i’m not sure who’d be interested to read all of this, but here you go anyway!
i ran a very successful private Among Us group for almost 2 years during the height of COVID‐19 pandemic lockdown, which met once a week during its heyday. the game has excellent bones, but it also has rough edges. some of those could be sanded down by external tools or mods, but not all the mods i wanted existed at least at the time. (i’m not so sure what the modern state of Among Us modding is like.) keep in mind that i haven’t played this game much in the last 2+ years, in part due to our group often running up against the game’s limitations and issues which made our high‐level metagame troubled, but largely because a lot of people resumed other hobbies like in‐person DnD groups when it became less dangerous to do so.
i’ve been idly thinking about this topic and making this post for a little while now, mostly because i’ve recently been considering starting up a new group, but i also happened to see that Innersloth have an official feedback survey open until the end of this month and figured that’s as good a reason as any to organize my thoughts.
table of contents
- voice chat
- new roles and abilities
- balance options
- grouping exposure on Impostor map
- info station nerfs
- voting system options
- emergency button player requirement
- global emergency meetings count
- require 2 witnesses to report
- Polus layout changes
- vents only animate within vision
- scale sabotage timers to player speed
- body report delay
- remove Submit Scan concurrency limitation
- Impostors see de‐anonymized votes
- hide names from players not visible
- quality of life improvements
- Among Us 3D
voice chat
voice chat is practically a must for meetings and lobbies. when playing in‐person over a local network (something i’ve never actually done but that the game gives first‐class support for), players can obviously just talk to each other, but otherwise they’re forced to use an external voice chat application (e.g. Discord). as we’ve learned all too well in the past 5 years, getting anyone to consistently mute or deafen themselves as needed in a group call is just impossible, so this always causes trouble. there are third‐party bots (e.g. AutoMuteUs) that can automatically mute and deafen people as needed, but every third‐party tool used inevitably adds either privacy or self‐hosting concerns, plus additional layers of complexity to troubleshooting if something goes wrong (which it will).
proximity voice chat
proximity voice chat for the gameplay phases changes the game tremendously. the benefits of making the game more social and improving its utility as a vehicle for improv comedy are so tremendous that it’s simply out of the question not to use it even with the balance issues it causes.
BetterCrewLink is the third‐party utility for this from what i know, and it does a great job at being accessible: you don’t have to mod the game at all, and as long as one person’s playing on PC so their BCL client can monitor the game you can even have players participate on mobile. there are a ton of other great features too, including:
- overlay for showing who’s talking (compatible with OBS);
- collision maps to let walls block audio;
- option for comms sabotage to disable voice chat;
- option for players to be audible through camera views;
- options for private communication for Impostors using vents or “Impostor Radio”.
but the single best feature that goes above and beyond all of these is letting Impostors hear ghosts, with an echo‐y filter applied to their voices. being able to “haunt” Impostors is just fantastic, it brings about a lot of great comedic moments and gives the dead something tangible to do without really impacting the game.
there are some changes i would want to make even to BetterCrewLink as it is right now though:
Impostor radio audible to ghosts
it’s fun for the ghosts and Impostors to talk to each other during a game, but it can cause the Impostor to accidentally reveal their role if Crewmates notice them talking to nobody. making the Impostor radio audible to ghosts would be a simple solution to this, and it’d be fun for ghosts to listen in on private Impostor conversations during a game anyway. (hosts might not want to enable this if they have Guardian Angels enabled, i guess; i never do.)
meeting voice chat delay
when a meeting is called, BCL currently switches from proximity mode to meeting mode instantly. this can cause Impostors to accidentally reveal their role; it’s very common when using proximity voice chat for an Impostor to taunt a victim right before or after killing them, but if a meeting is called mid‐taunt then everyone else will hear some of what they’re saying before they have a chance to react and stop speaking. continuing to use the old proximity locations for one second before switching to meeting mode when a meeting is called would solve this problem.
new roles and abilities
Chaos Mines
this is probably the one thing i want the most for this game. it’s something of a gameplay overhaul, so this section will be pretty involved.
