This is the official game release version of Among Animatronics: Chapter 1.
The first release preview (RP) of V1 Stable was released on July 9th, 2024 and is effectively a Proof of Concept version of V1 Stable. This RP version does include tasks, but they aren't ready, so they have been disabled.
The second release preview (RP) of V1 Stable was released on July 12th, 2024 and is for testing of tasks. This RP version does include tasks, and you can do the tasks, but these are in preview, and are not fully designed and integrated into the game yet. So far, there are only 2 tasks, and you can find those in Stage and Security.
The third release preview (RP) of V1 Stable was released in July 16th, 2024 and is mostly just optimizations for Scratch specifically. This RP version does not include new tasks.
The fourth release preview (RP) of V1 Stable was released on July 23rd, 2024 and it adds 3 new tasks (Log Temperature in Repairs, Swipe Card in Kitchen and Upload in Parts & Services), bringing the total number of tasks to 5.
The fifth release preview (RP) of V1 Stable was released on July 30th, 2024 and adds a new Vision modifier for Custom Night to further increase the difficulty.
The sixth release preview (RP) of V1 Stable was released on December 21st, 2024 and includes the Settings rewrite that was started in the fifth release preview.
The eighth release preview of V1 Stable was released on July 8th, 2025, and is a stop-gap update. It contains very minor changes (mostly stability improvements) internally.
The ninth release preview of V1 Stable was released on July 25th, 2025. This update includes major bug fixes (including the Settings page) and debuts reworked algorithms and behaviours of animatronics, and includes a new jumpscare sound and new cutscenes.
RP9.1 was released on August 8th, 2025, and is meant to resolve issues that were found but not fixed in RP9 Hotfix 1.
The tenth version of V1 Stable was released on August 18th, 2025. RP10 includes 4 new & modern tasks, and finishes off task development that started in RP2. A UI redesign for older V1 tasks will be incorporated around the time of game release. This version also includes some assets for Achievements.
RP10.1 was released on August 25th, 2025. This version fixed all existing issues with previous versions of RPs.
The eleventh version of V1 Stable was released on August 28th, 2025. This version fixes all major existing issues with Among Animatronics: Chapter 1.
RC2, the game release version, was released on August 29th, 2025.
Multiplayer will not be available at launch. Multiplayer development is expected to start Winter 2025, with a Open Beta phase targeted for Summer 2026, and a full release either Summer 2026/Winter 2026/Summer 2027. Achievements development started in RP9, and is on track to be released as part of the Halloween Update in October 2025.
Credits
Among Animatronics is not an original game. It was derived from Among You. This game is a very 'heavy skin' above the Among You. With the original game having a file size of 4MB and the latest publicly released version having a file size that exceeds 130MBs, the UI differences, behavioral differences, just to name a few, it is very clear that this is a 'heavy skin'. Among Animatronics, though, does have additional features and bug fixes. This game series will continue be parts of other games stitched into one big game.
While I made the characters, the template was originated from the aforementioned Among You. And with that, I would like to give AshtonL467 recognition. I can tell that the game itself was hard to make, from the characters, to the game script, and the maps. I could have never done all of that in a reasonable amount of time.
And also, I would also like to give credits to those who also helped AshtonL467 to make the original game assets. The base game and Among Animatronics 1 would not be possible without you.
This version is supported for Scratch, and TurboWarp. Learn more.
These are sub-systems/APIs that you/the system interact with.
Precision Render: V1e
Bootloader: V5
Andromeda UI: V3
Andromeda GameUX Modules: V6
UES: V0.6 Alpha (ISFD)
These are sub-systems/APIs that you don't interact with.
