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November Update v17.1.0: The Longest Dev Log in The World

[p]Hi Crewmates,[/p][p][/p][p]Teeny tiny update v17.1.0 is now out.[/p][p][/p][p]Curious about what it contains?[/p][p][/p][p]Alright.[/p][p][/p][p]Are you ready? Hold your breath. Prepare your reading eyes. This could drive you insane from the sheer amount of words this will hold:[/p]
  • [p]NEW: Stardew Valley Cosmicube will be available until Feb 18, 2026 at 17:00 UTC. And the best part? It’s FREE – for only 3300 Beans, this bountiful harvest can be yours. Get it before it withers away.[/p]
  • [p]NEW: Create Game screen. As requested by you, the backgrounds have been updated to reflect the map chosen![/p]
[p][/p]
  • [p]…[/p]
  • [p]……. Ummm.[/p]
  • [p]Yep that’s actually it.[/p]
[p]I know. You’re mindblown. But check out the Cosmicube and hope to see you in those lobbies!….You know, any normal player would want the November dev log to end here since there’s really nothing else to say, but I know you. You’re sick. You’re twisted. The other Crewmates will never understand the depths of your darkness. I’ve seen what you’ve done. The lies you’ve told during Emergency Meetings so that you could get away with murder. The unravelling of your core values as you realized how easy it is to manipulate your best friends. They thought you were sweet. Docile. Innocent, even. Then you showed them. You showed the WORLD what you could do when given the opportunity to sabotage the lights. I’m disgusted by you. But also… in awe. Here I am, sitting in the safety of Admin, while you’re out there making a name for yourself. I respect you. I fear you. I hope to never walk along the same path as you because I know that if we were to lock visors, I would be dead.[/p][p][/p][p]Okay bye![/p][p][/p][p][/p][p][/p][p]Victoria[/p]

A Small Update - v17.0.1

[p]Hiya, Crewmates![/p][p]We got a small patch, v17.0.1, available now on all platforms. Make sure to update your game with these fixes so you can get back to sleuthing and spitting![/p][p][/p][h3]Patch Notes[/h3]
  • [p]\[Friends List] Fixed issue with sending and receiving friend requests.[/p]
  • [p]\[How to Play] \[Controller] Fixed issue where the selected role in the menu would not stay highlighted.[/p]
  • [p]\[How to Play] Fixed issue where scroll bar would display past screen boundaries at some resolutions.[/p]
  • [p]\[How to Play] Fixed issue where scroll bar hitbox was misaligned.[/p]
  • [p]\[Detective] Updated the role reveal SFX.[/p]
  • [p]\[Detective] Fixed issue where the role reveal hint doesn’t fit on screen in certain languages.[/p]
  • [p]\[Detective] Fixed issue where selection menus in the Notes could not be closed without selecting an option.[/p]
  • [p]\[Viper] Updated the role reveal SFX.[/p]
  • [p]\[Tracker] \[German] Fixed issue where role reveal hint doesn’t fit on screen properly.[/p]
  • [p]\[Engineer] \[Irish] Fixed issue where role reveal hint doesn’t fit on screen properly.[/p]
  • [p]\[Scientist] \[Latin American Spanish] Fixed issue where role reveal hint doesn’t fit on screen properly.[/p]
  • [p]\[PC] \[Detective] Fixed issue where Interrogate ability could be used while the settings menu is open.[/p]
  • [p]\[PC] \[Console] \[Detective] Fixed issue where the closing animation did not play when closing the Notes window.[/p]
  • [p]\[PC] \[Switch] \[Detective] Fixed issue where the map locations would appear and remain on screen if the Notes ability was activated at the same time.[/p]
  • [p]\[PC] \[Switch] \[Detective] Fixed issue where opening the map with two different inputs could cause other inputs to stop working.[/p]
  • [p]\[PC] \[Switch] \[Mobile] \[Detective] Fixed issue where the Notes window can be opened underneath the Settings window.[/p]
  • [p]\[The Fungle] \[Practice] Fixed an issue where some Dummies were incorrectly shown in the Meeting Room when interrogated.[/p]
  • [p]\[The Fungle] \[Detective] Fixed issue where “Dock” was missing from the locations on the map.[/p]
[p][/p][p]We've also been hard at work trying to solve the duplicate login issues and are tackling the hacking reports from this weekend (Oct 11-14, 2025). If you’re running into this problem or any new ones, send us your player log if you’re on PC when you send us a helpdesk ticket.[/p][p][/p][p]And now that you’re done reading…[/p][p][/p][p]FIND ME THAT VIPER![/p][p][/p][p]Dors[/p][p][/p]

Pentiment among games temporarily pulled from Steam as Unity security vulnerability forces rapid updates

Delightful medieval RPG Pentiment is among a number of games which have been temporarily delisted on Steam, as a result of a security vulnerability being unearthed in the Unity engine. Other games, including Among Us, have already received updates as a result of the issue.