experienced Crewmates, and especially those within a well‐established social group and using proximity voice chat, will be very good at just sticking together at all times. (it actually happens often where a Crewmate will be followed who doesn’t even want to be followed, so this doesn’t even require much cooperation on the part of the Crewmates.) Impostors don’t have much recourse, especially when there’s only 1 so they can’t multi‐kill small pairings. even with a 1.25× speed + 0.75× vision ruleset (i.e. the correct ruleset), Crewmates can still see enough of their surroundings during a lights sabotage to stay together, and proximity voice chat makes this even easier. door/critical sabotages are really the only way to physically force gatherings to split up, and even then they can still only do so briefly. (i know some people do not consider Crewmate grouping to be a significant balance issue, but understand that overall game balance and balance within a specific lobby / group of players are very different. this is why the game gives so many balance options to hosts in the first place. nobody in my Among Us group ever developed good, consistent strategies as Impostor to deal with Crewmates pairing up, so i’ve come up with this and other potential solutions.)
“Chaos Mines” are a new Impostor ability i’ve theorized specifically to combat Crewmate grouping. most likely this would be implemented as a new Impostor role (i’d call it “Agent of Chaos”). the first Role Ability
use will place a Chaos Mine on the map at their position, and the next will “arm” it. (there is a forced waiting period of 1 second before placed Chaos Mines can be armed.) placed Chaos Mines are only visible to Impostors. its diameter of activation is ⁓2.5× the width of a Crewmate and blocked by walls; this allows it to comfortably cover doorways and most hallways. as soon as a Crewmate moves within its range, that player and all other crew‐visible players recursively (that is, players they can crew‐see, and all players those players can crew‐see, etc.) will instantly lose all vision and disappear, witnessing only some sci‐fi teleport V/SFX at their former position for 1 second, after which they reappear at a random location in the map not crew‐visible to any other players which the camera instantly snaps to. this “detonation” also instantly destroys the Chaos Mine and starts the (host‐adjustable) cooldown on the Impostor’s role ability.
recursing over crew‐visible players guarantees that no Crewmates will ever directly bear witness to a Chaos Mine detonation other than on themselves; to ensure this, only Impostors can see the teleportation FX from detonation on another player. using Crewmate vision for identifying the group to teleport also naturally nerfs the effectiveness of Chaos Mines during lights sabotage, as this radius will be much smaller. anyone caught in the detonation also will not necessarily know where the Chaos Mine was actually located, who detonated it, or how many players were teleported by it. maximal chaos!
i think Chaos Mines still require strategy and improvisational skills on the part of the Impostor, but nonetheless give them a potent tool to deal with bunchy Crewmates. they are purpose‐built for physically forcing large groups of players to split up, but they could also be used to prevent players from reaching corpses or sabotages, or even just to disorient an unlucky Crewmate on their own. (i considered making all players able to detonate Chaos Mines, but it would probably allow Impostors to escape the scene of a crime too easily if they could use their own Chaos Mines to do this.)
potentially, there could be a lobby option to allow a third Role Ability
use to “disarm” and remove an existing Chaos Mine without teleporting anyone; i’d say an ability cooldown should still apply even in this case.
how exactly the random teleportation destination is determined is one of the more complex logistical challenges with implementation. choosing from a pre‐made list of positions across the map may be easier than choosing a position truly randomly. it might also prove impossible with certain combinations of lobby options and player counts to be able to find enough positions on the map that aren’t crew‐visible to any other players; a reasonable effort should be made to at least maximize distance from other players in this case.
it might be the case that simply killing a Crewmate in a dead end and constantly placing a Chaos Mine at its only entrance can effectively prevent Crewmates from ever finding a body, or that constantly placing a Chaos Mine in front of a sabotage task can ensure a Crewmate loss to a critical sabotage. ideally this is simply prevented by an ability cooldown of sufficient length, but it may prove necessary to add another mechanic that prevents a new Chaos Mine from being placed too close to where the last Chaos Mine was detonated (perhaps a “static charge” covering the area, visible only to the Impostors as little sporadic electrical arcs on the ground). another solution for the latter problem could be to not allow Chaos Mines to detonate during a critical sabotage.
