Animal Hospital · Teardown & Reference
Animal Anomaly (Roytt) · Roblox · Teardown & Clone Reference · July 2026

Animal Hospital

A co-op horror game about the night shift at a veterinary clinic: the player admits cute animal patients, diagnoses them and treats them with the right remedies — but some of the "patients" are anomalies, disguised monsters you have to recognize by their face, photo and cameras and keep out. A full teardown for the client and a visual-and-mechanical reference for the team that will build its own version: scene, rooms, HUD, treatment system, bestiary, class economy and Animal Coins, fear pacing — based on a recording of a live co-op playthrough of ~79 minutes.

Core idea: the game takes the cozy fantasy of "Dr. Dolittle in Roblox" and turns it into a tense detective game: every patient is a decision to "admit or refuse" under the pressure of falling sanity and a limit of 3 deaths for the whole team. It's strongest in the moment of recognizing an anomaly (cross-checking live, through the photo camera and through the surveillance cameras) and in co-op panic; weaker in the harsh cost of a mistake, in the sanity-loss death spiral, and in its reliance on the one-time impact of jump scares.

Animal Hospital — three patients, the central one an anomaly
Genre
Co-op horror · shifts · hidden role (detection)
Platform
Roblox · server of up to 30 players
Studio
Animal Anomaly (owner Roytt)
Material
~79 min of co-op play (Shifts 1–4 + death)
Part I · Overview

Overview

What kind of product this is, who it sells the fantasy to, and why the "cozy + hidden monster" pairing works.

00 · Executive Snapshot

What it is, why it works, and where the main risk lies

Animal Hospital is a fast-growing co-op horror with a 95% rating and a peak of hundreds of thousands online. This is not a raw prototype but a working product with a key lesson to learn: how to turn harmless workplace routine into a source of constant anxiety, and a simple "yes/no" at the door into the core of engagement.

Core Promise

"I'm a cute doctor in a cozy clinic — but one of these animals isn't really an animal, and if I get it wrong, it'll kill a patient or kill me." The emotion is anxious vigilance: the pleasure of care and order, turned inside out into a constant fear of "is this one real?".

Why it works

Main risk

The cost of error is high and abrupt: wrong treatment or a missed anomaly = death, and sanity can collapse in a spiral all the way to the "YOU DIED" screen. In the recording the team reaches Shift 4 and loses: sanity drains from 25% to 0% on the Mass of Eyes. The horror leans heavily on jump scares (their effect fades with repetition), and between shifts there's routine running around between stations. Player’s voice: "And I got eaten. A monster under the bed… I’m left with 30% sanity. He had some anomaly — I just didn’t notice it."

Three patients, the central one an anomaly
The promise on the storefront.** Three "patients" in the reception area: on the left and right are ordinary animals, in the center an anomaly with a mouth of sharp teeth. The whole game is about telling one from the other in time.
Mass of Eyes filling the screen
Systemic horror.** The "Mass of Eyes" monster on the ceiling of the room: the subtitle "Don't look up," and eye contact drips −4 sanity. The threat isn't scripted — it has to be managed.
Death screen YOU DIED
The cost of error.** "YOU DIED — your sanity ran out and you lost your mind." Sanity 0%, Shift 4. The "Play Again" and "Revive All" buttons — death is shared for the co-op team.
01 · Identity & Fantasy

What kind of game this really is

On the surface it's "heal the little animals," but by construction it's a co-op horror with a hidden role and three layers: workplace routine (admission, diagnosis, treatment), anomaly detection (three channels of clues + the admit/refuse decision) and survival (sanity, monsters, events) under a shared limit of 3 deaths.

Genre formula

Horror work-shift + a "friend or foe" detection game + co-op survival with a shared resource (sanity, 3 lives for the team, a shift report).

Who the game retains

Game card

ParameterValue
TitleAnimal Hospital ("Animal Anomaly")
Studio / authorAnimal Anomaly · owner Roytt (verified)
GenreCo-op horror · shifts · hidden role (anomaly detection)
PlatformRoblox · PC and mobile (landscape)
Like rating95%
Online (peak)633K
Visits296M+
Server size30 players
Age ratingMinimal · voice chat supported
Created / updated05/10/2026 · update 07/01/2026 (frequent patches)
Game description in Roblox
The promise.** Game page: "You've been hired for the night shift at an animal hospital. Treat your patients… but some patients behave strangely." Genre — Survival, 296M visits, server of up to 30.
Lobby street with Shop/Classes buttons
Lobby.** The street in front of the clinic: "Shop / Invite Friends / Classes" buttons, player podiums with "Best Shift" and entry timers. This is where the co-op team assembles.
Shift Report
The frame of the cycle.** Every shift closes with the "Shift Report": patients, visitors, anomalies prevented, animal deaths — with a grade and a reward in coins and $.
Part II · Shift-by-shift playthrough

Player journey: shift after shift

A full run through the recording of a live co-op session (~79 minutes) — what the player does, what they feel, and the design behind it. Each shift with an engagement and tension score. At the end of the part — the emotion map (see the "Pacing and fear peaks" section).