aiUX: V22
playerUX: V21
DRA API: V21
GPS/EPS: V21
buttonUX: V21
ICD/IGD: V1
notificationUX: V3
taskUX: V1
mobileUX: V3
sensorIX: V1
colorWheel: V21
UES: V0.6
Project Development Start: December 19th, 2020
Version Development Start: February 18th, 2024
Version Development End: August 29th, 2025
Project Pre-release Development End: August 29th, 2025
Block Count: currently 21,139 blocks / 21,200 blocks for base game
Full Game Release Date: August 29th, 2025
Total Project Time (total time this project has been worked on): 4 years, 9 months
Total Development Time (the time that was actually spent coding/working on assets for the project, also known as R&D): 4 years
Version Development Time (the time that was actually spent coding/working on assets for this specific version): 1 year, 2 months
Release Notes
General Bug Fixes/Feature Improvements
RP1 fixes
Fixed a bug in which the page arrow icon would appear when in the setup portion of the game
Injected a costume validation checker for the settings page to minimize the rogue bug (bug still not fixed, it's just less likely to happen)
You can now reset the entire game, game settings & game progress in the Advanced section of the settings (the old way to reset the game has been deprecated)
Character Color Picker has been redesigned and now has full compatibility with the DRA API (Dynamic Resolution Adaptation)
Fixed a bug in which the Mobile Mode Button would always display a color
Fixed some vector issues with the characters
Fixed a bug where you could click buttons that were not visible in the Settings menu
Fixed a bug in which the cutscene ending phase would end too early
Jumpscares are now up to 0.3 seconds longer (ranging from 0.6s to 1.4s)
Added/updated cutscene sounds
Updated Precision Render to support in-script DRA (Dynamic Resolution Adaptation)
Fixed an issue in which the settings would get corrupted/have invalid values
Fixed an issue in which the Custom Night AI Level button would go out of its set difficulty parameters (this issue was present was early as V15.1)
Fixed an issue in which the Settings button wouldn't react properly to the middle state of a click
Fixed a bug in which the Main Menu Buttons animation would slide in from the left to the proper position rather than sliding up and fading
Fixed an issue in which the Main Menu Buttons wouldn't be a perceived equal distance apart
Fixed an issue in which you could click buttons when the Main Menu button switcher was active
Fixed a bug in which Oni's jumpscare would use the wrong audio
Fixed a bug in which whilst stage is resizing, some sprites would use the wrong variant of the STAGE_RESOLUTION_FACTOR protocol
Fixed an issue in which some sprites wouldn't hide when the Stop button is triggered
Fixed an issue in which during the Setup portion of the game, the text wouldn't fade like the button would
Fixed an animation inconsistency in which the Animatronics on the Main Menu wouldn't animate at all
Fixed a bug in which when the resolution was too small, the Animatronics in the Main Menu would become unreasonably large
Fixed a bug in which the GPS/EPS system would incorrectly determine if the game was ready or not when loading the Map
Changed the way the background determines the correct size
Added additional smoothing to the Main Menu buttons
Fixed an issue in which the smoothing script would run asynchronously to the frame rate of the environment & not comply with AndromedaUX Game Modules
Added the support for a middle-state click animation to the Universal Close button
Fixed a bug in which when a Main Menu button is unavailable or disabled, the button reaction would still initiate even when the user's mouse isn't on the UI element
Fixed a bug in which when initially loading the game, the DRA API Stage Resolution Detector would incorrectly state the wrong resolution, prompting the game to stop loading and requiring another press of the flag button
Issue is still present.
