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The game loop

Lobby → countdown → running

Players join via /sc join <arena>, the browser (/sc games), or as a party. Everyone waits at the arena's waiting spot, picks a color, and the host tweaks settings via the Customize item. The countdown starts at the configured minimum; at zero, roles are assigned (big IMPOSTOR/CREWMATE reveal titles — impostors also learn their partners), tasks are dealt, and everyone teleports to the spawn circle.

Vision

The killer feature: per-viewer vision culling. The living see only players within their vision radius and in line of sight — nametags never render through walls, so positions can't leak. Crew radius is short; impostors see further; the lights sabotage shrinks crew vision drastically. Ghosts see everyone. Held items are hidden from others (the kill sword doesn't give impostors away).

Kills

Impostors right-click near a crewmate with the kill item (cooldown per party settings, fresh after each meeting). The victim becomes a ghost; a packet corpse drops at the spot (MC 1.20.2+ renders the sleeping body; the corpse wears the victim's crew color). Impostors can never kill impostors. Guardian-Angel shields block kills silently.

Deaths stay secret

Nobody is told about a death — no chat message, no tab change. The dead become invisible ghosts who roam freely, chat only with other ghosts, and keep completing tasks. Deaths become public only when a meeting starts, in the meeting reveal:

☠ Dead: Red Alex, Cyan Bob

Meetings & voting

Meetings start from the emergency button (limited uses + cooldown per player) or by reporting a body (a report also cancels a reactor/O2 crisis — vanilla rule). Everyone teleports to the spawn circle, living players are frozen and chat opens for the discussion, then the voting GUI: click a player or skip. Ties and skip-majorities eject no one. With confirm ejects on, the ejection card reveals whether they were an impostor and how many remain.

Winning

  • Crew — complete every task, or eject all impostors.
  • Impostors — reach parity (impostors ≥ living crew), or let a critical sabotage (reactor/O2) run out.

Victory/defeat titles show per player; XP is awarded from your progression settings, and everyone returns to the hub.

Disconnects & leaving

Leaving (/sc leave), quitting, or being teleported out of the game world by any other plugin removes you cleanly (inventory restored — everyone is told you left). On network mode game servers, a mid-game disconnect keeps your roster slot for a grace window: reconnect and you resume as a ghost with your tasks and end-of-game XP intact.