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
HUD indicators

Skill cooldown

The equipped Bunny skill is recharging.

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
HUD indicators

Skill locked

The skill is currently locked.

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
HUD indicators

Skill disabled

A disabled or unavailable skill slot.

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
HUD indicators

Skill highlighted

The skill slot is focused or hovered.

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
HUD indicators

Locked slot

A skill-slot lock presentation.

This describes interface availability, not a separate ability. Dark, grey, or crossed art means unavailable.
HUD indicators

Skill-check cursor

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 variants
HUD indicators

Skill-check target

The 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 variants
HUD indicators

Skill-check danger

Red 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 variants
HUD indicators

Objective progress

Progress backgrounds and meters for the High Striker sequence.

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
Ranks

New Kid

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Ranks

Extra

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Ranks

Opener

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Ranks

Comic

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Ranks

Dazzler

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Ranks

Star

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Ranks

Mastermind

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Ranks

Legend

A profile / progression rank emblem.

It communicates account or competitive progression; it is not an item, objective, or temporary buff.
Event icons

Chess event 1

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.
Event icons

Chess event 2

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.
Event icons

Chess event 3

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.
Event icons

Chess event 4

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 variants
Economy & crafting

Golden Candy

A 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 variants
Economy & crafting

Scraps

A gear-parts currency for the lobby economy.

The 32px and 256px assets are display-size variants of the same resource.
5 variants
Economy & crafting

Gear blueprint

A recipe for constructing a gear; color variants communicate recipe rarity.

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
Economy & crafting

Random recipe

A recipe reward whose exact result is randomized.

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
3 variants
Economy & crafting

Skin blueprint

A cosmetic recipe; color variants communicate rarity.

Used in the lobby crafting/customization flow, not as an in-match Bunny tool.
5 variants
Economy & crafting

Reward chests

White, green, blue, purple, and gold reward-chest rarities.

The color communicates reward tier; these are inventory/reward icons rather than map chest markers.