Jester
perhaps the most well‐known modded “neutral” role, the Jester is a player who is neither Crewmate nor Impostor (though they’re limited to Crewmate abilities besides doing tasks), but have their own unique win condition: get voted out. this is a ton of fun for everyone: Jesters get to tackle a completely unique problem, Crewmates have an extra layer of complication added to their deduction work, and Impostors have to be careful who they implicate and consider whether someone being suspicious should be kept alive to divert suspicion from themselves or killed for being the Jester. this would be particularly great for games with 7 players, which are normally very difficult to balance for Crewmates to not always win against 1 Impostor.
it is, however, extremely not fun for the Jester to be killed first by happenstance. i would give Jesters total protection from kills until a Crewmate has died. the Guardian Angel FX could easily be reused verbatim for this purpose; it would be obvious to Impostors that it’s being used to protect the Jester from the first kill of the game because there are no other dead Crewmates to potentially be protecting them in the first place. this does inform the Impostor that the player they just tried to kill is the Jester and give them a reason to hunt them down later, but making the Guardian Angel FX additionally visible to the Jester would let the Jester know they’re an Impostor and should be avoided later, which sort of balances out this situation. (interestingly, both the Impostor and the Jester in this scenario would also have some incentive to claim the other is a Crewmate to the Crewmates.)
frankly, i wouldn’t want any other neutral roles besides this. i know there are several mods that add a whole bunch of different neutral roles, but those make the game too complicated if you ask me. this one feels Just Right, particularly because the mechanics and implications of it are very easy to understand.
balance options
most of these suggestions are meant to be lobby options for hosts even if they don’t explicitly mention this. for example, just unilaterally changing how Security works on Skeld is ill‐advised given that many players will be attached to how they currently work.
grouping exposure on Impostor map
(for more thoughts on Crewmate grouping in general, see Chaos Mines.)
similar to how the Tracker can see the position of a tagged player on their map for a short period, another good tool for Impostors to combat Crewmate grouping is just to expose long‐lasting groupings of players to them on their personal map so they can more easily tell there’s a big group of players they need to target. (this is less often an issue on Airship where Admin always shows where everyone is, but the map’s sheer size also makes Admin harder to access.) this wouldn’t show the colours of these players though, just like Admin.
example implementation: if 2 players are currently visible to each other and have been visible to each other for 30 of the past 60 seconds, they’ll show up on the Impostor’s map. for larger groups of players, these durations scale down: 15 of the past 30 seconds for groups of 3, 10 of the past 20 seconds for groups of 4, and 5 of the past 10 seconds for groups of 5+. (if the former condition is satisfied and the current round hasn’t lasted as long as the second condition’s duration, it will still be considered met; e.g. if 2 players have paired up since the game started 15 seconds ago, they’ll still appear on the Impostor’s map despite 30 seconds not having passed.) larger groups only need to be recursively visible to each other to appear on the Impostor’s map, like how group detection works with Chaos Mine. the exact durations here would be subject to change and could possibly be configurable by the host.
info station nerfs
Admin, Security, and Vitals are very powerful tools (and Doorlog i guess, but nobody plays on MIRA anyway), but they can become very strong dependencies for Crewmates and end up centralizing the metagame around their usage. making them less useful broadly shifts the balances to favour Impostors.
concurrency limit
the most straightforward nerf would be to not not allow multiple players to access a station simultaneously. this lets an Impostor camping a station withhold information from Crewmates and potentially feed them misinformation instead. this works best when combined with the boot / refresh delay discussed later, by adding a time penalty to confirming the information given by a player at a station and reducing the likelihood of groups of Crewmates camping Vitals being able to “hard clear” each other.
boot / refresh delay
for Admin and Vitals, adding a “loading” wait time of 5 or 2.5 seconds before booting or updating their readouts respectively means it isn’t free to just grab this info on your way through and makes it less useful to camp these stations, especially for groups. (a “refresh” button of some sort would need to be added for refreshing their readouts.) it also means someone camping Vitals will have less precision on time of death and a slower reaction to a kill, and someone camping Admin won’t be able to so obviously see when Impostors are venting. making the boot delay longer than the refresh delay discourages just swapping between players at a station when combined with the concurrency limit; with no concurrency limit, it’s probably better to just make the boot and refresh times match.