02 · ~79 minutes

Five shifts of a single session (+ a co-op restart)

The recording is a solo entry with onboarding, then two-player co-op (Malvina201899 + CondrusJellyfish). The team reaches roughly Shift 4 and loses on the Mass of Eyes, after which it restarts. This is the early part of the game (the first four tutorial shifts); beyond that come Shifts 5–6, the "Ambulance" event every 5 shifts, and the full bestiary (see parts C–E). Below is how this particular stretch plays out.

The storefront and lobby sell a double fantasy

The game page: 95% likes, hundreds of thousands online, art of three "patients" where the central one is a fanged anomaly. The promise is double right away: the coziness of a vet clinic and a hidden threat. In the lobby the player browses the class shop (10 roles), reads prices in Animal Coins and Robux, and assembles a co-op team via the podiums with "Best Shift."

Design lens (hook): the cover honestly shows the genre — cute animals + one monster. The expectation ("someone will have to be figured out") matches what the game delivers. There's no gap of "promise ≠ product."

Lobby street
Lobby.** The street in front of the clinic, "Shop / Classes" buttons, podiums with entry timers. This is where the team starts the shift.

The first shift: admission, diagnosis, first treatment

Loop: a patient walks up to the reception window

Starting with sanity at 71% (the Intern class), balance $0. Shift 1 is always the same: two scripted patients, guaranteed ordinary animals. The first arrives with a stomachache → Herbs, the second with dry eyes → Eyedrops. The game teaches without a single screen of text: yellow arrows and hints guide you through "Take a photo → Register on the PC → diagnosis → treatment." At the end, Dr. Harlow opens the shutters and the cameras, and always gives $63 if no one is killed.

Design lens (FTUE): the first shift is deliberately toothless — it sets the rhythm of the routine and muscle memory before introducing the threat. An "Excellent" report reinforces the correct behavior pattern.

Anomalies, shutters, cameras and the supplies shop appear

From Shift 2 on, you get ordinary patients, story characters (Barney, Ron from Accounting, Ratthew — these can be admitted) and anomalies. The player begins using the red "Shutters" button ("use the shutters to turn people away") and the surveillance cameras ("ALL CAMERAS OPERATIONAL"). At the end of the shift, Harlow opens the emergency wing (rooms 6–8) and the shop. Report: 3 patients, 4 anomalies prevented, 0 deaths — "Good," +$100.

Design lens (escalation): the threat is introduced exactly when the routine has been mastered. New tools (shutters, cameras, shop) arrive in a bundle — the shift feels like "the real work has begun."

Red shutters button
The decision at the door.** The red "Shutters" button with the hint "use the shutters to turn people away" — the main tool for refusing a suspicious visitor.

The emergency wing, the taser, the Tendril and the death ritual

Tendril monster in room 8
Event in the operating room.** "A monster has appeared in room 8" — the Tendril's tentacles on the patient, timer 23s. The only way to save them is the correct surgery following a fixed pattern.

Shift 3 opens up the taser (free at the start, "shock suspicious people") and loads in the emergency wing: surgeries with the diagnosis "SURGERY: Antibiotics" and mini-games. Events arrive: "A death ritual in room 5" (40s) and the Tendril in room 8 (23s). This is also where the first patient deaths happen — the Shift 3 report: 3 patients, 1 anomaly, 2 animal deaths → a "Critical" rating, $56 in all.

Design lens (risk): the emergency wing sharply raises the difficulty — timers, patterns, monsters. A "Critical" report is honest but painful feedback: two mistakes, and failure is one step away.

Heavy anomalies, a sanity collapse and the "YOU DIED" screen

Shift 4 is the climax of the recording. More overt anomalies arrive (a purple bear with three eyes, a green cyclops rabbit "Jory Meadows"), the player picks up the taser (100s recharge). Sanity crumbles: 25 → 21 → 6 → 0%. On the Mass of Eyes from the ceiling ("Don't look up," −4 per contact) the team ends up on the "YOU DIED — your sanity ran out and you lost your mind" screen. Death is shared: "Revive All."

Design lens (failure): the sanity collapse is a spiral: the lower it goes, the harder it gets (the screen desaturates below 35%, the music slows down). The loss feels deserved but abrupt — a newcomer doesn't always understand what exactly killed them.

The player at that moment: "‘Don’t look up,’ they tell me. There’s someone above me… something in the room on the ceiling."

Sanity collapse to death on the Mass of Eyes

Back from the first shift again — now more confident, as a duo

Fire: a patient on fire and a fire extinguisher

After the death — back to the lobby (the "Highest Shifts" leaderboard, a queue at the ambulance) and a new co-op run. The team clears the shifts more confidently: works the coffee station (sanity recovery), handles the "Patient on fire" event (50s, fire extinguisher "Charge 100%"), enters the X-ray room and the diagnosis mini-game "Copy the sequence." The session ends by exiting through the Roblox menu — with no final failure.

Design lens (mastery): the second run shows the learning curve: the same threats read faster, panic gives way to procedure. That's what replayability is — not new content, but growing competence.

Over ~79 minutes the team lived through the full emotional cycle of horror: calm tutorial (Shift 1) → mounting vigilance as anomalies and tools are introduced (Shifts 2–3) → a peak of panic and a deserved death on Shift 4 → a restart where fear gives way to procedure. The game is strongest in the moment of reading an anomaly and in co-op panic over shared lives; weaker in the abrupt, not always transparent cost of error and in the routine running around between stations. The full picture (Shifts 5–6, the "Ambulance" event, the entire bestiary and the class economy) — in parts C–E.

