Caretakers Roblox entities are aggressive, AI-controlled animatronic monsters that actively hunt survivors across the map while players attempt to complete repair objectives and escape. Created by FunByte Studios and heavily inspired by Martin Walls' The Walten Files, the game's primary threat is the animatronic rabbit Bon, who pursues players using sound detection and line-of-sight pathfinding.
Understanding how entity AI operates—and which defensive gear stalls them—is essential for finishing your tasks and reaching the exit before the timer runs out.
Who Are the Entities in Roblox Caretakers?
In the current beta release of Caretakers, the primary entity encountered in matches is Bon, a tall blue animatronic rabbit adapted from The Walten Files lore (voiced in-game by creator Spawn). Rather than being controlled by a player, Bon operates entirely on autonomous AI.
Key characteristics observed in match gameplay include:
- Lethal Melee Strikes: When Bon reaches a survivor, he instantly downs them, leaving the player incapacitated and convulsing on the floor with a bleed-out timer (typically around 30 to 60 seconds).
- Sound and Footstep Detection: Survivors have a dynamic noise indicator displayed at the bottom of the screen. Running, sprinting, jumping, and missing objective prompts generate noise pings that attract the entity directly to your location.
- Multiple Entity Spawns: While rounds standardly feature a single entity, players can spend Robux in the lobby shop (such as the 140 Robux "Spawn Entity" option) to introduce an additional entity into the same match, doubling the lethal pressure on the team.
- AI-Only Role: In the initial release version, players cannot spawn as the killer; all hostile entities are strictly computer-controlled.
Entity Behavior and Tracking Mechanics
Surviving encounters requires knowing how the entity interacts with map layout and environmental barriers:
Door Interactions
Unlike horror games where closed doors completely block monsters, entities in Caretakers can open doors. While shutting doors behind you may briefly disrupt the entity's pathing and buy a split second of distance, it will quickly open the door and resume pursuit. Standing directly behind a standard door will not keep you safe.
Lockers and Line-of-Sight
Map rooms feature lockers where players can hide when pursued. Entering a locker triggers a breath-holding mechanic with an oxygen bar. If the entity approaches while you are concealed inside, you must monitor your oxygen and hold your breath until the monster finishes inspecting the immediate vicinity and walks away. However, running into a locker while the monster is actively watching you will often result in a swift down.
Vents and Low Obstacles
The entity's large model restricts it from entering small low-clearance vents and sliding passages. Players who sprint and slide under low barricades or through vent openings can create safe separation, as the entity must pathfind around standard corridors rather than crawling through narrow crawlspaces.
Defensive Items and Counters Against Entities
Players earn in-game cash by completing tasks, reviving teammates, and successfully escaping. This cash, along with available gear slots, allows survivors to equip defensive tools specifically designed to counter entities:
| Gear / Tool | Type | Effect Against Entities | Practical Usage |
|---|---|---|---|
| Entity Mask | Defensive Consumable | Causes you to vanish from Bon's detection for several seconds | Equip and activate when cornered to break pursuit and escape line-of-sight. |
| Taser | Stun Weapon | Fires a projectile that stuns the entity for a few seconds | Aim directly at the charging entity to halt a chase and buy time for nearby teammates. |
| Scanner | Utility | Highlights interactable objects, consoles, and tasks on the map | Minimizes wandering time so you spend less time exposed to entity patrols. |
| Self-Revive Shot | Medical Gear | Allows a player to revive themselves from a downed state | Prevents bleeding out if the entity camps your body and teammates cannot reach you. |
| Speed Perks | Passive Trait | Grants a 5-second burst of speed when an entity locks onto you | Helps outrun the entity's initial sprint burst upon detection. |
How to Deal with Downed Teammates
When an entity downs a player, that survivor is placed on a bleed-out countdown. Surviving teams must manage revives carefully:
- Watch for Entity Camping: Entities frequently linger around downed survivors or nearby objectives. Rushing in immediately without checking corners often results in double downs.
- Distract or Stun First: Use a Taser or have a designated runner draw the entity away before initiating the revive interaction.
- Carry Survivors to Safety: Players have the ability to pick up and carry downed teammates into safer rooms or toward extraction points before reviving them.
- Emergency Revives: If a teammate cannot reach a downed player in time, the downed survivor can spend 12 Robux to instantly revive on the spot if self-revive shots are unavailable.
Frequently Asked Questions
Can you play as Bon or other entities in Caretakers?
No. In the current release version of Caretakers, all entities are AI-controlled. There is currently no playable monster mode, though community members have requested asymmetrical killer gameplay for future updates.
Can entities crawl through vents?
No. Bon's AI model cannot squeeze or crawl through the low vents that players navigate using the slide mechanic. Utilizing vents and sliding passages is one of the most reliable ways to escape an active chase.
Does closing doors stop the entity?
Closing doors does not stop entities permanently. Entities can open doors and continue chasing you. Shutting a door only provides a momentary pathing delay.
Can there be more than one entity in a single round?
Yes. While standard rounds spawn one entity, players can purchase an extra entity spawn from the shop for 140 Robux, causing two AI monsters to patrol the map simultaneously.








