Violence District is an asymmetrical horror game where five survivors face off against one killer. Survivors complete objectives and try to escape; the killer hunts them all down. This guide covers both sides of the match, including all available killers and how to handle each.
In shortEvery match ends when survivors escape after finishing their objectives, or when the killer wipes them out.
At the start you choose to play as a survivor or the killer in the lobby. Survivors win by completing objectives around the map and then reaching the exit. The killer wins by eliminating all five before that happens. Pallets are wooden boards scattered across the map that temporarily stop the killer, but there are only so many of them, so every one you drop matters.
Survivors complete objectives, then reach the exit
Killer eliminate all survivors before they escape
Pallets limited stun tools; treat each one as a resource, not a reflex
In shortStaying alive in a chase and escaping are the fastest ways to stack Screws as a survivor.
Screws are the main currency in Violence District, used to buy killers, items, emotes, and to upgrade perks. Survivors and killers earn them differently. As a survivor, simply staying in a chase earns you two Screws per second up to a cap of 202.
Generator repair1 Screw per second while working
Stunning the killerroughly 12 Screws each time
Healing yourself or a teammateroughly 10 Screws each
Surviving a chase2 Screws per second, capped at 202
Escaping the matchroughly 200 Screws
Spiking a survivor (killer side)roughly 50 Screws, earnable multiple times per survivor; killing a survivor adds roughly 100 more
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In shortStay spread out, bait his frenzy carefully, and never let him chain hits on a group.
The Killer moves at 115% base speed and enters a frenzy state that boosts him further — up to 170% — while letting him vault pallets instantly. Each frenzy hit grants a speed boost and gauge refill, and after enough hits he gains Killer Instinct that locates his next target regardless of aura-blocking perks. His frenzy lasts 13 seconds. He can also lunge while in frenzy. Understanding how frenzy builds and ends is the key to surviving him.
Tips worth knowing
Split up — grouping gives him multiple frenzy targets in one run
Bait the Parrying Dagger carefully — many players panic and use it too early; wait for a clear opportunity
Use the FOV trick — circle around him when he swings to make him miss and change your direction
Drop pallets on timing — wait until he commits before dropping; he can vault instantly during frenzy so do not hold it too long
05
Playing The Killer (Jeff) effectively
Tips
In shortSave frenzy for groups, chain hits efficiently, and use Killer Instinct to transition between targets without losing momentum.
Jeff's power comes from snowballing frenzy hits. Each successful frenzy hit refills gauge and adds speed, so landing hits on a cluster of survivors early lets you accelerate through the match. After three hits, find a healthy survivor for the down on the fourth. Killer Instinct tells you where to go next and cannot be blocked by aura perks, so use it immediately after a down to stay active. He can now lunge inside frenzy, opening up new angles on survivors who try to strafe away.
Tips worth knowing
Trigger frenzy near groups — the gauge refill per hit means more targets means more speed
Vault pallets in frenzy — survivors who mis-time drops are instantly punishable
Lunge in frenzy — use the lunge to close unexpected gaps or punish survivors who think distance saves them
Do not swing wildly — missing in frenzy wastes the gauge and stalls progression
Use Killer Instinct after a down — it bypasses aura blocking and keeps pressure up
Keep everyone injured — injured survivors waste time healing, and chain frenzy with a basic attack to finish a down on an already-injured target
06
Playing against The Cure
Check
In shortStop his snowball early by avoiding Pestilence clouds and protecting twice-spiked survivors from turning.
The Cure spreads a status called Pestilence through his thrown flask and through his SCP-049-2 minions. Infected survivors fuel his speed boosts, so staying clean is in your interest. Minions created from twice-spiked survivors apply Pestilence and deal damage, making the map progressively more dangerous.
Treat any Pestilence cloud as a no-go zonerotate to the next loop before entering it rather than running through
Protect teammates with two spikesbody block for them because a second spike risks converting them into a minion
Kill minions only when necessarymost stuns except the Parrying Dagger can take them out, but weigh the resource cost each time
Do not run through clouds to rescueheal and rescue away from infected areas to avoid being bottled
Split objectivesclustering lets The Cure manage chases and minions at once; spread out to force him to choose
Pre-drop pallets if you are infectedPestilence slows you, so do not greed the pallet; rotate or break line of sight instead
07
Playing The Cure effectively
Tips
In shortThe Cure is a snowball killer — spread Pestilence early, convert survivors into minions, and let the infected map do the pressure work.
The Cure's Elucidation flask creates a cloud that slows survivors by 30%, applies Pestilence, and increases your break and vault speed by 5% per infected survivor. Injecting downed survivors builds spikes: before the first spike the injection reduces movement speed, after the first spike it reduces repair speed, and two spikes turn the survivor into an SCP-049-2 minion. His HUD shows which survivors are infected and how long Pestilence lasts, so use that information actively to manage your speed boosts. Managing these stages while keeping map pressure is the whole game on his side.
Tips worth knowing
Aim the flask at pallets, windows, or the survivor's next path — landing it at their feet wastes most of the cloud
Break pallets freely — Elucidation and your perk kit make pallet breaking low-cost, so clear unsafe tiles and deny resets
Inject downed survivors at key moments and inject corpses when possible to produce minions
Track spike stages on your HUD — use it to manage speed boosts from Pestilence
Shift targets if you stall early — if a survivor is burning time, bottle the tile, force the pallet drop, then move to someone easier to spike
08
Playing against The Veil
Tips
In shortMake yourself an unpredictable target and use map cover to neutralise her spears.
The Veil holds up to two spears that recharge one at a time every 15 seconds. Her second ability, Through the Veil, lets spears pierce walls but carries a 30-second cooldown. Maps with many pallets and vaults shield you from her projectiles.