Part III · Visual reference for the team

How the game looks

Art direction, the clinic layout, the anomaly gallery and the monster bestiary — everything the team that will rebuild this needs.

03 · Art direction

Coziness turned inside out into dread

The game's visual trick is contrast. Soft claymation-style animals, the warm light of the reception area and a service bell sit next to deathly eyes, sharp teeth and fleshy monsters. The same cute character template becomes uncanny from a tiny shift (an extra eye, black eye sockets, static). The camera is first-person, the interface is large and legible.

Patient at the reception window
The cozy side.** An ordinary patient at the reception window: "Hi, I'm Haru Martin," a photo camera on a tripod, a service bell. Warm light, soft models — the doctor's work routine.
Dr. Harlow
Character design.** Dr. Harlow — a deer in a coat and a head mirror, the mentor of the shifts. The same cute template as the patients — which is why the anomalies are so scary: they look "almost like everyone else."
Mass of Eyes
The uncanny side.** The same world when you look up: the fleshy Mass of Eyes on the ceiling. The "cozy ↔ horror" contrast is the game's main visual device.
04 · Clinic layout

How the space of a shift is arranged

The whole game takes place on a single hospital map with clear zones. The player constantly moves between the reception window, the office with the cameras, the two treatment wings and the shop. The distances between stations are part of the pressure: while you run for a medicine, somewhere a timer is ticking down.

Key zones and stations

ZoneWhat's thereUnlocks
Reception window (Check-in)Admitting visitors, photo camera, service bell, the red "Shutters" buttonShift 1
Office / camerasSurveillance TV (4 cameras), hint stickers, coffee stationcameras — end of Shift 1
Medical wing (1–5)Ordinary treatment: PC diagnosis, treatment screen, medicine shelvesShift 1
Emergency wing (6–8)X-ray (room 6), heart scanner (room 7), operating room (room 8)end of Shift 2
Supplies Shop3 random items for $ + Animal Coins; reroll for 6 Robuxend of Shift 2
Office with cameras and stickers
Surveillance office.** A desk with the camera TV, phones and stickers: "Use the cameras to detect anomalies," "They hate photographs." The nerve center of detection.
Medical wing camera
Medical wing (1–5).** A camera view of the corridor of treatment rooms, "Medical." Ordinary patients are treated here; the cameras are also used to catch anomalies from here.
X-ray room
Emergency wing (6–8).** The "X-RAY" room with a "DANGER — HIGH VOLTAGE" sign and a patient behind bars. This is where the mini-games and surgeries begin.
Medicine shelves
Medicine shelves.** Medkits, syringes, tubes and bandages. The player grabs the needed remedies (up to 3 in hand) and carries them to the patient's bed.
Supplies Shop
Supplies Shop.** The Shopkeeper Nurse, the "Extra entry window $190" upgrade, a reroll die on the counter. Open for a limited time each shift.
Coffee station
Coffee station.** "Coffee: brewing 176 seconds / raise sanity," and next to it "Chocolate (60% sanity)." The main island of recovery in the clinic.
05 · Anomalies

the core of the game — Three channels of clues and the "admit/refuse" decision

Anomalies are entities disguised as patients. They're given away by "tells" visible through three independent channels: live at the window, in a photo from the Polaroid camera, and on the surveillance cameras. A single patient can carry several signs at once. Admitting an anomaly means triggering an event (a death ritual, a monster) or getting a Shapeshifter that attacks. Refusal — the red "Shutters" button.

How to read a patient: three channels

ChannelWhat it showsSigns
Live (at the window)Appearance and behaviormismatched / extra eyes, sharp teeth, a hollow face, twitching, an elongated neck, a low distorted voice
Photo cameraPatient's Polaroiddifferent eyes/ears/mouth, "static" on the shot; a cursed photo = −10 sanity when looked at
Surveillance cameras4 cameras in the officeblack eyes, a "boneless" stretched body, staring into the camera, total blackness — visible only on the feed

Types of "tells" (reference)

Mismatched eyes + teeth
Mismatched eyes + teeth
appearance
A crooked maw with sharp teeth, two different glowing eyes, the head tracking the player.
Three eyes
Three eyes
appearance
Three slightly mismatched red eyes, a guaranteed distorted voice.
Hollow face
Hollow face
appearance
Dark empty eye sockets, a hunched posture, twitching. Guarantees a death ritual during treatment.
Static on the photo
Static on the photo
photo channel
Interference on the Polaroid; often paired with other signs. A cursed photo hits your sanity.

Player’s voice: "I didn’t like the way he was talking, so I’m going to patient #5"; "I shut the shutters because the lights flickered when he was coming in." That is exactly how detection intuition works — off small signals.

