Skip to content

Task stations

Tasks are the crew's win condition and their alibi. Each station binds a task type to a block in your map; a game assigns each crewmate common/short/long tasks from the party settings, and impostors get a fake list to pretend with.

Commands

Command How Effect
/sc addtask <type> look at the station block adds a station (key task_N)
/sc addtask2 <key> look at the second block stage 2 for two-stage types (upload, divert, align engine)
/sc removetask <key> remove a station

The <type> argument tab-completes with all ~53 built-in types (plus any addon tasks) — full list with descriptions in the task library.

Placement guidelines

  • Match the fiction: put Swipe Card in an admin room, Fuel Engines near engines, Submit Scan in a medbay. Stations right-click any block, so levers, buttons, consoles, and blocks all work.
  • Clean Vent must be placed within 3 blocks of a vent — it flushes out and blocks that vent while cleaning.
  • Visual tasks (scan, asteroids, shields, garbage…) broadcast particles at the station — place them where onlookers can verify from a distance.
  • Two-stage tasks want their stations in different rooms — the walk is the gameplay.
  • Spread stations across the whole map; task routes create the traffic impostors hunt in.

How players interact

  • Right-click a station → the minigame GUI opens (only if that station is on the player's list; impostors get silence — standing at stations is what faking looks like).
  • The Tasks book (hotbar) and the sidebar show the personal list; the boss bar shows crew progress (per the party's task-bar setting).
  • Ghosts keep completing tasks from /sc tasks (clickable list, must float near the station).

Try before you build

/sc tasktest (in a test-mode game) or /sc tasks (outside any game — the player task browser) opens every minigame with no station needed.