RP2 fixes
Fixed a bug in which a setting value could get corrupted
To dismiss a 'Learn More' window pane, you can now press the close icon at the top left corner of your screen
Completed programming of Shields and Download tasks
Fixed a bug in which the transition from the Sabotage end to earthquake to white screen to static screen wouldn't work as expected
RP3 fixes
Fixed a bug in which when initially loading the game, the DRA API Stage Resolution Detector would incorrectly state the wrong resolution, prompting the game to stop loading and requiring another press of the flag button (issue is actually fixed now)
Updated System Requirement Checker to the latest version
Switched Precision Render 1 font
Fixed a bug in which the Character on the Color Picker could flicker due to layering issues (this is not a fix for the Scratch issue)
Optimized Character Color Picker for Scratch (this is a fix for the Scratch issue)
Fixed a bug in which the Thumbnail upon onboarding the project would be the wrong size (Scratch-only issue)
Fixed a bug in which the quick version identifier either bottom corner of the screen on the Main Menu would be the wrong size & potentially off-screen (Scratch-only issue)
Fixed a bug in which the Sprint feature wouldn't work as expected on Desktop (Scratch-only issue; to toggle Sprint on Scratch, you can press (to toggle) Sprint or hold to activate Sprint)
Fixed a bug in which some scripts would expect a binary value but the value would be a Boolean
Fixed a bug in which the initial loading script would expect a binary value but the value would be a Boolean (Scratch-only issue; Hotfix 1)
RP4 fixes
Completed programming for Log Temperature Task (you can find this in Repairs)
Fixed a bug in which a Static screen trigger value wouldn't reset when Jumpscares are disabled
Fixed a bug in which the Download task wouldn't respect layering settings
Fixed a bug in which during the Download task, the percentage complete indicator would render offscreen or behind the Download task
Fixed a bug in which when the Download task finished, it would close the task 1 second after finished as opposed to the required 0.8 seconds
Completed programming for Swipe Card (you can find this in the Kitchen)
Completed programming for Upload task (you can find this in Parts & Services)
Fixed a bug in which the Player sprite's Hat would flicker
Fixed a bug in which some sprites wouldn't be the correct size (Scratch-only issue)
Fixed an issue in which the page switcher arrow on either side of the screen would act abnormally (Scratch-only issue)
RP5 fixes
Fixed an issue in which when first onboarding the game, the Continue button would erroneously declare an 'unknown error' externally to the user when there was no error internally
Added a new Vision setting within the Custom Night panel
Internal logic for game settings is currently being reworked to be more dynamic
NOTICE: This rewrite is not fully completed, but will not affect current settings configurations.
RP6 fixes
Restored OG sabotage sound
Fixed a bug in which the Temperature task would not continuously adapt to the resolution of the stage
Fixed a bug in which when the game transitions Nights, the task manager would duplicate already existing clones and cause a clone panic
Rewrote Settings internal logic to be more resilient against irregular value placements (this is the Settings rewrite)
Fixed an oversight in which the Ambient Volume would not change (RP6 hotfix 1)
Fixed a rendering bug with the Log Temperature task
Minor changes compared to RP7
IT'S ME
Updated mixing of jumpscare noises
New jumpscare noises
Slightly modified some characters' appearance
Fixed an issue in which the white screen of death would be the incorrect size
Jumpscares are now up to 0.6s shorter
Rework has started on Animatronic logic.
1. Higher Vent Out Chance
Animatronic has a 50% chance of jumping out of a vent instead of the backwards linear approach (for some reason, there is currently a higher theoretical chance of it hopping out of a vent in night 1 compared to night 7). May change it to a forward linear approach instead of constant RNG.
2. Higher Kill Potential
There are more opportunities for animatronics to attempt a kill than for RP8. The chance of you getting killed is not necessarily higher, but the chances of the AI taking the chance to kill you is higher.
3. Sabotage Chances are Higher
Sabotage chances are now higher due to the other 2 reworks (because everytime a vent out is attempted and failed, there is a 50% chance of a sabotage, and while in a vent it's the same chance as previous versions).
4. Movement Logic will be changed slightly
Movements will now be concurrently observed by the GPS/EPS system to prevent winning by the fact that the AI gets stuck in the walls. This function is the "unstuck" system that was debuted back in V18. This function is still in beta.
5. Enemy can move silently into, out of, & within vents
When the animatronic is moving silently, the only indication of enemy activity will be vent movement. On-screen visuals (like the red, orange & yellow halo) will be completely disabled. The volume of audio cues & the proximity zones for those cues will be reduced by 50%. This function is still in beta and may act incorrectly.
6. Animatronic is active slightly earlier every night
7. Animatronic cues are reduced every night
Every cue, like sound cues and visual cues will be reduced in onboarding distance (the distance you first hear/see the cue). Each cue will get shorter rollouts every night.
Settings page has been reworked
All previous issues should be resolved.
Vent shaking has been reduced and smoothed
Fixed an issue in which the pre-warning system before getting killed would inconsistently work
Reverted previous behaviors regarding the info text at the bottom of the Main Menu
Updated thumbnail
Scratch fixes
Thumbnail sizing issues have been resolved
Animatronics not appearing in the Main Menu
- Issue has stopped occurring, but no code has been changed since RP9. This issue will continue to be on my watchlist until officially resolved.