Caught anomalies — from the recording

Purple bear with three eyes
Three eyes, live.** A purple bear with three orange eyes walks down the corridor. The refusal has already been sent — the line "WHAT?! No service."
Green cyclops rabbit
One eye, live.** The green "patient" Jory Meadows with a single central eye. Sanity is already at 6% — these need to be caught earlier.
Polaroid reveals an anomaly
The clue in the photo.** The Polaroid of the same cyclops rabbit next to the form and the refusal stamp — the photo channel confirms the anomaly even when you doubt it live.
Inspecting via photo at the window
Inspection at the window.** A patient at the window, an "Inspect [E]" card, a clipboard with a check mark. The cross-checking workflow before a decision.
Hollow face, black eyes
Hollow face.** A pale little animal with huge black eyes stares straight at the player — the classic "hollow face" tell.
Anomaly at the counter + sanity poster
Pressure in the background.** A dark entity behind the counter and a poster, "Your sanity — if it reaches 0, you die!". Detection goes on under a constant reminder of the stakes.
06 · Bestiary

Monsters: how they look, how they hit, how to fend them off

If an anomaly is the riddle at the door, the monsters are the threat inside. Each has its own channel of appearance, its own sanity attack and its own counter-item. For a clone, this is the list of entities that need to be modeled and scripted. Damage values are from the official wiki.

Bed Monster
Bed Monster
−10 on grab · −5/2s
A shadow under the bed with a red grab zone. Fended off with Maple Syrup / Organ / Transplant.
Mass of Eyes
Mass of Eyes
−2..5 per 0.5s
A red cluster of eyes on the ceiling, subtitle "Don't look up." Calmed with Eyedrops.
Head Banger
Head Banger
−20 on refusal
Bangs on the window, blocks the shutters. Give it coffee — it leaves ("…Coffee…"), you lose only 5.
Shapeshifter
Shapeshifter
−6 per 0.5s
An admitted anomaly that turns into a monster with a maw and slime. 2 pistol shots or a taser.
Hiders (in the wall)
Hiders (in the wall)
−10 on attack
Flat creatures on the walls in groups of 1–6. Fended off with a fire extinguisher/taser; they steal medicine.
Stalker
Stalker
−10 per look
A tall dark figure in the corners. No hard counter-item — what saves you is not paying attention to it. Once per run.
Ghost
Ghost
−2/s
Appears only after a patient dies. Taser/pistol from behind, a fire extinguisher makes it visible.
Camera Figure
Camera Figure
−20 jump scare
A cat-like face on a broken camera (~50%). Switch the camera before it gets closer.
Tendril (operating room)
Tendril (operating room)
kills the patient
Tentacles in room 8. The rescue is a surgery by pattern: Scissors, Transplant, Scissors, Transplant, +3 remedies.
Slime
Slime
slows you down
A bright green puddle: slows the player. Cleared by hand, faster with Cough Syrup or a fire extinguisher.
GIFEncounter with the Mass of Eyes
The Mass of Eyes in motion (click to enlarge). Look up — and the ceiling comes alive with a cluster of eyes; "Don't look up," the damage log "−4 Eye contact." A manageable threat: calm it with Eyedrops or simply don't look.
Part IV · Gameplay

How it's played

The core loop, the treatment system, sanity, the shift-based tutorial ladder and the interface — how the game guides the player and keeps them on edge.

07 · Core Loop

One loop that holds the whole shift together

The loop closes on the very first shift and doesn't change to the end — only the density of threats grows. This is exactly what's worth carrying into a prototype: a short "admit/refuse" decision plus a treatment procedure under the pressure of sanity.

Core loop:

01 · Admission
Patient at the window: "Take a photo," "Register on the PC."
02 · Inspection
Cross-check for an anomaly: live, by photo and by the surveillance cameras.
03 · Decision
Admit into the roomor refuse with the red "Shutters" button.
04 · Diagnosis
DNA analysis (~9s) + diagnosis (~2s); above the bed1–3 needed remedies.
05 · Treatment
Grab the correct remedies from the shelves and apply them. A mistake = the patient's death.
06 · Survival
In parallel, keep up your sanity, fend off monsters and events; close the shift with the report.

The loop in motion — an early shift (GIF, click to enlarge)

The animation is assembled frame by frame from the recording: a patient walks up to the window, a photo camera and a bell nearby, the HUD shows sanity and class. This is the exact rhythm that repeats throughout the game.

Start of the shift, sanity HUD
01 · Start of the shift.** The reception office, the TV "Cameras offline," HUD: sanity 71%, $0, class Intern. A teammate nearby — the shift is co-op.
DNA result on the PC
04 · Diagnosis.** The PC returns "DNA Result: MIDNIGHT TOGARASHI" and the illness "Dried-out eyes." The diagnosis determines which remedies to carry.
Treatment screen above the bed
05 · Treatment.** The screen above the bed: "TREATMENT" with a list of needed remedies. Assemble the right set and the patient recovers (~35s).
08 · Treatment system

Diagnosis, remedies and rooms 6–8

Treatment is the second most important mechanic after detection. Without upgrades, the cycle is: DNA analysis ~9s → diagnosis ~2s → recovery ~35s. The screen above the bed shows one to three remedies; a wrong one means the patient's death and a lost life (for an ordinary animal). The emergency wing adds mini-games.

