A better lobby, more characters, custom settings and a smarter monster
Pinched v1.9
This is everything from v1.8 and v1.9 in one post, biggest changes first. A lot of it came straight out of the stream nights.
New
- The lobby is a room now. You stand in it with the other players, in the cave, the storm drain or the office, and a settings bar runs across the top with the mode, the biome and the difficulty.
- You can adjust the settings for the game. Easy, Medium, Hard, Insane, or Custom if you change anything. The options are how long the flashlight battery lasts, how long your stamina lasts, how many flares you carry, how many hits it takes for the monster to down you, how much spray paint you get, and how long the round is. Every option runs from least on the left to most on the right. Only the host changes them, and they lock in once the round starts.
- Hunter and Escape the Monster rounds have a timer option: 5, 10 or 15 minutes, or unlimited. Easy and Medium are 15 minutes, Hard is 10, Insane is 5.
- You can pick who you want to be from 11 different character models.
- In Hunter mode the hunter can follow you into the crawl spaces now. The werewolf drops onto all fours and the spider just walks in. Inside, they move exactly as fast as you do when crouched.
- The spider had its old skin updated and a new one added. Each map it comes up as either the pale Sand Spider or the glossy Black Widow, and both have more character in the design.
- The spider hunter has a new voice. A whisper follows their words a moment behind, and if you're close enough to hear them, another, quieter whisper repeats them right at your ear, drifting from one ear to the other.
- New spider animations. When it howls it rears right up and holds there, front legs waving and fangs working, until the scream dies down. When it scans, its head and feelers work the air while it keeps moving. Its strike and backwards walk animations are faster now to fit the situations.
- Once you're out of the round, you can still talk to the players who are left. Your voice comes from whoever you're spectating, so anyone near them can hear you. Other spectators still hear you wherever they are.
- Spray paint is limited per round by the lobby difficulty. Your sprays left show above the flare count in your color, with a can icon, and the can says OUT OF PAINT when it is empty.
- The round information has a cleaner look now. Objective in the top left, the time left in the middle, and the current rounds player info in the top right.
- You can now pass through the monster gateways, but at a cost. For about 5 seconds after you come out, the monster knows exactly where you are, and the hunter still sees you glowing red and on their compass. Your footprints stay around for about 10 seconds longer giving the monster a better chance to pick up on your trail once it arrives.
- The lobby's player list is easier to use. Each player's volume slider is bigger, snaps to 5% steps, and the number beside it can be clicked and typed in. Your own mic has all 3 options sitting below your character.
- When you're knocked down, your view drops low to the ground, and comes back up when a teammate revives you.
- The revive display was updated, when you are near a downed teammate the message will show the same ring as digging through a doorway and it will fill as you revive.
Changes
- How long the flashlight lasts on a full wind is a lobby option now. On Medium it is 30 seconds. It still only drains while it's on, and winding it back up takes the same 5 seconds.
- In Hunter and Escape the Monster, flares take longer to come back the bigger your group is. In a Solo room it takes 45 seconds per flare. In a full lobby it jumps to 90 seconds.
- The flare that lights when you go down burns for half your bleed-out time or 10 seconds, whichever is longer. It still only drops if you had a flare left. This flare acts as a barrier for the monster so, a player can safely revive you.
- Your own footsteps are quieter, so they don't drown out everyone else's. Other players still hear you exactly as loud as before.
- The cave's moss is patches of moss now instead of flat green discs.
- The prompt on a prey doorway says what you're actually doing on that map, instead of "dig and hammer" on all of them.
Fixes
- Fixed voice chat cutting out every few seconds when someone talked for a while, and the chipmunk voice that came after the first fix.
- Fixed an issue with monsters getting stuck in the wall on the Office map.
- Fixed an issue where flashlight battery, stamina and monster ability timers were not resetting between rounds. Every round starts with a full battery, full stamina and all three abilities ready to go.
- Fixed a purple box floating over the starting room in the storm drain.
- The hit message now names the monster that actually attacked you, so a werewolf round no longer blames the spider.
Big shout out to PreachAndPeach, randomshykitty, Darkus, broshroom, suzimchele and NuclearQueso for play-testing and providing feedback for this patch.
This announcement was originally published by Spray Coding Games on Steam on Oct 11, 2026.
Open the original on Steam