There’s a reason why John Carpenter never wrote a scene where the Antarctic researchers, desperate and afraid, simply lined the suspects up and killed them one by one just to see where that would go. This slows down the game and it doesn’t reward imposters who are capable of throwing blame around and twisting the narrative. A common strategy is to simply vent one, see whether they are an imposter, and if not, vent the survivor. Let’s say you have two players, Cyan and Pink, and they both say the other killed Green in the Office. It also nullifies the game’s least fun tactic, which is the double eject. It really emphasizes the feeling of “no one is safe” at all stages of the game. Imposters can make big plays early on and frame crewmates, knowing that their game won’t be revealed upon the successful vote and ejection of an innocent person. If you’re down to six people in a game, and you’re confident you just ejected the last imposter, and the game continues regardless… There’s that heavy seed of doubt that you just messed up. If you remove it, the stakes get much higher, much faster. Then, there will be a line of text confirming whether they were an innocent or an imposter, and how many imposters are left. Here’s how the mechanic works: in a default game of Among Us, if the crew votes to vent one of their own, there will be a short animation showing that crew member launched into space or dropped into lava. ![]() Confirm Eject changes the way players think and strategize. Imposters can be modified to see further or kill faster. Players can make the little crewmate beans run faster, or reduce everyone’s vision radius to put everyone in the dark. Toggling “Confirm Eject” can turn a fun game of Among Us into something as terrifying and thrilling as John Carpenter’s The Thing.ĭifferent groups of people can end up with different Among Us games, because there’s a long list of settings. ![]() ![]() There’s an Among Us setting that doesn’t seem like a big deal, but it dramatically changes the game for the better.
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