Erroneous rendering issues on Main Menu
- Issue has stopped occurring, but no code has been changed since RP9. This issue will continue to be on my watchlist until officially resolved.
Gameplay rendering issues
Close button invoking the wrong action(s)
Fixed an oversight in which when other menu's were active, hidden elements would still react as if they were active
Fixed an oversight in which DRA API values would be an erroneous value when operating on Scratch
Fixed animatronic issues that was present in RP9
Fully updated design of Animatronics
Fixed an oversight in RP9 that prevents the next night from loading
Updated positioning logic of Night info in top-right corner of gameplay
Fixed incorrect & inconsistent positioning of Night info in top-right corner of gameplay
Fixed an issue with Oni's jumpscare in which a 'Game Over' screen would not be triggered after the jumpscare
Fixed an oversight with the newer thumbnail & DRA API
Fixed an issue in which a variable that would determine if you die at a certain point would not run
Changed internal rules to allow for Scratch testing in a TurboWarp environment
Resolved an issue in which the Close button would be the incorrect size (Scratch-only fix)
Fully integrated dynamic motion logic across the Main Menu elements to allow the game to speed up animations at lower frame rates (Scratch-targeted fix)
Fixed an issue with the Andromeda UI RAPiD protocol
Further changes to Animatronic logic
1. Changed the way Sabotages are triggered
Previously every night, sabotage's had a constant 18.85% chance of triggering due to an oversight of the RNG calculator. The system has now been changed to a forward linear approach like in RP9.
Further changes to Animatronic logic
1. The Animatronic can now stand silently and wait for you to approach before attacking
Check for pulsating lights & weird noises to signify if an animatronic is nearby silently.
Animatronic logic changes are postponed to focus on more important programming against the game release.
Fully fixed thumbnail issue (Scratch-targeted fix)
Corrected an oversight in the DRA API
Backend work has started in Achievements
Fixed a potential issue in which the "Use" button would be an incorrect size
Tighted & optimized layering systems across all tasks
Fixed an issue in which some tasks wouldn't automatically disengage when the player has died
Fixed an issue in which the "Game Paused" infographic wouldn't appear in some select cases
Fixed an issue in which when Jumpscare is disabled, and the jumpscare type is a specific value, the direct transition from the red screen to the static screen would fail
Completed programming of Connection task
Partially completed programming of Unlock Manifolds task
- This task is ready to be previewed, but lacks the reset functionality when the wrong number is pressed. Besides that, this task is ready.
Partially completed programming of Weather task
- This task is ready to be previewed, but currently has a bug in which the progress bars would not appear until the last one. This appears to be a layering issue and a fix is planned for either an RP10 hotfix will debut in RP11
Completed programming of Steering task
Fixed a potential issue with the log Temperature task in which if the resolution was above a certain size, the arrows would both increase the numbers, making the task undoable
Reprogrammed Log Temperature task to be more resilient
Fixed a layering system oversight with the Colour & Character picker
Fixed an issue with the rare cutscene
Completed programming of Task Manager UI
Closed off task loopholes
Updated LOCATION_PLAYER_AMBIENT to the latest values
Completed Programming of Unlock Manifolds task
Completed programming of Stablize Navigation task
Further changes & updates to Tasks
1. Tasks will be rolled out each night
Not all tasks will be active every Night until Night 5 and onward. You will start with at least 2 tasks on Night 1 and it will continue to increase until Night 5, where all tasks will be active.
2. Weather task disabled
Due to a layering issue that will take some more time to resolve, this task will be disabled to allow more time to focus on higher priority issues leading up to game release. Weather task should be back either shortly after game release or part of the Halloween Update.
3. Task Manager
To view your tasks, press Q (on Turbowarp) or M (on Scratch) to open the map. The red dots indicate where you have tasks. Those dots will disappear when you have completed the tasks.
4. Game progression
You cannot finish the night without finishing your tasks.
