The Bestiary
The live game features a complex ecosystem of at least 12 distinct enemy profiles. Each entity uses a unique AI behavior tree, aggro mechanic, and requires a fundamentally different counter-strategy for survival.
The Old Man (Bob)
The primary homeowner antagonist. He operates on direct line-of-sight and auditory triggers. Unlike traditional stealth game guards, Bob interacts with the environment defensively. He can capture downed gnomes and lock them inside environmental hazards, such as microwaves, refrigerators, or ovens, forcing teammates to initiate complex rescue operations.
Red Caps
Hostile, rival NPC gnomes. Unlike the homeowner, who protects property, Red Caps represent aggressive combat threats that prioritize tracking and attacking the player over all other actions.
New players find them overwhelmingly difficult to manage because the game provides almost no defensive options in the early game. You must prioritize crafting the "Smacker" (whacking stick) as the minimum viable deterrent. Use the stick defensively, striking to stagger the Red Cap before retreating, rather than engaging in sustained combat.
Seal-Man
An esoteric entity requiring a specific visual evasion mechanic known as the "Stare-Down." When the Seal-Man emits its distinct high-pitched screech, rapidly adjust your camera to look directly at the entity. Breaking line of sight is fatal. Maintaining direct eye contact forces the Seal-Man to retreat.
Automated Hazards (Robot Vacuums)
Non-sentient mechanical threats that patrol set routes. While predictable, they are highly disruptive, capable of incapacitating gnomes and dragging them across the map, ruining stealth setups and separating teams.
Swarm Threats (Bees & Cockroaches)
Swarms operate on proximity and noise. Bees offer a unique emergent gameplay opportunity: skilled players can catch flying bees directly into empty inventory slots and subsequently throw them at other enemies or humans, utilizing them as improvised biological weapons.
Domestic Pests (Face-Rats & Sewer Rats)
These entities ambush players in tight, loot-dense corridors, particularly near cupboards. They serve as punishment for players who rush through high-value target areas without clearing corners.