Matching "illness → remedy"

IllnessRemedyNote
StomachacheHerbsbasic (patient #1 on Shift 1)
Dry eyesEyedropsthey also calm the Mass of Eyes
DehydrationIV Dropsalso a surgery tool
BruisesMedkitalso a surgery tool
TemperatureThermometer (Thermo)measures rather than "treats"
Rash / burnsOintmentthe only remedy at the admission stage
BleedingBandagesthe cross was recolored from red to green (06/23/26)
HeadacheMedicinealso a surgery tool
Low sugar · "Canadian"Maple Syruptreats two illnesses; wards off the Bed Monster
FluCough Syrupalso clears Slime faster

Remedy catalog (icon reference)

Eyedrops
Eyedrops
Dry eyes
Also clear the Mass of Eyes.
IV Drops
IV Drops
Dehydration
Surgery tool.
Medkit
Medkit
Bruises
Surgery tool.
Thermometer
Thermometer
Temperature
Measures temperature.
Ointment
Ointment
Rash / burns
Can be given at admission.
Bandages
Bandages
Bleeding
Surgery tool.
Medicine
Medicine
Headache
Surgery tool.
Herbs
Herbs
Stomachache
The first remedy in the game.
Maple Syrup
Maple Syrup
Sugar · "Canadian"
Wards off the Bed Monster.
Cough Syrup
Cough Syrup
Flu
Clears Slime faster.
Scissors
Scissors
surgery
Part of the pattern against the Tendril.
Scalpel
Scalpel
surgery
Can be given to Barney.
Organ
Organ
surgery
Wards off the Bed Monster.
Transplant
Transplant
surgery
Wards off the Bed Monster.
Antibiotics
Antibiotics
surgery
Only in the operating room.

Emergency wing: rooms 6–8

Room 6 · X-ray

The "Copy the sequence" mini-game: memorize 4 colors (red/green/blue/yellow/pink/cyan). The machine prints the diagnosis.

Room 7 · Heart scanner

You need to tap the icons as they appear; red skulls lower the scan percentage — don't tap those.

Room 8 · Surgery

45 seconds to treat, and for success +1 sanity. Exclusive remedies: Antibiotics, Scalpel, Scissors, Organ, Transplant.

Diagnosis mini-game
Diagnosis.** "1/1 — Copy the sequence": colored levers in the diagnostic room. Make a mistake and you lose time under the timer.
Surgery: antibiotics
Surgery.** The diagnosis "SURGERY: Antibiotics" and the hint "scalpel." The operating room requires a special set of remedies and keeps a timer running.
Surgery mini-game
Under the timer.** A patient on the table, a red countdown "22 💀," heart and scissors icons. 45 seconds — otherwise death and a lost life.
09 · Sanity

Sanity as a health bar

Sanity is the player's HP. It starts at 61–65% (higher for the Intern — 71%+). Below 35% the screen desaturates and the music slows down; at 0% — death. This makes the horror systemic: the scare comes not only from a script, but from a slowly draining bar.

How to raise sanity

How to lose sanity

Coffee and chocolate
The island of recovery.** Coffee station: brewing 176 seconds, "raise sanity"; next to it Chocolate at "60% sanity." Who drinks the coffee is a matter of co-op coordination: brewed coffee isn't transferable.
Death screen
The bottom of the spiral.** Sanity 0% → "YOU DIED." Below 35% the world desaturates — the worse it gets, the harder to climb out. Death is shared for the team.
10 · Onboarding

There is no tutorial — you're dropped straight into a shift

An important correction to what's easy to mistake for "gentle teaching": there is no tutorial mode. You're dropped into Shift 1 with zero explanation — not a single text screen breaks down the loop "admit → photograph → diagnose → treat." You have to assemble the flow yourself: from yellow arrows, sticky notes on the walls, and trial and error.

What the game does NOT do

It doesn't explain the sequence of actions, doesn't show where to get the treatments or how to run a diagnosis, and doesn't warn you about the cost of a mistake. The only concession is that the first shifts are structurally safe: the patients are scripted, there are no anomalies, there's no one to kill. This isn't a tutorial but a "quiet sandbox": failing is safe, but how to play is left unsaid. That is exactly what deserves to be called the "quiet tutorial" — teaching through safety, not through guidance.

The real cost of an unclear start

The opaque onboarding hits co-op immediately: in this recording, the first teammates left the game while the player was still figuring out what to do at all. A newcomer with no mentor slows the team down — and the team loses them. So the "quiet sandbox" is at once a plus (you can learn on the fly without fear of killing a patient) and a minus (the first session is murky and lonely).

What actually "teaches" — the shift schedule

The teaching is hidden not in hints but in structure: mechanics and threats switch on one at a time by the end of each shift. That gives time to settle in — but only for those who figured out on their own what to do on the first shift.

The "Ambulance" event repeats every 5 shifts: Harlow panics, the News Bunny broadcasts on the TV, 6 patients rush in (some on fire / in critical condition), and there's a high chance anomalies slip in among them. For the first "Ambulance" — a bonus to the shift's pay.

First patient
Shift 1.** The first patient "Haru Martin" at the window — the game guides you with arrows through admission, without a single screen of text.
Surveillance camera TV
Shift 1 (end).** Harlow opens the cameras: "ALL CAMERAS OPERATIONAL." The second channel of clues is now connected.
Event: visitor unconscious
Shifts 3–4.** Emergencies on a timer: "A visitor has fainted" (50s) — carry them to a bed before the countdown runs out.
Part V · Economy

How the money works

Two currencies, the supplies shop, ten classes with leveling and monetization — exact prices to reproduce.

11 · Currencies and shop

Real prices: Animal Coins, dollars and supplies

The game has two currencies. Dollars ($) are the shift's money: earned within a run and spent only in the supplies shop. Animal Coins are the persistent currency: accumulated between runs and spent on classes and skins, or bought for Robux. Below are the values, cross-checked with the official wiki and confirmed by frames from the recording.