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Behind the Beans: Tracker & Noisemaker

[p]Hello, Crewmates!Once again, it’s time to go BEHIND THE BEANS! We hope you’ve enjoyed the last blogs we did for our newest roles: the Detective and Viper.[/p][p][/p][p]As a treat Dave has turned back the clock to take us through the process for some of our other roles – the Tracker and Noisemaker![/p][p][/p][p]Take it away, Dave![/p][p][/p][p][/p][p][/p][p]After releasing The Fungle in 2023, the next goal was to release a batch of new roles. Players had been asking for new roles for a while, so it was exciting to start prototyping different ones. Roles are a great way to create new mechanics, make the gameplay feel fresh, and add new twists to the social deduction component in Among Us.[/p][p][/p][p]This exploration resulted in 3 new roles being released in 2024: Tracker, Noisemaker, and Phantom. I felt that the Tracker and the Noisemaker were interesting because despite both being Crewmate roles, they’re design opposites. This allowed them to have stronger, unique identities while also serving two different playstyles.[/p][p][/p][h2]Noisemaker[/h2][p]The Noisemaker has a very straightforward ability: when they’re killed by the Impostor, they send out an alert to the other Crewmates, guiding them to their location. It’s a pretty simple role to play because it’s passive. It automatically triggers on death. It’s a great role for players who don’t want to have another thing to do during a match. Some people just want to focus on tasks and fixing sabotages — and that’s totally okay. Honestly, that’s me a lot of the time. [/p][p][/p][p][/p][p][/p][p]Of course, there was concern about the Noisemaker being too simple. This was feedback the team got frequently: it could be a letdown to get assigned a role and not have an extra ability you can use at the press of a button. But, simplicity is the name of the Noisemaker’s game. It’s not to say there isn’t any nuance to the role. A clever Noisemaker can lure the suspected Impostor to kill them in a spot that gives them away. I’ve been tricked like this a few times myself while I’ve been Impostor.[/p][p][/p][p]The simplicity of the role doesn’t mean it’s a weak role either. It’s actually quite powerful in that the alert is a game-wide effect. It can be the deciding factor that throws off an Impostor and gets the Crewmates the win! Releasing a low complexity role was the design intent behind the Noisemaker, so I decided to keep them straightforward and simple.[/p][p][/p][p]After it was released, seeing the Noisemaker so positively received really warmed my heart. From casual players to streamers, everyone understood the role and valued how game-changing the Noisemaker’s ability can be. One my favorite comments to this day is still:[/p][p][/p][p][/p][p][/p][h2]Tracker[/h2][p]Like I mentioned earlier, the Tracker is the mechanical opposite of the Noisemaker. The Tracker has the ability to place a tracking device on another Crewmate. By opening their map, they can then see where the other Crewmate is while they move around. They were designed for the super Crewmates who, on top of doing their tasks and fixing sabotages, are constantly figuring out who’s safe and who’s suspicious.[/p][p][/p][p][/p][p][/p][p]Of course, this ability is powerful. For new players, the ability was designed to be straightforward to use and understand. But as players start to get better with the role, it gives gameplay depth and surprise.[/p][p][/p][p]On a surface level, the ability allows the Tracker to confirm another Crewmate’s location. The ability becomes more valuable once you start combining it with other information people share in Emergency Meetings. Very clever Trackers even use the ability to catch a venting Impostor, a disguised Shapeshifter, or an invisible Phantom! [/p][p]It was really great to see the Tracker being highly praised and valued as well. There was a lot of depth added to the design of the Tracker and players were quick to find it and appreciate it. [/p][p][/p][h2]Learnings[/h2][p]From these two roles, I was able to confirm a couple of important ideas:[/p]
  1. [p]Players appreciate roles with low skill floors. The Noisemaker’s skill floor is very low and it was well received. Therefore, it wouldn’t be farfetched to release other roles around this skill level.[/p]
  2. [p]Players also appreciate roles with high skill floors. I was concerned that the Tracker was overdesigned or overcomplicated, so it was nice to see that players were able to fully grasp the role and all its nuances.[/p]
[p]The release of roles in 2024 was so amazing. The outpour of excitement from the players was really motivating for the team, who worked so hard on it for so many months. We’re using this positivity to continue creating more and more great stuff. This means I’ll probably be back for some more blogs, so keep a lookout for the next Behind the Beans![/p][p][/p][p]Off to make more noise,[/p][p][/p][p]Dave[/p][p][/p]