Skeld Security nerf
both Polus and Airship have Security interfaces that require cycling through each camera view, forcing the player to choose which area they want to get information from. Skeld’s Security interface is much less interesting and just lets the player surveil every camera simultaneously, usually quickly showing what parts of the map most players are in. given that Skeld is already a stronger map for Crewmates than Impostors, this nerf just feels obviously necessary.
voting system options
how voting works is very important, and there are a lot of options for this that feel very underexplored. the default system is fine, but i want more options for balancing or just working better with other lobby options.
change vote
some players will just vote for someone as soon as the voting period starts with total confidence, only for the ongoing discussion to reveal information that makes them regret their choice. they say you can’t fix stupid, but i will say you can do is let these players change their vote. note that i don’t want players to be able to un‐cast votes, just to change who they’ve voted for (with a unique chat notification that they’ve changed votes).
preferential voting
ties can be really anticlimactic, and potentially very bad for Crewmates in the event that they mostly voted for Impostors but ended up tying by accident. adding some form of preferential voting helps avoid these situations and makes the voting process more nuanced and interesting. there are a lot of different types of preferential voting, but i’d say the best and simplest option for the quaint game of Among Us would work like this: players can optionally rank multiple choices (including “Skip”). in the event of a tie, all the first‐preference votes are revealed, and then the secondary votes for the tied choices are revealed, and tertiary votes etc. as needed until one of these choices has more votes than the other. i believe not revealing additional ranked votes unless they’re needed to determine a winner encourages players to cast multiple votes.
this pairs well with the following option:
remove “Skip” option
this would force players to always vote for someone to be ejected when a meeting is called. this is a great way to dissuade Crewmates from pressing the emergency button without very good reason, as Crewmates otherwise would suspect the presser of being an Impostor who wants to hide bodies or get another Crewmate voted out by accident.
it would offer even more flexibility to also let hosts set the “Skip” vote option to only appears in meetings called by the button xor by reported bodies.
ties can cause multiple ejections
this would make it so when there is a tie of only players (i.e. “Skip” is not part of the tie) and ejecting all of them would leave at least 2 players alive, they are all ejected. (if only 1 player could be left alive, it’d be possible for Crewmates to end up winning by ejecting everyone except 1 player known to be a Crewmate, which seems like a perverse incentive.)
this works best with preferential voting, which would help minimize how often this happens.
emergency button player requirement
letting any single player press the emergency button to call a meeting all on their own honestly seems kind of silly if you ask me. i think it makes more sense logistically to require multiple players to press the button simultaneously in order to call a meeting, and deters button‐happy players from interrupting the game so often. this option would default to 1 so the game works as normal, but let you set it as high as player count − 1. all players involved would lose an emergency button use and be labelled as having called the meeting.
global emergency meetings count
make the number of emergency meetings option apply globally instead of per‐player. this is meant to be used with emergency button player requirements higher than 1.
require 2 witnesses to report
this is a more out‐there idea i had that i’d love to try. normally only 1 player is required to report a body, but watching Game Grumps play Danganronpa V3 made me think, what if you couldn’t report with just 1 player like how Danganronpa’s “body discovery announcement” requires multiple witnesses? specifically, a player can only report a body when they’re in its reporting range and another player is crew‐visible to them or also within reporting range. this would make it so Impostors can’t instantly self‐report, but also make it more difficult for Crewmates to call a meeting after discovering a body. we had many silly situations in our group where, instead of reporting a body, someone would find someone else to show it to them or just stand on it doing a task, and this would give players actual reasons to do these things instead of just being suspicious for the bit.
requiring more than 2 witnesses seems infeasible as this makes it too easy for Impostors to stack bodies. another interesting sub‐option would be to, even with this option enabled, still allow 1 player to report on their own if a body’s report range overlaps with another body’s report range (i.e. letting solo players report multiple bodies in the same spot).
Polus layout changes
Polus is the best map in the game, but the concentration of informational systems in the Office / Admin building in particular is a big issue. BetterPolus was the first mod to fix this and some other small issues:
- move Vitals to Laboratory;
- move the Temperature (cold) task between O2 & Comms;
- swap the locations of Reboot Wifi (normally Dropship) and Chart Course (normally Comms);
- reduce the Seismic Stabilizers countdown from 60 to 40 seconds.