Dollars ($) — the shift's money

Start at $0. Earned within the shift (treatment, work), spent only in the supplies shop. They can also buy 1–3 Animal Coins for $100 from the Shopkeeper Nurse. The shift report awards both dollars and coins: in the recording — Shift 1 "Excellent" +$63, Shift 2 "Good" +$100, Shift 3 "Critical" only +$56.

Animal Coins — the persistent currency

Accumulate: 2 coins per patient treated, ~0.5 per anomaly prevented, from the shift report, or for Robux. Spent on classes and skins; can be gifted to other players for Robux.

Supplies Shop — full price list (in $)

Open for a limited time each shift (from the end of Shift 2). Offers 3 random items, each bought once per run for the whole team; reroll of the assortment — 6 Robux.

ItemTypePriceEffect
Faster registration (quiet)upgrade$20Removes the "…" at the entrance, admission starts right away
+1 Carrying capacityupgrade$100Inventory 3 → 4 slots
+10% NPC speedupgrade$150Patients walk faster
+12% NPC speedupgrade$250Requires the +10% upgrade
Faster DNA analysis (−50%)upgrade$1109s → 4.5s, stacks
Faster computers (−33%)upgrade$110Diagnosis in the rooms
Patients recover 25% fasterupgrade$115~35s → ~26s
Extra entry windowupgrade$190Two patients at the entrance at once
25% faster printersupgrade$100Speeds up printing forms/photos
Dispense medicine from inventoryupgrade$450Treat without leaving the bed (risk of error)
Coffee (+15 sanity)item$55+5 per sip
Chocolate (+60 sanity)item$120+20 per bite
Speed-up (Run Fast Cola, 30s)item$75Temporary speed
Taser (1 use)item$150Add-on to the main taser
Taser (5 uses)item$250Reusable taser
Pistol (20 rounds)item$410Ranged; also wounds patients
Teddy bear (revive)item$1 000Revive 1 dead player (not yourself)
1–3 Animal Coinscurrency$100A bit of persistent currency for the shift's money
Shop: faster printers
Upgrade + reroll.** "25% faster printers — $100," a reroll die and a "SOLD OUT" slot. Balance $163.
Shop: revive
Expensive insurance.** "Revive 1 dead player (not yourself) — $1000." The most expensive item — direct support for the co-op.
Animal Coins shop for Robux
Coins for Robux.** Animal Coins packs: 100=99, 500=380, 1 500=890, 3 250=1 590 Robux — "popular" and "best deal."
12 · Classes

Ten roles and their leveling

Classes are the main meta-progression and the primary sink for Animal Coins. There are 10; they're bought with coins or Robux in the lobby, and each levels up to level 3 (the "The Class Upd" update from 06.2026). A class changes starting sanity, inventory, starting item and starting money. Below are the full leveling ladders; click a class to expand.

*Intern* free — free · sanity · default start

LevelEffect
Lv. 1+10 sanity → start 71%
Lv. 2+15 sanity → 76%
Lv. 3+20 sanity → 81%

The only class with an individual fur color for each player.

*Nurse* 20 coins — 20 coins · utility · cheapest paid

LevelEffect
Lv. 1+1 to inventory
Lv. 2+2 to inventory
Lv. 3+3 to inventory

*Secretary* 120 coins — 120 coins · sanity per registration

LevelEffect
Lv. 1+1 sanity for each patient registered
Lv. 2+1 per registration · +5 starting sanity
Lv. 3+1 per registration · +10 starting sanity

*Paramedic* 250 coins — 250 coins · utility · starting speed-cola

LevelEffect
Lv. 1Large Speed Cola — 6 uses
Lv. 29 uses
Lv. 39 + restore 1 per round

*Psychologist* 500 coins — 500 coins · sanity · high risk

LevelEffect
Lv. 1All sanity effects ×2 (both gains and losses); start 100%
Lv. 2×2 · 7.5% chance to ignore a loss
Lv. 3×2 · 15% chance to ignore a loss

Doubles the damage too: −20 from the Head Banger becomes −40. A class for careful play.

*Doctor* 900 coins — 900 coins · sanity per treatment

LevelEffect
Lv. 1+1 sanity per treatment · +10 starting
Lv. 2+1 per treatment · +15 starting
Lv. 3+1 per treatment · +20 starting

*Security* 1 250 coins — 1 250 coins · utility · starting X-taser

LevelEffect
Lv. 1X-taser — 5 uses
Lv. 26 uses
Lv. 36 + restore 1 per round

*Head Nurse* 190 Robux — 190 Robux · utility · Robux only

LevelEffect
Lv. 1+3 to inventory
Lv. 2+3 to inventory · +10 sanity
Lv. 3+3 · "Special technique": all remedies in inventory at the start of the round

*Surgeon* 2 500 coins — 2 500 coins · most expensive for coins

LevelEffect
Lv. 1Sanity + a short speed boost after treatment
Lv. 2Longer (8s) speed boost after treatment
Lv. 3×2 sanity + boost · +10 starting

*Secret Agent* 890 Robux — 890 Robux · most expensive class · starting pistol

LevelEffect
Lv. 1Pistol — 20 uses
Lv. 230 uses · +10 sanity
Lv. 330 · restore 1 per round · +20 sanity

The price has changed: 06.2026 — 790 Robux, then raised to the current 890.

