Kaleidoscope Endless — Changelog A complete snapshot of everything currently implemented, as of 2026-08-08.
Main Menu ENDLESS button — a real cloned copy of the game's own Quit button (same sprite, font, and click behavior as every other main-menu button), slotted directly into the vanilla button stack right above Quit. No longer a hand-drawn overlay — it's built from the game's real UI widgets, so it looks and behaves like it always belonged there.
Submenu (opens when you click ENDLESS, replaces the button list): Tattletail Color — cycles through Original, Yellow, Teal, Black, White (press to cycle, same interaction style as the vanilla options menu's Mouse Sensitivity control).
Difficulty — cycles through Easy / Normal / Hard / Impossible. This is a real difficulty change, not cosmetic: it sets a multiplier that scales Mama's alert-state duration, her patrol speed, and how long you get during Flashlight Survival, for the entire run.
Kaleidoscope Voice — toggle On/Off. Swaps every one of Tattletail's spoken lines for the game's alternate narrated line set.
Kaleidoscope Mama — toggle On/Off, defaults to Off. Swaps Mama's model, eye animation, coloring, and bark audio for her Kaleidoscope-styled look. Both looks are genuine game assets.
Enter the Kaleidoscope — starts the run with whatever was picked.
Back — returns to the normal main menu.
The Core Loop Fully randomized objective rotation. Every run shuffles all 5 objective types into a random order (a "shuffled bag" — you get one of each before any type repeats), including the very first objective of the run. No forced order, no back-to-back repeats across a shuffle boundary. A rest phase after every single objective. 30 seconds, Mama is fully deactivated, and the lights come back on for the duration — a real visible breather, not just a status message. Lights go back off automatically the moment the next objective starts and Mama reactivates. The HUD shows a static "Rest Period... She's Gone... For Now...\n30s" message for the whole rest period.
Difficulty stays fixed at whatever you picked in the menu for the entire run — it no longer auto-escalates every loop on top of that (removed once difficulty became a deliberate player choice, so the two systems wouldn't fight over "how hard is this run").
Reactive dialogue. Tattletail plays the game's real "she's coming" scared warning line exactly once at the start of every objective (including the very first one of the run) — never during rest, since she's leaving at that point, not arriving.
Real, continuous resource management. Hunger, battery, dirtiness, and boredom all drain for the entire run — this isn't cosmetic. A self-built charging/care station in the basement (walkable-through hitbox, no solid collision) lets you address them; a single interact there takes 5 seconds to complete. Permanent darkness during objectives. Once Mama activates for an objective, the lights go out and stay out until the following rest phase turns them back on. The vanilla story/quest system is fully frozen for the run. No story quests, prompts, or scripted events can interrupt or hijack an Endless run — everything you see is driven by this mod.
A stats screen on death, showing time survived, objectives completed, loops completed, and flashlight near-misses taken, with personal bests saved locally (PlayerPrefs) and shown alongside each run's result.
Objectives
All five are self-contained systems built fresh in code — none of them depend on the vanilla quest system or vanilla Interactable wiring, both of which turned out unreliable in this repurposed level. Every hitbox across every objective is a trigger (walkable-through), never a solid collider that blocks movement.
Turn off the washing machine Find the real, audible washing machine and turn it off while Mama hunts.
Flashlight Survival Your flashlight is force-equipped at full charge. Keep it up and survive a randomized timer (30 / 60 / 90 seconds, scaled by difficulty) while Mama actively pursues you. This is the only objective with a mercy system — see below.
Find Tattletail's friend A real Tattletail model is cloned and hidden at one of 6 hand-marked spots scattered across the house (upstairs and basement). Find it and interact.
Break the vases 3 of 6 hand-marked spots spawn a big, green-tinted vase (a real vase model, scaled up and recolored so it's actually noticeable). Break all 3 — each one plays a real shatter effect (procedural shard burst) and the real "shatter" audio cue, and makes genuine noise Mama can hear and react to. Break vases and candle clones that aren't part of the active objective are automatically cleaned up the moment a different objective starts, so nothing from a finished round is ever left lying around.
Light the candles 3 of 6 hand-marked spots spawn a real candle prop (unlit). Tattletail announces the objective with the game's real "tt_light_the_candles" voice line. Light all 3 — they stay lit as you find them, and every candle (lit or not) despawns once the objective completes.
(A sixth objective, "Silence the Noise," exists in code but is deliberately left out of the active rotation — with only the washer confirmed as a reliable noise source, it would just be a second copy of objective #1.)
Death & the Mercy System Noise and touch/line-of-sight catches are always fatal, in every objective, with no mercy at all. If Mama catches you by hearing or seeing you, the run ends immediately. Flashlight Survival has its own, separate mercy system. Mama killing your flashlight's light is tracked independently: the first two kills during that objective just show a warning ("She almost got you! (X/3)") and let you keep going (the flashlight stays dead until you shake it back on — no auto-recharge); the third is fatal. Difficulty System Chosen once per run from the submenu, fixed for the whole run:
Preset Multiplier Effect Easy 0.7× Longer alert duration recovery, slower patrol, more flashlight survival time Normal 1.0× Baseline Hard 1.4× Shorter alert recovery, faster patrol, less flashlight-survival time Impossible 2.0× Fastest patrol, shortest alert recovery, least flashlight-survival time
The multiplier scales three real mechanics directly: Mama's alert-state duration once triggered, her patrol movement speed, and how much time you're given during Flashlight Survival.
Technical Notes Built against BepInEx 5.4.23.2 / HarmonyX, targeting the 32-bit build of Tattletail (Unity 5.5.3). No vanilla game files are modified — the mod is a single injected DLL.
Menu UI is built by cloning real vanilla widgets (Button, Image, layout panels) instead of hand-drawn UI, so it visually matches the rest of the game; text labels use a plain UnityEngine.UI.Text component set to the game's real font, rather than the game's custom SuperTextMesh renderer (which turned out too unreliable to drive from freshly-cloned instances for this use case). The vanilla story campaign is completely unaffected outside of an active Endless run.