- link to vent above Electrical only to the one above Security, and link the vent left of Laboratory only to the one inside Storage;
i personally don’t like to change the vent layout, and prefer the Seismic Stabilizers countdown to be 45 seconds, but all these other changes are good. moving Vitals to Laboratory is the most important change by far, giving players more reasons to stick around in the Laboratory area and spreading them out more, as opposed to players usually concentrating in the central Office area and also Security to a lesser extent.
vents only animate within vision
being able to see vents open from anywhere on the screen, even from behind walls, is just dumb. it always feels cheap when the Impostor is exposed because a Crewmate happened to see the vent animation from a completely different room. the end result is that Impostors feel discouraged from using the vents because it’s almost impossible for them to know whether there could be someone able to see the animation and come investigate, which puts them at a huge disadvantage. this really feels like an oversight that was never fixed. (part of the reason Polus is the best map is because its vents are just holes which don’t have any animation, meaning this problem doesn’t apply to that map.)
scale sabotage timers to player speed
either that or just let sabotage timers be fully host‐configurable, because it’s absolutely buckwild that using 0.5× player speed makes sabotages overwhelmingly powerful just because you effectively have half the time to respond to them.
body report delay
being able to report a body as soon as someone is killed means Crewmates can just constantly spam the report button to protect themselves from multi‐kills. delaying the ability to report a body until the corpse has finished falling over would give multiple Impostors a little leeway to coordinate a multi‐kill and nullify this degenerate tactic.
remove Submit Scan concurrency limitation
or maybe make it so it can only be assigned to one Crewmate? look this task being a “hard clear” just sucks, and it’s the only thing that works like this for no reason.
instead of making this a separate option, it could be tied to the “visual tasks” option, since the whole point of that option is to prevent tasks from being used as “hard clears”.
while i’m complaining about Submit Scan, the fact that it moves the player onto it sucks too, because the precision of that movement can still be used to show other players that a Crewmate actually has the task. i think it should just be that you can only access the task while standing on top of the scanner.
Impostors see de‐anonymized votes
i’d love to be able to try this out. with anonymous voting enabled, this would keep votes anonymous to the Crewmates but allow Impostors to see who voted for who, allowing them to be more strategic in who they implicate and keep alive. it’d also be interesting to have an option to only de‐anonymize votes for one’s self, xor for all Impostors. there could also be separate options for giving these powers to the Jester.
hide names from players not visible
it doesn’t feel intentional or properly balanced that player names can end up revealing information otherwise obscured. for example, players in the room above can see when someone vents in the bathroom stall on Polus because their name will suddenly appear or disappear. i’ve also seen players die in another room because i could see their name disappear from behind a wall. hiding player names unless the associated space dude character is visible should prevent most of these silly problems.
hiding names completely would cause issues with players fully hiding behind map elements like the makeout rock on Polus, and stacks potentially being impossible to see.
quality of life improvements
these mostly don’t affect game balance in significant ways and are just meant to be straight improvements.
warn Crewmates when voting “Skip” with low numbers
in theory, everyone knows you should never skip on a 6 with 2 Impostors, but sometimes Crewmates earnestly forget about this and it’s tiring for other Crewmates to have to always remind them. it’d be nice if the game would do this instead, with a warning dialogue when picking “Skip” in these situations. alternatively, it’d suffice to just get rid of the “Skip” button in these situations entirely.
rename “Skip” vote option
look maybe this is just a me thing, but like. “Skip” isn’t actually properly of the impact of this option. i mean the question being asked at the top of the screen of every meeting is “Who is the Impostor?” and the answer this choice actually gives is “Nobody”. you could call it that or just “Don’t eject” or “No ejection” or like. honestly anything besides “Skip”, because the current name means players often treat it like an—
“Abstain” vote option
i would argue that adding a separate “Abstain” vote option doesn’t actually change the game’s balance at all, because you can already do this by just letting the timer run out without casting a vote. with an even number of living players and 2 suspects, it’s a very legitimate play for the last player yet to cast a vote to instead abstain and guarantee that one of the suspects gets voted out. it’s just that it’s extremely annoying to do this with the current system because it forces everyone to wait through the whole rest of the voting period, so it doesn’t really feel like an option (at least if you don’t want to annoy everyone).