Behind the Beans: Viper

[p]Howdy, Impostors![/p][p][/p][p]It’s time for another session of Behind the Beans with our principal game designer, Dave. If you missed the last deep dive, you can read it here! This time, he’s here to talk about our newest Impostor role: the Viper. This venomous role has increased the levels of chaos and added lots of spitting (ewww) to lobbies.[/p][p][/p][p]Remember to say it, not spray it.[/p][p][/p][p]Dors[/p][p][/p][p][/p][p][/p][h2]Viper[/h2][p][/p][previewyoutube][/previewyoutube][p]The Viper is a simple role to understand. This was important to keep in mind when designing and iterating on the role. But don’t be fooled – there’s actually a lot of depth! Where and how you choose to kill now requires more thought. “How can I give the body more time to dissolve?” and “What are the entry and exit points of the location?” are just two questions to consider. The more discrete the location, the higher the chances of the body fully dissolving without a trace.[/p][p][/p][p][/p][p]Exhibit A, the Viper’s Acid ability in all its glory[/p][p][/p][p]A good Viper also uses their sabotages to the fullest. Need to give a dissolving body more time to disappear? Lock it behind a Door Sabotage. Need everyone to move as far away from that kill you did in Navigation? Trigger the Reactor Meltdown. A clever Viper that uses their full toolset can get away with multiple kills without ever raising a hint of suspicion.  [/p][p][/p][h2]Prototyping Phase[/h2][p]During the initial prototyping phase, it was just the design and programming teams working on it. To create a placeholder dissolved body, I took the existing art asset and erased it using dynamic jittering to get the intended look.[/p][p][/p][p][/p][p]Exhibit B, the prototype version of a dissolving body[/p][p][/p][p]The Viper had an instant impact in our games! If a dissolved body was found, the discussions were a lot more engaging around the state of the body and who was around it. On the other hand, games were very scary when Crewmates were dropping like flies but bodies were never being found.[/p][p]The Viper checked off a lot of boxes for a good role:[/p]
  • [p]It promoted more discussion in meetings[/p]
  • [p]It allowed the Impostor to strategize their kills in new ways[/p]
  • [p]There is push and pull between the Viper and Crewmates[/p]
[p]Thus, the Viper was good to move on to the next stage of development![/p][p][/p][h2]The Post Prototype Process[/h2][p]The next steps were to work with the art team to figure out the theming of the role. Since the dissolving body was so core to the Viper, figuring out the theme revolved around that. Here are some of the concepts from our brainstorming session that the art team explored:[/p][p][/p][p][/p][p]Exhibit C, a body dissolving through interdimensional means[/p][p][/p][p][/p][p]Exhibit D, the Impostor spewing a horde of tiny Impostors[/p][p][/p][p][/p][p]Exhibit E, commanding an army of ants to kill a Crewmate[/p][p][/p][p][/p][p]Exhibit F, on the left: killing a Crewmate through dehydration and on the right: killing a Crewmate by creating a black hole where they stand[/p][p][/p][p]Beyond this, there were a ton of other interesting and wide-reaching ideas, but ultimately none of them stuck as much as the dissolving acid. The Viper is a great theme and the dissolving acid is a fun visual to work with.[/p][p][/p][h3]Testing a Color Matching Option[/h3][p]One final idea we explored with the dissolving body is the color scheming. By having the acid match the color of the victim, it was a gruesome visual of a melting Crewmate.[/p][p][/p][p][/p][p]Exhibit G, testing a version of the Acid where it matches the color of the killed Crewmate[/p][p][/p][p]As fun as this was, we ultimately went back to having just one acid color. The Viper having a specific color for their acid made for a stronger identity with the role, and it gave us time to do more fun things like creating the Viper’s kill animation![/p][p][/p][h3]Finale[/h3][p]The Viper was a great role to work on. Since it was so fun right off the bat, it gave us more time to explore the art. I hope you enjoyed this sneak peek on some of the exploration we did with the acid! Seeing all the cursed ideas from the artists was hilarious, so I figured you’d all like to see this too.[/p][p][/p][p]And behold, the final Acid:[/p][p][/p][p][/p][h3]Another Q&A[/h3][p]Before you run back to spit on other Crewmates, take a look at the Q&A video we did to answer questions about the Viper, featuring Daniil![/p][previewyoutube][/previewyoutube][p]Avoiding Acid like always,[/p][p][/p][p]Dave[/p][p][/p]