Fixed movement bugs
Fixed Delta Timing issue & miscalculations
Fixed all existing issues with the 'Use' button
Fixed an issue with the unstuck script in which it would significantly slow down the game in certain conditions
Reprogrammed Download/Upload Task to be more resilient
Fixed all issues with Download/Upload Task
Fixed an issue with the Task Checker in which it would incorrectly state if all tasks were completed
Fixed a potential issue in which you couldn't progress into new nights
Further changes to Animatronic logic
1. Changed Vent Sound Logic
Vent sound logic is changed now to reflect events that are going to happen. Clanking within a vent & shaking in a vent means that the Animatronic is that specific vent and is getting ready to jump out.
A sudden change in vent sound indicates that the Animatronic has moved from one vent to another.
3 bangs on the vent means that the Animatronic is about to jump out. This sound doesn't always play.
2. Adjusted Vent Movement Logic
In all versions prior to RC1, the animatronic would instantly teleport to the vent that is closest to you. In RC1 and onward, there will be a delay (depending on your night and/or difficulty setting) and a sound cue to when the animatronic has moved vents. The delay will start off at 9s on Night 1 and continually decrease each night until Night 5.
3. Vent Bypass
The Animatronic now has a chance of bypassing some warning signs of imminent vent exit. This has a constant 10% chance each Night.
Small changes compared to RC1
Fixed an issue in which the 'Connection' task wouldn't work correctly at higher resolutions
Security/Game Exploit Patches
Updated GPS/EPS (Game Progress Saving & Exploit Prevention System) to the latest version
Updated UES
Dynamic UI 3 (Andromeda UI) fixes and/or changes
PERFORMANCE module (used for Real-time Adjustment of Perception in Display; RAPiD protocol) now supports frame rates as low as 7 and as high as 240
Added Low Power Mode, which can postpone, reduces frequency or completely stop game frame rate optimizations (AndromedaUX Game PERFORMANCE module), excessive animations (instead of calculating the animation twice, it will only do it once), optional background tasks (ex. the dots in the background of the Main Menu) and more to maintain a steady framerate.
NOTICE: This may not ship with the game immediately at launch, but may come a little after (maybe 1-5 days after). This is not recommended to be turned on manually, because the game will be able to know if it's needed. It will be a TurboWarp exclusive, but it may come to Scratch later on.
Technical and Development Updates
RP1 changes
If you are setting a custom resolution in TurboWarp, we recommend using a [x]:3, 1:1 or 16:9 aspect ratio. The game does support all resolutions, but an odd resolution like 720x1080 may not be handled properly. Here are some resolutions that the game will handle well:
480x360 (default)
480x600 (5:3)
600x600 (1:1)
700x360 (35:18)
Resolutions below 480x360 or have a very wide horizontal resolution and short vertical resolution will result in unexpected behavior. These kind of issues can be resolved, but are not the top priority with this kind of resolution adaptation technique. It's meant more for people to be able to play games at their monitors resolution, which is most likely 16:9, 4:3 or a fairly common/usable resolution, not an odd resolution like I mentioned before.
Feedback is greatly appreciated with this; as far as I know, no other game has this kind of adaptation (I know some games support higher resolutions than 480x360, but most of those are preset, instead of the way this works by just using whatever resolution you throw at it).
Again, this is a highly experimental option that is really meant for UI elements that are able to dynamically adjust in real-time with little to no effect on the application (like the Main Menu for example). If you are in the middle of a game, most of the values are preset, and changing them at a moment's notice is quite difficult to code in, especially in a programming language like Scratch.
We recommend setting your custom resolution BEFORE you start the game; the game can resize mid-game, but you may go off the entire map when doing so.
RP2 changes
N/A
RP3 changes
On TurboWarp, all settings within the 'Remove Limits' (settings include 'Infinite Clones', 'Remove Miscellaneous Limits' and most importantly, 'Remove Fencing') are required to be on. If attempted to launch when these requirements are not met, Among Animatronics will prohibit launch of the game.
RP4 changes
N/A
RP5 changes
N/A
RP6 changes
N/A
RP7 changes
N/A
RP8 changes
N/A
RP9 changes
N/A
RP9.1 changes
Internal rules have changed to allow for a specific usage of Among Animatronics software running a Scratch-like environment in a TurboWarp sandbox. This change allows for bugs specific to Scratch and/or Scratch-targeted changes to be fixed & tested much quicker and requires less hotfixes after the fact.