Classes menu
Class shop.** On the left the list of roles, on the right — the model and the Level 1/2/3 tabs with the categories "Sanity / Utility / Starting money / Starting item."
Doctor class
Doctor — 900 coins.** "Restores 1 sanity on treatment, +10 starting." The model is a deer in a coat, like Harlow.
Class leveling
Leveling.** The Nurse card: "EXP 0/200," "(Lv.1) +1 to inventory." Classes level up with experience to level 3.
Part VI · Pacing, retention, money

How the game holds and sells

The tension curve across a session, what brings the player back, and where desire turns into a purchase.

13 · Pacing and fear peaks

Where the tension is, and where it sags

The main UX-pacing takeaway. The game accelerates on "fear peaks" (the first anomaly, a monster, an event, death) and sags in two places: the toothless tutorial at the start and the disorientation after an abrupt death. Below is the engagement curve from the actual recording.

line — engagement by the minute green zones — tension / engagement red zones — lull / frustration

How to read the chart. Horizontally — minutes of the session (0→79, including the restart). Vertically — how interested and tense the player is right now. Peaks (green dots) are "moments of fear": the first anomaly, a monster, an event, death. Pits (red dots) are the toothless tutorial at the start and the disorientation after an abrupt death, when the player didn't understand what killed them. Below the dashed threshold the risk grows that the player gets bored or quits.

Three states of pacing: tension, lull, frustration

It's important to distinguish a lull (passive boredom, nothing to fear) from frustration (active irritation — an incomprehensible death). They're treated differently.

📈 Tension — where it's good

Fear peak When: the first anomaly, a monster in the room, an event (fire/ritual/ambulance), a sanity collapse toward death. Why it works: a threat, a timed decision and co-op panic all arrive at once — triple pressure. Feeling: "How do I deal with this?!", a shout into voice chat.

⏸ Lull — passive boredom

Nothing to fear When: the toothless Shift 1 and calm stretches with no anomalies or events. Why: the tutorial is deliberately safe, but dragging it out means losing the tension people came for. Feeling: routine admission with no stakes — "I'm just registering."

📉 Frustration — active pain

An incomprehensible death When: an abrupt sanity collapse to 0% and a failure the newcomer didn't understand the cause of. Why: the sanity spiral hits harder and harder, while the feedback on "what exactly killed you" is weak. Feeling: "why me?" — instead of "next time I'll do it differently." Player’s voice: "I want to quit, but how isn’t clear… to exit you have to leave the game itself, there’s no respawn here." It’s not just death that’s opaque — the way out is too.

The mechanism of the downturn: the sanity spiral

14 · Retention

Why the player comes back

Replayability rests not on new content every run, but on growing mastery, co-op sociality, the long class-leveling grind, the story backdrop and frequent updates.

Return hooks

Story backdrop (lore)

On top of the gameplay there's a quiet story: the clinic is owned by Animal Corporation, and patients aren't "sick" but "infected." Ron from Accounting lets slip: "Have you ever wondered why they keep hiring new people?". Ratthew warns "don't trust anyone here" and is searching for his missing sister Rattina. Barney is a polite killer who asks you to hide him from the police. The lore doesn't get in the way of the game, but gives a reason to come back to "finish reading" — and highlights which characters are safe to admit.

Ron from Accounting
Ron from Accounting.** A story character (not an anomaly), a source of lore about the corporation. Safe to admit — part of the "knowledge" the player accumulates.
Ratthew at the closed shutters
Ratthew.** "WHAT?! No service?" — a reaction to closed shutters. Knowing who's safe (Ratthew, Ron, Barney) and who isn't is exactly the growing mastery.
Shift Report Excellent
The grade as a goal.** "Shift Report": 2 patients, 0 deaths, "Excellent," +🐾5 +$63. Striving for "Excellent" and for the top of the leaderboard is the engine of return.
15 · Monetization

Where desire turns into a purchase

Monetization is soft and mostly for convenience/power: classes and coins for Robux, small in-game items for Robux within a run, a shop reroll. Harsh tactics (the troll "Jumpscare All" game pass) the studio removed after community backlash — a useful "what not to do" case.

What's sold for Robux

Assessment of the tactics

A healthy sign: the studio rolled back a toxic purchase. The main income is on convenience and cosmetics, not on "pay-to-win."

Robux shop in a run
Impulse in a run.** Right during the shift you can buy more: "Weapon (20 bullets) — 99 R$" or "Instant coffee — 19 R$." Selling the relief of momentary pain.
Secret Agent for 890 Robux
Top class for Robux.** "Secret Agent" — a starting pistol, "Robux only 890." The most expensive role; power and convenience for real money, but not an exclusive path to victory.
Part VII · Takeaways for the team

What to take from this

The design analysis, the transfer plan, the risks and the final verdict — for the decision.

16 · MDA Lens

Mechanics → Dynamics → Aesthetics

Translating "scary / likable" into design language: which rules create which behavior and which emotion.

Mechanics

Rules: admission with the "admit/refuse" decision, three channels of clues (live/photo/cameras), diagnosis (DNA ~9s) and treatment with 1–3 remedies, sanity as HP, monsters with counter-items, events on timers, a shift report with 4 grades, 3 shared lives, 10 classes leveling to Lv.3. Sanity drains ≥1/50s; below 35% the world desaturates.

