PROJECT: PLAYTIME casts a team of six as Resource Extraction Specialists inside Playtime Co., a toy factory overrun by monsters. Their assignment is to solve puzzles and assemble one giant toy while avoiding the seventh player, who controls the monster and is tasked with hunting them down. That uneven setup gives the horror its central tension: cooperation is necessary, but the team must work under threat.
Survivors use the GrabPack’s extendable arms to move heavy objects, reach distant items, tackle puzzles, and grip doors. The monster role offers a different kind of play, with three selectable creatures whose abilities and styles vary. Monsters can also spend earned Toy Tickets on Sabotages, including tools to blind survivors, trap routes, or damage their GrabPacks. Survivors, meanwhile, can shape their approach with purchasable and upgradeable Perks, such as roles geared toward puzzles, healing, speed, or stealth.
The factory setting spans two large maps, including a theater and a toy-manufacturing area, giving the pursuit a backdrop of once-magical spaces gone wrong. The two sides have distinct objectives and tools, so a session’s character comes from how their opposing tasks collide.