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Caretakers Multiplayer Guide: Team Tasks, Revives and Group Escapes

How co-op rounds in Caretakers actually work: personal task lists behind a team-wide escape gate, revives, entity callouts, and the squad habits that get everyone out.

Caretakers is built for squads. The game's official Roblox page calls it a "multiplayer analog horror survival game" and tells players to "work with your team, and finish objectives" while entities hunt each map. Two confirmed mechanics define that teamwork, and everything below builds on them: every player carries a personal task list, and the team can only escape once everyone has finished their own list; and downed teammates can be revived, which has turned almost-lost rounds into escapes. If you still need first-session basics like controls and hiding, the beginner guide covers those — this page is about the team layer.

How a team round is structured

Teams form in the pre-round lobby — the room with the shop and the arcade — which includes a group option; one player passes it by with "I don't feel like joining a group right now." The lobby boards also preview the objective names your round will use, such as repairing the broadcast, finding tapes, or fixing generators and valves.

Once the round starts, each player sees a personal task list on screen: restore comms, stabilize pressures, unlock safes, find tapes, hack terminals, turn valves. Progress is individual, not pooled. In one recorded round, a player walked up to a machine and said "this is my task," while the teammate who tried to use it found "it's not working. I don't even have it."

The catch is the escape gate: nobody leaves until every list is cleared. One player worked it out mid-round — "everyone has to do their tasks before you escape" — and squads that ignore it feel it immediately. One runner reached the exit only to discover "I can't escape... I couldn't finish my task."

There is at least one observed exception. In a thinly populated round, a repaired generator blocked a second player: "since he repaired the generator, I can't fix it." So a few map objectives may complete once for the whole team. Treat personal lists as the norm, and don't be surprised if the odd shared objective is already done when you reach it.

ElementPersonal or sharedWhat it means for your squad
Task lists (tapes, safes, comms, valves, terminals)PersonalEveryone clears their own list
Escape gateTeam-wideOne unfinished list blocks the whole team
Some map objectives (a generator, in one clip)Possibly once per teamA teammate may complete it before you get there
RevivesTeam actionAnyone nearby can pick a downed player up
The entityShared threatAI-controlled; callouts and noise discipline protect everyone

A squad session shows that structure playing out — shared callouts, personal task lists, and revives while the entity hunts:

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Coordination habits that finish lists faster

  • Compare counts early and often. "Hey, how many do YOU HAVE LEFT?" — the answer ("I got to find one more tape and I have to find two documents") tells the team who the bottleneck is. Spawns shift between rounds — "I think it's randomized every round" — so call out safes and tapes you pass instead of assuming last round's spots. The more your squad knows the map, the easier those callouts get.
  • Claim tasks out loud. "I'm doing coms. I'm doing coms." keeps two players from working the same objective.
  • Finish, then help. Once your list is clear, you're the squad's free agent: "I finished all my tasks, so I'm going to try and dedicate my time to helping you guys." Because of the escape gate, a finished player guiding a straggler to their last safe is worth more than anyone starting something new.
  • Move as a group. "We got to stick together, bro" is the default; scattered players get picked off one by one.

Surviving encounters together

The entity — Bon — is AI-controlled, not a player role: "there's no player as Bon. The devs don't want it," as one creator puts it. That makes communication the team's tracking system.

  • Call out position and direction. "He's in this room. Bun, come back." and "Guys, behind you." have redirected teammates mid-step — the difference between a teammate escaping and a teammate going down.
  • Watch the noise you make together. "You make noise when you step. You got to hide in lockers." Talking has a cost too: teammates traced one discovery to the on-screen voice meter ("You can see your voice meter, bro."). Chat freely while traveling; go silent in lockers and hiding spots.
  • Treat doors as delay, not locks. Players disagree on how much they help — one calls them pointless because Bon "can just open it," another says closed doors "do slow them down." Both agree he opens them. What's certain is timing: a door slammed without checking has crushed teammates ("I killed Elijah... I'm so sorry I closed it."). Close doors deliberately and mind who's behind you.

Reviving downed teammates

Reviving is the most direct cooperative action in the game, and it changes outcomes.

  1. Recognize the downed state. Downed players lie waiting for help: "Now I'm going to die here unless someone revives me."
  2. Reach them and complete the revive. It works as you'd hope — "Boom. Revived." — and squads under pressure even form revive lines ("we're just going to line up to get revived").
  3. Move promptly. The window is short; players begged the owner to raise it: "You need to up the time for revives. 30 seconds ain't enough." Treat a downed teammate as a running timer, not a later errand.
  4. Weigh the risk honestly. If Bon is camping the body, players consistently decline the save: "I would have saved that person, but I'm not risking it." And once the exit is open, teams often prioritize leaving — "Sorry, mate. I revived you once. I can't bother doing it again." — because the downed player's own escape is now possible but everyone else's escape is on the clock.

The payoff is real: one player credited an entire win to the pick-up — "down to my teammates cuz I got revived."

Team size and its limits

Task load and headcount are linked. One creator who kept landing in near-empty lobbies put it plainly: "I've got so many tasks to do because I'm not playing with many people. The more people you play with, the easier it is." His guess at the mechanism — a joiner "take[s] a task off you" — is exactly that, a hedged impression from a single session; the reliable takeaway is that thin rounds mean long lists, and he called a near-empty lobby effectively unwinnable: "I definitely need to find a game of a full lobby."

The official page also warns "GAME IS IN BETA, EXPECT BUGS!" — so team, revive and escape details can shift between updates, and it's worth rechecking after patches.

Escaping as a group

Clearing the lists isn't the finish line. Rounds typically add a survive phase before the exit opens — "we got to survive for like another 60 seconds" — and the team that stays coordinated through it is the team that leaves. When the exit opens, go together: "We all got to make it," followed by the sound of a full squad filing out — "WE OUT. WE OUT. WE OUT."

If someone is still hunting a final tape or safe, the escape gate makes them everyone's problem: send your finished players to help while the rest keep the callouts going, rather than four people waiting and one person searching alone. For the full exit sequence, see the escape guide.

Ready to divide the work? The objectives guide breaks down each task your squad will be splitting, the entities guide and Bon guide cover the hunter itself, and survival tips add evasion lines for the moments you're cut off from the group. Map knowledge makes every callout sharper — start with the map routes — and recent changes are tracked on the updates page.