FurIn Containment
The Endless Containment
Nobody knows who built it.
Nobody knows where the walls end.
Every day, new hallways appear, entire districts vanish, and rooms with impossible names are discovered.
The facility is known simply as The Endless Containment.
The Facility
The Endless Containment is an endlessly expanding maze of:
Hallways
Laboratories
Offices
Storage warehouses
Cafeterias
Giant empty chambers
Flooded rooms
Staircases leading nowhere
Floating platforms
Underground cities
Every room is assigned a completely random official name by the facility itself.
Examples include:
Room: Banana Velocity
Sector: Purple Tuesday
Hallway: Concrete Sandwich
Laboratory: Chair Mathematics
Storage Area: Pocket Frog
District: Eleven Spoons
Chamber: Silent Microwave
Corridor: Milk Geometry
Observation Deck: Emergency Pickle
Zone: Lemon Engine
The names have absolutely no connection to what the room contains.
The Furry Infection
A mysterious infection spreads throughout the facility.
Those infected slowly transform into anthropomorphic animal-like beings.
The infection affects:
Appearance
Behavior
Voice
Instincts
The final result varies wildly.
Someone may become:
Wolf-like
Fox-like
Cat-like
Rabbit-like
Otter-like
Mouse-like
Bear-like
Hybrid creatures
Some infected remain intelligent.
Others become completely feral.
These are known as:
Feral Furries
Traits:
Fast
Aggressive
Territorial
Excellent hearing
Excellent smell
They roam the facility hunting survivors.
The Furists
The most dangerous faction.
The Furists worship infected individuals as divine beings.
They believe:
"Humanity was a mistake. Fur is perfection."
They wear realistic furry masks.
Sometimes survivors mistake them for infected.
This often ends badly.
Furist Behavior
Worship infected creatures
Protect infected nests
Attack survivors
Spread infection willingly
Build shrines
Paint symbols on walls
When encountered they often move strangely:
Crawling
Twitching
Tilting heads
Many survivors cannot immediately tell if they're infected or Furists.
Survivor Lockers
Throughout the facility are randomly appearing lockers.
Each locker contains one of 11 possible weapons.
Weapon Pool
Metal Pipe
Crowbar
Fire Axe
Machete
Hammer
Wrench
Spear
Stun Baton
Combat Knife
Shovel
Reinforced Baseball Bat
The contents are completely random.
Red Healing Boxes
Rare crimson boxes appear throughout the facility.
Survivors call them:
Red Boxes
Opening one instantly restores injuries.
Effects:
Heals wounds
Stops bleeding
Reduces infection progression temporarily
Restores energy
Nobody knows where they come from.
Many appear in impossible locations.
Accessory Booths
Another strange phenomenon.
Scattered throughout the facility are small booths.
These contain cosmetic items.
Nobody knows why.
Survivors often collect them to identify each other.
13 Available Accessories
Common
Round Glasses
Square Glasses
Black Baseball Cap
Blue Beanie
Red Scarf
Fingerless Gloves
Ear Muffs
Uncommon
Aviator Sunglasses
Detective Hat
Golden Monocle
Messenger Bag
Rare
Feathered Adventurer Hat
Extremely Rare
Glowing Star Pin
Clothing Booth Jackpot
Very rarely a booth will contain completely new clothing.
Examples:
Lab coats
Hoodies
Trench coats
Security uniforms
Tactical jackets
Winter coats
Many survivors spend years wearing the same outfit before finding replacement clothing.
Strange Structures
Random structures can appear anywhere.
Examples include:
The Upside-Down Library
Bookshelves hang from the ceiling.
The Apartment Tower
A 200-floor apartment building found inside a warehouse.
The Silent Carnival
An abandoned amusement park where no sounds can be heard.
The Endless Parking Lot
Cars exist but none function.
The Glass Forest
Trees made entirely of transparent crystal.
The Giant Locker
A locker large enough to fit a skyscraper inside.
The Sleeping Mall
A shopping center where lights only turn on when nobody is watching.
Survivor Rule #1
When you discover a room called something ridiculous like "Toaster Ocean", "Angry Pillow", or "Banana Tax Evasion", don't assume it's safe.
The room names mean absolutely nothing.
And in the Endless Containment, that's usually the scariest part. They claim it's still somewhere in the Endless Containment, watching. Traits)
How to Earn: You have a base 25% chance to trigger a Virtue when your Stress hits 100. Your odds increase if you have maximum health, an active killstreak, or positive status buffs running. [1, 2, 3]
Courageous
Quote: "Adversity can foster hope, and resilience!"
Effects: Provides high stress resistance. Periodically activates to substantially decrease your own stress meter and lower incoming stress for nearby teammates. []
Focused
Effects: Boosts your weapon accuracy, increases your critical strike hit chance, and awards you defensive status buffs. []
Powerful
Effects: Grants a raw permanent +10% to +15% damage output boost and gives a baseline passive movement speed buff.
Stalwart
Effects: Heavily blocks incoming physical and stress damage, keeping your stress levels firmly locked down. []
Vigorous
Effects: Activates a constant passive health regeneration status effect, keeping your HP topped off over time. []
Every Standard Affliction (Negative Traits)
How to Earn: You have a base 75% chance to trigger an Affliction when your Stress hits 100. Failing your resolve check forces your character to experience "act outs" when monsters are nearby. [1]
Fearful
Quote: "Fear and frailty finally claim their due."
Effects: Decreases your overall damage resistance. Your character will randomly force-move away from nearby enemies, passively increase their own stress, and yell lines that stress out your teammates. []
Hopeless
Quote: "There can be no hope in this hell, no hope at all."
Effects: Lowers defenses and movement speed. Your character will occasionally refuse to move entirely while passively spiking their own stress and teammate stress. []
Irrational
Quote: "Reeling, gasping, taken over the edge into madness!"
Effects: Lowers basic base walk speed. Your character randomly acts out with any of the negative behaviors, but can occasionally drop random items or tools onto the floor by accident. []
Masochistic
Quote: "Those who covet injury find it in no short supply."
Effects: Weakens your contagion resistance. Your character will occasionally freeze in place, refuse to move, or randomly strike themselves with their equipped weapon to deal self-damage. []
Sadistic
Quote: "All these raving creatures must be silenced!"
Effects: Increases your own stress decay resistance. Your character will aggressively mock, insult, or yell at nearby survivors in chat, directly increasing your teammates' stress levels.
Vengeful
Effects: Dictates a strict combat condition. You deal -10% less damage and take +15% more damage if you attack an enemy first. However, if an enemy strikes you first, you receive +15% damage output and +10% damage resistance against them. [1]
Every Special & Secret Affliction
How to Earn: These completely bypass the normal 25/75% RNG pool. They require highly specific map locations or extreme combat triggers to acquire. [1]
Crimson Curse
How to Earn: A highly rare, multi-stage affliction with a dripping-blood red chatbox. It is advanced by getting consecutive kills.
Effects: Starts as a quiet passive phase, turns to an active phase at 20 kills (making you occasionally strike yourself), and advances into a permanent, highly dangerous Bloodlust stage at 40 kills. It grants massive damage buffs but forces your health to slowly drain away.
Created Jun 20
Updated Jun 20
Published Jun 20