i would give abstains a different icon from the usual vote casts, and allow it to be rescinded; if all players have made a choice but at least 1 abstained, force the timer to the final 5 seconds to give them a chance to rescind their abstain, resuming the previous timer and letting them remake their choice.
quality of afterlife improvements
these potentially impact game balance only if Guardian Angels are enabled.
remote task access for ghosts
when using the proximity voice chat feature to let Impostors hear ghosts haunting them, some dead players would frequently end up never finishing their tasks because they just want to follow around whoever killed them and pester them with annoying music. it’s true that this is objectively way funnier than doing tasks, but it also mucks with the game balance of course. i say, why not let dead players do both?
the Haunting feature added in late 2022 is excellent, making it super easy for dead players to just chill and watch what’s going on by spectating another player. however, it also means you could let dead players do something else while they don’t have to worry about moving their ghost around to keep up. so i’d want to give dead players a new Remote Task
button (probably in place of Use
when it’s not available) which lets them instantly access a random unfinished task from anywhere on the map and doesn’t stop their ghost from following their Haunt target. giving this a 10 second cooldown wouldn’t meaningfully impact game balance compared to forcing ghosts to move across the map to each task location manually, since it doesn’t take long for ghosts to get to tasks anyway given that they can move through walls and also move faster than living players.
allow ghosts to see live tasks update
this would be for when task bar updates aren’t set to “always”. it’d be even better if they can see on the taskbar how much of the unfinished tasks the ghosts are responsible for. this would help motivate lazy ghosts to do their tasks and add some tension for situations like watching the taskbar inch towards completion while the Impostor is chasing someone down.
ghosts see de‐anonymized votes
for when anonymous voting is enabled. it’d just be fun to see who’s voting who when the living players can’t.
allow ghosts to zoom out the camera
i think there are some mods that add this ability, to let ghosts more easily watch what’s going on with the living.
more host powers
some of these might not make sense for public lobbies, but i’d at least like to have these for private lobbies. they require trusting the host not to abuse them, but there’s a fair amount of trust being put into hosts by the other players already.
transfer lobby host powers
let the host of a lobby transfer their powers without having to leave the lobby, and to someone of their choosing. not sure how this isn’t already a feature honestly.
force abstain
it’s particularly annoying when a player is AFK during a meeting without having cast a vote as it forces all other players to wait out the voting period. (this happens a lot if you try to play with people who have kids; ask me how i know!) hosts should be able to force a player to abstain if they’ve been AFK for at least 15 seconds.
force return to lobby
i’ve wanted to have this power for when a player disconnects right at the start of a game, or when i noticed right away that i accidentally had the options set incorrectly (e.g. wrong vision option, wrong map).
controller support on PC
i’m sure it’d be nice to play Among Us from the couch on PC, but my motivation is actually wanting to use a proper simultaneous controller+KB/M configuration, as is my preferred input method. this would allow proper analogue movement without awkwardly using the mouse for it, and also while the personal map is up. it can make an Impostor more obvious if they usually prefer to use mouse movement for proper analogue movement, but then switch to digital keyboard movement when a sabotage is called, making it obvious they had their map open to call it.
don’t close private lobbies for inactivity
private lobbies can often end up sitting for over 10 minutes without starting a game while waiting for a player to return from being AFK or something, or even if they’re just having an animated conversation that goes on for a while, and it’s very annoying for everyone to suddenly get kicked for doing nothing wrong. i don’t see any reason to do this at least for private lobbies where the players or at least the host are obviously not AFK.
allow name changes from the lobby
being able to change one’s in‐game name at will is great for improv comedy bits, but it’s annoying to have to exit and re‐join the lobby to do it, and the host can’t do it without having to create a new lobby for everyone to connect to. this could simply be added to the customization menu at least for private lobbies, and name changes could be announced via chat notifications.