Tips worth knowing
Zigzag against inexperienced Veil players — side-to-side movement causes misses when she has not learned to lead shots
Do not run in straight lines — hallways, open ground after vaults, and post-generator runs are her best moments to throw
Use cover — pallets, vaults, and structures block normal spears, so loop structures rather than fleeing in the open
Respect Through the Veil behind walls — if you are repairing behind cover and feel safe, be aware she can still hit you with her wall-piercing ability
09
Playing The Veil effectively
Tips
In shortUse spears to control where survivors move rather than simply trying to hit them, and save Through the Veil for moments when survivors feel safe behind cover.
The Veil's Pierced Vow spear reaches full power after one second of charge, so overcharging is rarely needed in chase. Through the Veil requires up to two seconds of charge and has a 30-second cooldown, making it a precision tool rather than a spam option. Missing both spears leaves you at base 110% speed until one recharges, so ammunition management is central to her kit.
Tips worth knowing
Aim where survivors are forced to go — vault exits, pallet gaps, narrow hallways, and generator corners beat direct tracking
Do not throw both spears at once — use the first to force movement and hold the second for the moment a survivor commits to a vault or pallet drop
Use Through the Veil on survivors who are repairing behind walls or camping a pallet — that is when they feel safest and move the least
Charge just enough — one second covers most chase throws; save full charges for long-range or wall-piercing shots
Switch to a basic attack when survivors over-dodge — a survivor zigzagging to dodge spears is losing distance; walk them down and hit with a standard attack when they slow themselves
10
The Parrying Dagger
Step
In shortThe Parrying Dagger is one of the strongest tools a survivor can carry, but a missed parry hands the killer a free hit.
The Parrying Dagger costs 7,000 Screws from the shop. Activating it opens a guarding stance; if a killer attack lands within 0.8 seconds, the killer is stunned for four seconds. A successful parry puts the item on a 90-second cooldown; a failed one uses only 60 seconds.
Fake a window vaultapproach the window as if vaulting, bait the killer's swing, then parry and actually vault to create distance
Cover an unhookstand near a spiked teammate, wait for the killer to close in, parry to stun them, and complete the rescue safely
Hold the leveras the last survivor alive, the dagger makes the killer hesitant to attack while you open the gate
React to windup distanceswings started from further away give a longer lunge, making the timing slightly easier to read
Avoid using it when lagginga missed parry is a free hit for the killer, so skip it if your connection is unstable
11
Killer roster at a glance
Table
In shortPick a killer whose base speed and playstyle match how you want to hunt.
Costs are in Screws unless noted otherwise. The Cure is the most expensive killer currently in the game.
Killer
Base speed
Cost
Core style
The Killer (Jeff)
115% / 19.6 studs/sec
8,500 Screws
Frenzy chain hits on groups
The Cure
18.7 studs/sec
15,000 Screws
Pestilence spread and minion conversion
The Veil
110% / 18.7 studs/sec
Emblems / VIP
Ranged spear zoning
The Abysswalker
Not published
Emblems / VIP
Close-range slash pressure
The Stalker
Not published
Emblems / VIP
Stealth tracking with Evil's Grasp
The Hidden
Not published
Emblems / VIP
Stealth and lunge attacks
12
Alpha-version caution
Warn
In shortThe game is still in alpha, so expect bugs and rule changes between sessions.
Both killers have received multiple balance patches, and the game's own page flags that bugs and changes should be expected. Report bugs in the game's official server.
Worth watching out for
Mechanics shift between patchescheck recent patch notes before assuming a strategy still works
If a bug freezes progress, describe the situation in chat and report it to the developers
Community strategy ideas
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[CURE] Violence District
Glossary
Glossary
Pestilence
A status effect spread by The Cure's flask and his minions that slows survivors and fuels his speed boosts.
Frenzy
The Killer's power mode, which boosts his speed with each hit, lets him vault pallets instantly, allows lunging, and lasts 13 seconds.
Spike
A stage of The Cure's injection; the first spike reduces movement speed, the second reduces repair speed, and two spikes convert the survivor into an SCP-049-2 minion.
SCP-049-2
A minion created by The Cure from a twice-spiked survivor; it applies Pestilence and attacks survivors.
Killer Instinct
An effect The Killer gains after a frenzy sequence that reveals survivor positions and cannot be blocked by aura-blocking perks.
Pallet
A limited wooden board on the map that survivors can drop to temporarily stun or block the killer.
Intent Radius
The area around a killer in which survivors can detect their presence, called the terror radius in common asymmetric-horror shorthand.
Screws
The main currency in Violence District, used to purchase killers, items, emotes, and to upgrade perks.
Pierced Vow
The Veil's primary spear ability, which reaches full power after one second of charge and can hold up to two spears at once.
Through the Veil
The Veil's secondary ability that fires a wall-piercing spear on a 30-second cooldown.
Common questions
FAQ
Can survivors help each other mid-match?
Yes. You can rescue and heal injured teammates, but make sure to do it away from Pestilence zones or spiked areas so you do not put both of you at risk. Healing does not require the person being healed to stand still — as long as you are not moving, you can heal them even if they are sprinting.
What happens if all pallets are gone?
You can still survive by using the map layout — hiding and breaking line of sight are valid options.
How do I win solo without voice chat?
Use text chat to call out generator assignments and the killer's position. The biggest solo pitfall is two survivors repairing the same generator while another goes untouched, so call out which one you are on.
What is the fastest way to earn Screws?
As a survivor, staying alive in a chase earns two Screws per second up to a cap of 202, and a successful escape pays out roughly 200 Screws at once.
How much does The Cure cost?
The Cure costs 15,000 Screws.
Updated Oct 3, 2026
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