among-us-protocol
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A writeup of the network protocol used in Among Us, a game by Innersloth.

Among Us Protocol Research
Note: This repo is outdated, it is correct up to and partially including the Airship Update. PRs are welcome!
Contained in this repo is my detailed explanation of the netcode behind Among Us, a game by Innersloth. Myself and others have spent countless hours scanning the game's decompiled source code as well as manually dissecting each and every packet sent by the game. Not all of this information will be correct, though it is safe to assume that almost all of it is, and those parts that I am uncertain of will be labeled as such.
I do not work for Innersloth, however Innersloth has provided support in the construction of this wiki; for the most part this is just the result of an obsession in discovering how the game works.
This repo does not currently contain instructions on how to decompile/deobfuscate the game.
To intercept packets, I recommend using Wireshark with one of the display filters below.
To show all game traffic:
udp.port in { 22023 22123 22223 22323 22423 22523 22623 22723 22823 22923 }
To show only reliable packets (recommended as movement, pings, and acks can add a bunch of noise):
udp.port in { 22023 22123 22223 22323 22423 22523 22623 22723 22823 22923 } and data[0] == 01
If you would like to discuss the Among Us protocol or client modding with me or others interested in such topics, you are welcome to join the NodePolus Discord server, or Reactor
Table of Contents
- Packet Structure
- Protocol Data Types
- Packed Integers
- The Structure of a Hazel Message
- The
Vector2Type - Packet Types (
SendOption)0x00Normal0x01Reliable0x08Hello0x09Disconnect0x0aAcknowledgement0x0bFragment0x0cPing
- Enums
AlterGameTagChatNoteTypeColorDisconnectReasonGameKeywordGameOverReasonGameStateHatKillDistanceLimboStateMapPetQuickChatModeReportOutcomeReportReasonSkinSpawnFlagSpawnTypeSystemTypeTaskBarModeTaskType
- The Different Types of IDs
- Root Message Types
0x00HostGame0x01JoinGame0x02StartGame0x03RemoveGame0x04RemovePlayer0x05GameData0x06GameDataTo0x07JoinedGame0x08EndGame0x09GetGameList0x0aAlterGame0x0bKickPlayer0x0cWaitForHost0x0dRedirect0x0eReselectServer0x10GetGameListV20x11ReportPlayer
GameDataandGameDataToMessage Types0x01Data0x02RPC0x04Spawn0x05Despawn0x06SceneChange0x07Ready0x08ChangeSettings0xcdClientInfo
RPCMessage Types0x00PlayAnimation0x01CompleteTask0x02SyncSettings0x03SetInfected0x04Exiled0x05CheckName0x06SetName0x07CheckColor0x08SetColor0x09SetHat0x0aSetSkin0x0bReportDeadBody0x0cMurderPlayer0x0dSendChat0x0eStartMeeting0x0fSetScanner0x10SendChatNote0x11SetPet0x12SetStartCounter0x13EnterVent0x14ExitVent0x15SnapTo0x16Close0x17VotingComplete0x18CastVote0x19ClearVote0x1aAddVote0x1bCloseDoorsOfType0x1cRepairSystem0x1dSetTasks0x1fClimbLadder0x20UsePlatform
InnerNetObjectTypesSkeldShipStatusMeetingHudLobbyBehaviourGameDataPlayerControlMiraShipStatusPolusShipStatusDleksShipStatusVoteBanSystemPlayerPhysicsCustomNetworkTransform
- The
SystemTypeImplementationsReactorSystemSwitchSystemLifeSuppSystemMedScanSystemSecurityCameraSystemHudOverrideSystemAutoDoorsSystemSabotageSystemHqHudSystemDeconSystemDoorsSystem
- Miscellaneous
- The Structure of the
GameOptionsDataObject - Converting Game IDs to and from Game Codes
- Reading the Client Version
- Map-Specific IDs for Vents and Tasks
- The Skeld
- Vents
- Tasks
- MIRA HQ
- Vents
- Tasks
- Polus
- Vents
- Tasks
- The Airship
- Vents
- Tasks
- Ladders
- The Skeld
- The Structure of the