netcode improvements
we’ve had a lot of games that end because of a player disconnecting — meanwhile, they’ve still been connected to and audible in the Discord voice call the whole time. it just seems a lot more fragile than it should. there have also been many issues with players appearing to be in rooms that they actually aren’t because of position desyncs, which has definitely messed with the outcome of games. we once had an Impostor kill someone who was in a different room behind a locked door just becuase that player appeared to be on the other side of the door to the Impostor, which basically gave them a free win when the other 2 people in the room naturally turned on each other.
spectator mode
it’d be great to let a player join a lobby even while a game is in progress and then just join the ghosts in watching the game in‐progress. i’m not sure how complex this would be to implement in regular Among Us’s codebase, but my understanding is that this is already a feature in—
Among Us 3D
i learned about this while writing up this post. i wish i’d heard about it while the demo was available because i would’ve loved to try it out, but watching some Alpharad VODs gave me a good idea of how the game works. being in 3D and built on an apparently more sophisticated codebase is wonderful — it’s everything i wanted from the fabled Among Us 2. it’s very charming graphically too. honestly if this game is well‐supported i can easily see myself switching over to it from regular Among Us. there are also a bunch of issues discussed previously that just aren’t problems with this game anymore! like:
- the lack of proximity voice chat (but there’s no haunting feature like BetterCrewLink! which is a real shame);
- being able to see vents open outside of your vision;
- Skeld’s Security showing all 4 cameras at once;
- Submit Scan disallowing concurrent uses;
- stacking!! like just the entire concept of stacking for the most part. you can’t see anyone you’re in the same space as, and you can’t really “hide” someone in a stack in 3D like you can by just layering a bunch of 2D sprites.
i do have some assorted concerns about the game, but it was just a demo, so this stuff could already be known and get fixed up before release:
- not being able to change your name and just using your Steam name is so boring. silly name changes really enhanced Among Us’s facilitation for improv comedy.
- being a ghost feels much less freeing and harder to spectate the game because you can’t just float over everyone else. it feels like that’s what you’re doing in Among Us because of how ghosts travel over walls and are transparently layered on top of everything else. here you’re at the same height as all the living players, and other ghosts are also opaque and will obstruct your view. unfortunately, the low ceiling heights in the maps as they’re designed don’t seem conducive to letting ghosts float overhead and watch over everyone.
- i don’t believe there’s a player speed option. 1.25× really is the perfect movement speed if you ask me, but this game seems to limit everyone to the equivalent of 1.0. maybe this isn’t a big deal because of how differently the game works in 3D, but i dunno. this combined with these sabotage timers seems really rough. i understand there are probably motion sickness concerns with VR players, but i think this could still be an option for private lobbies. also VR players could use the RP walk i suppose. also i adore the RP walk function, can i just say? genius.
- also the sabotage timers seem wildly low. 35 seconds on Polus Point?? daft madness. seems like if you’re across the map you have to drop everything you’re doing and book it over there and you’ll only maybe make it in time.
- the Polus Point map doesn’t have any open outdoor areas like regular Polus, and i’m not really sure why. i figured if you didn’t want everyone to have a clear line of sight across the outdoor area, you’d just use a snowstorm to limit vision distance — seems very thematically appropriate for Polus. maps being limited to claustrophobic hallways and stuff just seems like it’ll make map design feel very “same‐y” to players, which is unfortunate.
- i don’t like the voice filter that’s applied on living players when you’re a ghost. i’d want either a different effect (maybe a highpass filter?) or to just disable the filter completely. or maybe give fellow ghosts an echo‐y effect like how they sound to Impostors in BetterCrewLink? but less intense than that.
- when confirm ejections is turned off, the game still tells you how many Impostors are left alive after a meeting without any ejections, which feels like a big oversight. Crewmates can just vote someone out and then use the emergency button to call a meeting and skip to use it to see if their last ejection was an Impostor.
- it doesn’t look like the discussion period can be set to 0, which is my preference. the voting period also looks to be limited to 90 seconds at most, when i’m used to 135.
- there’s an oversight where Engineers are audible inside vents but Impostors are not. very silly as a “hard clear” and would just make me always set the roles to 0 Engineers.
- i’d hope the issue where Impostors can click kill/report buttons through their personal map is known and on their issue tracker by now.
regardless, i’m definitely getting a group together to try Among Us 3D when it comes out. it looks like way too much fun to pass up on.