Verity Companion Crazy Meter
Verity has a hidden mood value. The game never shows it, never names it, and the official description never mentions it — but every ending route depends on it. The community calls it the crazy meter, and “get him to max craziness” is the repeating instruction in every full-endings run ever recorded.
What the crazy meter is
A behind-the-scenes state that rises and falls with how you treat Verity. Observable tells:
- Expressions change. Verity’s smiley face is expressive — flat looks, wide grins and clenched-teeth smiles track its mood.
- Voice and movement shift. As craziness climbs, Verity gets more erratic; at max it stops pretending to be helpful.
- No documented readout. Players talk about “max craziness” without ever pointing at a bar or number, and the questions in the official Discord are consistently “how do I make him crazy” rather than “what does my meter say” — so judge by behavior. One player described being “stuck at 95%”, but no meter UI has been documented; treat quoted numbers as estimates.
Important: this page describes community-tested behavior, not official mechanics. The developer has never published the meter’s rules.
How to raise craziness
Actions players use, from confirmed gameplay footage:
- Lie to it. Say you’re a baby, invent an age, claim impossible things. Verity checks your story and reacts to contradictions.
- Spam random letters. Input noise visibly disturbs it.
- Call it crazy. Telling Verity it is crazy is both an insult and a self-fulfilling prophecy.
- Contradict it. Dispute what it says about you, the room, or itself.
- Try to escape. Wall hops, running away, hiding — defiance pushes it toward the edge (and it knows the wall hop routes too).
How to lower it
- Stay calm and conversational. Players report “the more I be calmer to him” the more stable it stays.
- Cooperate. Follow its suggestions, answer its questions, don’t run.
What maxing the meter unlocks
Two things have to line up before an ending appears: the meter near maximum and Day 5. Runners describe the finale options only surfacing once both are true — including the shutdown prompt, which players report simply popping up “here on day five”. Maxed out, Verity stops pretending to be helpful: the recorded runs describe it going still, then leading you somewhere new.
The three common endings (YOU ALWAYS DO., SHUTDOWN, TAKEN CARE OF) land for 17–27% of players. The rare ones (RETURN TO SENDER, BEST FRIENDS FOREVER and THAT’S EVERYTHING) sit at 1.2% or below (BEST FRIENDS FOREVER’s share has not been re-measured since its community solve — holders only), largely because they demand sustained, deliberate pushing — which costs messages, and the free tier only gives you 40.
Reading the meter without a bar
Practical heuristics from runners:
- Push in small steps — one provocation at a time — and watch the face.
- If Verity starts repeating itself or answering with unsettling calm, you are close.
- Keep a message buffer. Maxing craziness and triggering an ending in one session is a budget problem as much as a mechanics problem.
- Do not expect an ending before Day 5, no matter how maxed the meter looks.
The full route list, in the order that costs the fewest retries, is in the all endings walkthrough.