WILD MIMIC
- Voice Mimicry Record your call and your herd sings it back
- Animal Disguise Cow, pig, chicken, dog and more - one species per mimic
- Living Herds NPC herds that roam, graze and scatter when hit
- The Hunt Pump shotguns, a few shells, and wrong shots count
- Buzzing Flies Stay silent and the swarm gives you away
- Lobby & Invites Invite nearby players and tune every rule
- Arena Editor 7-step wizard - draw arenas right in game
- 9 Languages EN, FR, RU, AR, ES, ZH, PT, DE, PL - Arabic right to left
This product comes with an escrowed library dependency.
Hide in Plain Sight - Become the Animal
Every mimic turns into a real animal and slips into a herd that roams, grazes and rests on its own. Walk with them, graze with them, and let the hunters guess which one is a player.
- Real transformation into a cow, pig, chicken, dog and more - every mimic gets a different species.
- Living herds roam, drift and graze inside their zone, and scatter when a shot lands.
- Blend-in moves on LMB / RMB: graze, peck, sit or lie down like the rest of the herd.
- A third-person camera keeps your herd and the hunters in view.
- Mimics cannot shoot or climb into vehicles, and a stamina bar stops anyone outrunning the hunt.
- Stray from the arena and you get a warning, then one teleport back.
Record Your Call - The Herd Sings It Back
Before the round, mimics record their animal call straight into the microphone. During the match the herd plays that recording back, so the hunters have to tell a real moo from a player.
- Record, listen back and re-record on a carved reveal board before you commit.
- Your take is played by the real animals of your herd in 3D sound around you.
- Players without a mic get a built-in animal call instead, so nobody is left out.
- A ready counter shows how many mimics are done, and the round starts early when everyone is.
- Hunters get their own reveal board with their shell count and the rules of the hunt.
The Hunter - One Shotgun, a Few Shells
Hunters wait at camp while the mimics hide, then draw a pump shotgun the second the clock hits zero. Every shell counts, and every innocent animal they drop helps the mimics.
- Hunters stay leashed to their camp until the hiding countdown ends.
- A pump shotgun arrives the moment the hunt begins, with the shell count the host set.
- The HUD card empties shot by shot and shows how many mimics hide among the herds.
- Wrong shots count - drop too many innocent animals and the mimics win.
- Hidden kills: hunters never learn whether they hit a player until the results.
Buzzing Flies - Silence Gives You Away
Nobody gets to hide forever in silence. Every so often the flies come for a mimic, and they have a few seconds to make their call before a swarm marks them for every hunter to see.
- A next-buzz bar counts down and turns red just before the flies arrive.
- The Buzzing! sign gives you a few seconds to make your animal call into the mic.
- Nearby players listen in, so the call has to be real.
- Stay silent and a fly swarm circles you for a while - it never kills you, it shows the hunters where to aim.
- Hosts can turn voice chat off, and the flies stay out of the match.
In-Match HUD - Read the Hunt at a Glance
A clean HUD for both sides. Mimics keep an eye on their stamina, their mic and the next swarm, while hunters count their shells and the time left.
- A phase clock hangs on chains: the hiding countdown first, then the time left in the hunt.
- A mic medallion lights up and ripples whenever you are talking.
- Blend-in actions for every animal on LMB / RMB, and a stamina bar that drains while you sprint.
- A pack list: mimics see the hunters and their own herd, and a fallen teammate is struck out.
- The hunter card shows the shells left and how many mimics hide among the herds - a count that never gives a kill away.
Lobby & Match Settings - Tune Every Rule
One wooden lobby board runs the whole match. The host picks the map and the rules, invites players standing nearby, and starts the hunt once every seat reads READY.
- Type /wildmimic to open the board - the first player in becomes the host.
- Match settings: map, time limit, hide time, mimics, shells, wrong-shot limit, friendly fire and voice chat.
- Invite nearby players within 40 m - busy and already-invited players are marked.
- Portraits, a crown on the host and READY / NOT READY tags on every seat.
- Start unlocks only when enough players are in and everyone is ready, then a countdown sends you to the arena.
Verdict & Results - Who Was Who
When the hunt ends a verdict plank drops, then a full scoreboard reveals every mimic, every hunter and how each player fell.
- A verdict for every ending: every mimic has fallen, time is up, the last shell is spent and more.
- Mimics ranked by survival time, sound pressure and score, with gold, silver and bronze.
- Hunters ranked by accuracy, misses and score.
- Eliminated players show who shot them, or whether they strayed or left.
- A top performer laurel, a match summary, and a rematch vote that restarts on a majority.
Arena Editor - Build Arenas In Game
Admins draw new arenas anywhere on the map with a seven-step wizard. No config files and no coordinates to copy - walk the outline or draw it from the sky, then save.
- Open it with /wmzone: arena, boundary, hunter camp, herds, spawns, fences and review.
- Draw from the sky by clicking the ground, or walk the outline and drop points where you stand.
- Pick the animals for each herd zone - several species can share one herd.
- Five fence styles, from ranch rail to log wall, laid piece by piece or around a whole zone.
- A checklist shows what is missing, and saved arenas appear in the lobby map list straight away.
Nine Languages - One Line in the Config
Every word players read is translated. Set Config.Language once and the lobby, the HUD, the results and the editor all switch together.
- 9 languages: English, French, Russian, Arabic, Spanish, Chinese, Portuguese, German and Polish.
- Notifications and on-screen prompts follow the same setting.
- The whole layout mirrors itself for Arabic.
- Every language ships inside the interface, so switching needs only a resource restart.
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