Identify what an enemy detects before choosing a response: stay quiet around sound-sensitive threats, break line of sight against ranged attacks, and do not rely on hiding when an enemy can find you there. This guide covers the roster reported for Season 7.1 and the practical cues for deciding whether to stay still, reposition, use a rig or item, or alert teammates.
How to read enemy cues and choose a response
Enemies differ in what gives you away and how they attack. Listen for warning sounds, watch sightlines and hiding places, and note whether the threat closes in, attacks from range, or interferes with hiding. Red Barrels’ general advice is to use stealth, items found in the map, and your rig to evade enemies; that guidance appeared in its May 18, 2023 Early Access Update, so it describes the intended toolkit rather than a current balance guarantee.
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- Stay quiet when noise is the danger, especially near the Berserker or a dormant Screamer.
- Break line of sight or use cover against ranged attacks and enemies that can see you.
- Keep moving or create distance when hiding is unreliable or a pursuer is closing in.
- Use items and rigs situationally: a throwable can distract or create an opening, while a stun rig can interrupt a nearby threat.
- Communicate when an enemy could be mistaken for a teammate.
The counterplay below reflects the roster and advice in Destructoid’s Season 7.1 enemy guide, updated October 5, 2026. It is not an official rules manual, and exact timings or mechanics may change.
Enemies you can evade with stealth, stillness, or positioning
Grunt
The Grunt is a standard melee threat. Use darkness and cover to break line of sight; if one is close, moving may reveal you, so stay still when that is the safer choice.
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Big Grunt
This tougher Grunt deals more damage and takes more punishment than the standard version. Keep your distance and use cover rather than trying to trade hits.
Berserker
The Berserker cannot see, but it is highly sensitive to sound. Avoid sprinting and unnecessary movement; move only when you need to escape or change position.
Screamer
A Screamer is dormant until noise wakes it. Crouch to reduce noise, and use a throwable to distract it if you need to create an opening.
Night Hunter
The Night Hunter can see in darkness, so darkness is not dependable concealment. Avoid dark areas and use light; the current guide reports that bright areas impede its sight.
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Jaeger
The Jaeger can detect players through hiding spots and walls. Hiding is not a dependable counter: create distance and keep moving instead.
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Liliya
Liliya uses manipulation and hiding spots. Suspicious mannequins can be a warning cue; use X-ray to identify her if you are unsure.
Enemies that ambush, grab, or disrupt you
Pouncer
The Pouncer hides in ambush spots and makes warning noises when nearby. Avoid nearby hiding spots if you suspect one is waiting there. If it grabs you, use the Escape input.
Pusher
A Pusher’s grab releases neurotoxin and causes psychosis. Do not stand in its path; if it gets too close, a throwable or stun rig can help you break away.
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The Imposter disguises itself as a Reagent and attacks at close range. Keep track of teammates and communicate before approaching someone whose identity is uncertain.
Skinner Man
The Skinner Man appears during psychosis and pursues the affected player. An antidote ends psychosis; otherwise, keep running until it wears off. Once the Skinner Man appears, hiding does not work.
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Ranged and high-pressure pursuers
Pitcher
The Pitcher throws Molotovs from range, leaving burning areas. Break line of sight before it throws and stay clear of fire.
Mother Gooseberry
Mother Gooseberry pursues aggressively and has powerful melee attacks, including attacks through narrow corners. Keep moving to preserve distance instead of trusting a tight turn to stop her.
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Leland Coyle
Coyle’s powerful melee and grab attacks can also inflict shock damage. Keep your distance and use darkness to hide where appropriate.
Franco Barbi
Franco’s shotgun makes exposure dangerous. Use cover to avoid giving him a clear shot.
Kress Twins: Otto and Aurora
Otto attacks at close range, while Aurora uses ranged poison attacks. Use cover against Aurora’s poison and to stay safe from Otto. In the September 8, 2026 Season 7.1 notes, Red Barrels reported a slight increase to the twins’ chase speed and a slight reduction to Aurora’s throw cooldown.
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The Biter
The Biter closes distance for melee attacks; the current guide warns that relying on the chain does not work. Keep moving and use obstacles to disrupt its pace, but do not rely on a fixed timing window. The Biter was introduced with Season 7’s Project Boneyard, and Season 7.1 reworked its speed and aggressiveness.
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Objective hazard: Scapegoat
Scapegoat
The Scapegoat carries explosives that detonate for substantial damage. Use the tracker and microf trigger for the objective, then move clear of the final blast.
What changed in Season 7.1
Red Barrels announced Season 7: Project Boneyard for July 14, 2026, introducing the Prison Farm environment, the Locksock the Warden trial, and The Biter. The developer said The Biter would also appear in the two MK-Challenges released during Project Boneyard. Season 7.1 followed on September 8, 2026, with the Chemical Leak event and the enemy adjustments noted above. See the official Project Boneyard announcement and Season 7.1 update notes for the dated details.
Red Barrels’ September 17 hotfix page describes bug and crash fixes without listing further enemy balance changes in its visible update text. That is only what the page reports; it does not establish that no later changes occurred. The developer also announced that mod support ended with Season 7.1, with some quality-of-life options previously available through mods becoming built-in settings. Do not depend on mods for enemy visibility or counterplay; the Season 7.1 dev blog has the announcement.
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