RP10 changes
N/A
RP10.1 changes
N/A
RC1/RP11 changes
N/A
RC2/RP12 changes
All issues at higher resolutions are not a high priority to fix.
Performance, Stability and more
It is important to note that statistics such as performance and stability vary from device to device.
Performance is overall the same or slightly better than V20.1
Performance stability is slightly better than V20.1
Average loading time is slightly reduced (from 0.4 seconds to 0.2 seconds from V20.1 to V21; and from ~2 seconds to 0.2 seconds from V17 to V21)
Opened, Closed & Ongoing Issues
This is an issue that is currently affecting this program at a very high level, and therefore is a higher priority to fix than an open issue.
There is a persistent issue with the whole general game sound in which sounds will unexpectedly start or finish earlier than expected. The only foreseeable fix is a whole game rewrite. Because of that, this issue will likely not be fixed until the game has been released to prevent further delays.
This is an issue in which the consequences and/or occurrence of that issue is outside of the general sandbox of the game, and a fix is not as important as an ongoing issue.
There is an issue with the Main Menu that when a page switch is called for, specifically at higher resolutions, the system appears to malfunction. A fix will be debuted before the full release of Among Animatronics.
Inconsistent behavior with UI elements when multiple actions are happening at once. A fix is targeted to be released as part of the Halloween Update.
This is an issue that has been fully fixed.
Most tasks integrated with RP10 do not have the TASK_AWARENESS_PAUSED subsystem and would not hide when it is supposed to. A fix is targeted to be debuted as soon as RP10.1
There is a persistent issue with the GPS/EPS system (specifically the GPS system) which would inquire game progress corruption more frequently.
- August 16th Update/RP10: Issue has been acknowledged and a fix is targeted to be applied before the full game release.
- August 27th Update/RC1: Issue appears to have been fixed.
There is a consistent issue with the Precision Text Render in which text would disappear, reappear and/or change positions unexpectedly. An update to the Precision Text Render will be applied before the full release of Among Animatronics.
- August 16th Update/RP10: Issue has been acknowledged and appears to have been fixed.
There is a persistent issue with clones within certain subsystems. However, due to the nature, occurrence & circumstances of the issue, it may not be perceived as a visual bug. A fix will be debuted before the full release of Among Animatronics.
- August 16th Update/RP10: A fix to other subsystems appears to have fixed this issue.
A bug with the Stabilize Navigation task results in a starting position outside the correct zone. A fix is targeted to be applied soon.
- August 25th Update/RP10.1: A fix has been applied and will debut in RP10.1.
There is a rogue bug with the settings menu that has a ~10-15% chance of occuring, in which the elements will bug out when trying to execute an action. A game restart or two usually fixes the problem.
The bug has been minimized and has a very low chance of occurring (~15% or less/1 in every ~20 game launches)
Update 1 (July 10th/RP1): Issue does not seem to be resolved in RP1 on the Advanced Settings Page. A fix for the issue has not been found and may delay RP2's release.
Update 2 (July 12th/RP2): Issue has been fixed, and will debut in RP2.
Update 3: (July 21th/RP9): This issue has been fully resolved.
There is a rogue bug with the settings menu that has a ~40% chance of occurring, in which the elements specifically on the Advanced section of settings would bug out.
The bug has been minimized and has a very low chance of occurring (~15% or less/1 in every ~20 game launches)
July 21st Update: This issue has been fully resolved.
Game may not show static screen when jumpscares are disabled, although this is sporadic.
Update 1 (July 2nd/RP1): Issue appears to have fixed itself.
Update 2 (July 22nd/RP4): Issue still exists.
Update 3 (July 22nd/RP4): Issue has been fixed.
Update 4 (July 30th/RP5): Issue still exists.
Update 5 (July 22nd/RP9): Issue appears to be fully resolved.
Issue in which the Character Color Selector would have visual artifacts (Scratch-only issue)
Issue is now resolved and has been applied in RP3.
Issue in which triggering a switch in pages (the arrow that appears when you hover over all 3 animatronics) could be unpredictable (Scratch-only issue)
Issue is now resolved and has been applied in RP3.