Dynamics

Behavior: the player assesses risk under a timer, learns the anomalies' "tells," distributes roles in co-op, conserves sanity and inventory slots, coordinates coffee, panics during events, saves coins for classes and strives for "Excellent." Peaks — reading an anomaly and co-op panic; pits — the quiet tutorial and the incomprehensible death.

Aesthetics

Emotion: anxious vigilance, the thrill of "caught you!", the pleasure of a competent doctor, camaraderie and a shared shout in co-op, curiosity about the lore — and disorientation from an abrupt death. What's worth carrying over is the "detection + sanity-as-HP + co-op on shared lives" pairing, not the setting.

17 · Transfer to a prototype

What we carry into our own clone

Not "make a similar horror," but assemble in the right order the systems and feelings the game rests on.

Worth copying

Don't copy

PrioritySystemWhyMinimum implementationQA criterion
P0Decision loopTest the funPatient at the window + 1 "tell" + admit/refuse buttonsThe player catches an anomaly without explanations within a minute
P0Sanity-HPPressureA bar, passive drain, 1 source of recoveryThe player feels time ticking against them
P1TreatmentThe second loopDiagnosis → 1–3 remedies → the right set treatsA mistake is tangibly punished
P1Clue channelsDecision depthAdd photo and camera as a second/third channelThe player uses at least 2 channels
P1Shifts + reportRhythm and goalA shift with a timer, a report with a grade and a rewardThere's a desire to "play for Excellent"
P2Co-opRetentionShared lives + voice chat for 2–4 playersOne player's death is felt by everyone
18 · Risks and fixes

Problem → cause → solution

Where exactly the player experience breaks, why, and what minimal fix will test it. The points are confirmed by the recording and the wiki data.

ProblemWhy it's badMinimum fixHow to verify
Abrupt, opaque deathThe newcomer didn't understand what killed them → "why me?"A clear indicator of the sanity-damage source + a warning about the "spiral"Share of players repeating the mistake
Reliance on jump scaresThe effect fades with repetitionDiversify the threats, strengthen the systemic dread (sound, light, sanity)Reactions on the 3rd and 10th run
No tutorial — dropped straight inNewcomers don't know the flow; in this session the first teammates left because of itA guided first shift (arrows + "do this next" prompts), keeping failure safeFirst-session drop-off (solo and co-op)
Top-class grind2 500 coins at 2/patient — very slowRaise the shift reward / add intermediate unlock goalsTime to the 1st paid class
Running around between stationsRoutine friction between admission, shelves and roomsEarly convenience upgrades (carrying capacity, speed, extra window)Meters traveled per shift
Too many "tell" types at onceIt's hard for a newcomer to memorize all the signsAn in-game anomaly "codex" / a training shiftRefusal accuracy among newcomers
19 · Score & Verdict

Final score — for the decision

Animal Hospital is a strong co-op horror with a clear idea: turn a cozy job inside out into a detective game under the pressure of sanity. It has an excellent "inspect → decide → treat" pairing, systemic fear and healthy monetization. The main growth points are the transparency of death and the pacing at the edges (quiet start, class grind).

A−

A mature co-op horror whose core is worth taking: the atomic "admit/refuse," three channels of clues, sanity-as-HP, the shift structure with a report, and co-op on shared lives.

  • Build a P0 prototype: patient + one "tell" + admit/refuse in 1–2 days
  • Add sanity-HP with a passive drain and one source of recovery
  • Test the first session on 3–5 newcomers with no hints
  • Measure time-to-first-catch and understanding of the cause of death
  • Introduce the second and third channels of clues (photo, cameras) and the shift report
DimensionScore
Core Loop8/10
Horror8/10
Onboarding8/10
Economy7/10
Co-op / Retention8/10
Transfer9/10

Next steps

20 · Appendix

Extended visual reference

Additional frames for the team: monsters, events, items and screens that didn't make it into the main sections.

Stalker in the corridor
Stalker / Shapeshifter.** A green fanged figure with empty eyes in the corridor by an "OUT OF SERVICE" board — a jump-scare threat in the passages.
Death ritual
The "Death ritual" event.** "A death ritual in room 5" (20s) against the backdrop of the Mass of Eyes — the candles are put out with Eyedrops / IV / coffee with no sanity loss.
Fire and a fire extinguisher
The "Fire" event.** "Fire damage: 100% / put out fires," a fire extinguisher on the wall, on the right a "Patient on fire" timer. One of the shift's timed incidents.
Taser
Taser.** "Stun gun: recharge 100 seconds / shock suspicious people." On an anomaly — +2 sanity, on an ordinary patient — −15.
Shift 2 Report
Shift 2 Report.** 3 patients / 0 visitors / 4 anomalies prevented / 0 deaths → "Good," +🐱8, +$100. The shop is open ("OPEN," timer 02:44).
Secretary class
Secretary class — 120 coins.** "Restores 1 sanity when registering patients." A sanity-support role for long shifts.
Surveillance cameras
Surveillance cameras.** A view of the medical corridor (rooms 1–5). The third channel of clues: some anomalies are visible only here.
Mass of Eyes
Mass of Eyes.** The game's signature monster and the main cause of death in the recording. Managed with Eyedrops or the discipline of "don't look up."