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Roles and habit tiers

kevin game Builds and Entities: Roles, Habit Tiers, and Settings

A build reference for a game with no build system: the two roles of kevin game, the documented S-to-D habit tiers for each, and the three settings that actually differentiate players.

Quick answer: the entities are two roles, and the build is your habits

Most wiki pages called “builds and entities” list a roster. kevin game has none: it is a Survival / 1 vs All round game on 12-player servers where one player is assigned the hunter — the role the community calls Kevin — and up to eleven survivors try to last. There is no summon, no rarity, no perk tree, and no named characters anywhere in the documented record, and the badges and game-pass APIs are empty (checked 2026-10-23). What differentiates players is role knowledge: the documented community tiers grade survivor habits and hunter patterns from S to D, and both complete tables are below. Your only persistent “build” is settings — shift-lock and camera height — plus the habit set you actually run.

Role 1

Kevin — the hunter

One per round, assigned by the game; most players queue into the survivor side.

What the role is

Kevin is the player-controlled hunter of the round: the job is to end the lobby before it outlasts you. The role ships with no published ability sheet — no documented lunge, trap, or sense ping — which is why the community tiers grade patrol patterns rather than combos. The name is the listing's, not a character bio: there is no documented lore, no story ending, and no relation to older single-player “Kevin” titles or Egg Kevin's House.

How the role wins

On the documented plan: read the spawn (a stacked lobby is a gift, a split lobby is not), run a wide first loop along shore or tall stones, hold an arch from the exit angle, and apply two-landmark pressure per minute so the field never feels safe. After every hit, check for the helper — week-one lobbies reliably send friends in. Time is the resource: a hunter who tunnels one survivor across the whole shore loses while objectives finish behind them.

Hunter tiers

Hunter pattern tiers, S to D

From the launch-window community documentation, checked 2026-10-23.

TierHabitWhy it ranks here
SSpawn read, then a wide first loopPunish a stacked spawn; otherwise patrol along shore or tall stones.
Helper check after a hitLaunch-week lobbies send friends in immediately.
Hold an arch from the exit angleCover the way out, not the hole they just used.
Collapse on noiseDo not celebrate in the open while the lobby relocates.
ACut the water landingIntercept the far shore instead of swimming the chase.
Two-landmark pressure per minuteThe field never feels safe if you keep moving between landmarks.
Leave a dead clump for the quiet quadrantSplit survivors went somewhere deliberately.
Tap extra HUD buttons onceLearn early whether a lunge or sense exists instead of guessing mid-chase.
BLong chase on a good runnerOnly after tagging the rest — otherwise you are farming content for them.
Re-clearing the same archIt worked once; they have moved.
Emoting after a killTime is the resource; a still-full lobby is still playing.
CTunneling one survivorThe whole shore watches objectives finish behind you.
Camping a single craterA personality, not a patrol.
Ignoring the HUDA timed or objective round is lost while you chase.
Mirroring the survivor's routeFlank the stone instead of following through every arch.
DAFK huntingThe lobby waits, then reports.
Executor ESP or flyScripts mean bans on the real listing.
Buying a pass on a copy mapNo public passes exist on the real listing.
Rage-requeueing without changing the first loopYou will lose the same way twice.
Role 2

Survivors — the other eleven

No classes, no kits, no revive system documented; survival is movement and attention.

Survivors win by lasting. The documented game gives them no tools — no flashlight, vault, or med kit exists in any source — so the entire “kit” is movement discipline: split from spawn, break line of sight at a landmark and then turn, keep the camera above the grass, and play whatever the HUD objective says rather than inventing a goal. The tier table below is the community's graded version of that discipline, including the week-one traps (the full-lobby huddle, living on the shore, re-peeking the same arch) that the hunter's plan is designed to punish.

TierHabitWhy it ranks here
SSplit from spawnDifferent arch, different stones — the hunter cannot be everywhere.
Line-of-sight break, then turnRunning straight on after an arch is how you get pre-aimed.
Camera above the grassYou cannot dodge a hunter you do not watch.
Play the HUD objectiveRotate tasks if the round wants touches; relocate if it wants a clock.
ADuo with one friendA pair covers angles; a big group is a clump with extra steps.
One bait, then leaveWaste hunter time without donating a second body.
Cross water only after breaking line of sightThe shore exposes you; treat it as a road, not a home.
Shift-lock in open-field chasesHelps only if it is already part of how you play.
BLong-grass crouchA reset between landmarks, not a lifestyle.
Emoting after a jukeFunny, loud, optional.
Guarding one craterHunter patrols adapt to campers.
CFull-lobby huddleThis is not player-versus-player unless the HUD says so.
Living on the shoreWater silhouettes give you away.
Trolling the hunter with no kitYou become the objective.
Re-peeking the same archThe hunter you juked is already aiming there.
DAFK in the openA free kill and a wasted slot.
Copy places promising better lootWrong place ID, wrong creator, sometimes worse.
Scripts and ESPBan risk, and the fan wiki documents the ad lures that spread them.
Waiting on codes for a survival petThe code list is empty; nothing is coming.
Settings

The closest thing to a build: three settings

No published control sheet exists, so these come from Roblox defaults plus the documented notes.

Shift-lock

Toggles if you have it enabled in Roblox settings, and it works here — the documentation ranks it A-tier for open-field chases, with the caveat that fighting it and mouse-look at the same time is a listed mistake. Pick one camera mode before the hunter is chosen.

Camera height

S-tier as a habit: keep the camera high enough to see over the grass, because you cannot dodge a hunter you do not watch. Holding jump up every slope makes you a silhouette — the anti-build of the same setting.

Graphics on mobile

Lower them on a weak device before queueing: the documentation calls a stutter mid-chase a death. Confirm your jump and emote buttons before the round assigns roles, not after.

FAQ

Builds and entities questions

Does kevin game have characters or units to collect?

No. The 1-vs-All format has two roles — the hunter (Kevin) and the survivors — and both are played with your own avatar. There is no summon, no rarity ladder, no perk tree, and no named roster in any documented source.

What are the tier lists ranking, then?

Habits and patterns, not entities. With no roster to rank, the community documentation grades survivor habits (split from spawn, LOS break then turn) and hunter patterns (wide first loop, helper check) from S down to D — both tables are on this page.

What counts as a 'build' in this game?

Settings and habits instead of gear: shift-lock (it toggles if enabled in your Roblox settings), camera height above the grass, and the role habit you actually run. There is no equipment, no trait system, and no published ability binds.

Who is Kevin?

The hunter role — the one player per 12-player round who hunts the lobby. It is a role name for a player-controlled hunter, not a story NPC; the game has no documented lore, story ending, or single-player mode.

Are there abilities, sprint, or crouch?

Unconfirmed. The developer has published no control sheet, so sprint, crouch, lunges, traps, or sense pings are not documented. The documented advice is to tap any extra HUD button once in a safe moment to learn what exists, and to treat flying players as executor users to report.

Method

How this page is sourced

Every fact on this site is attributed to one of three source classes: the official Roblox listing and its public APIs (checked 2026-10-23), the kevingames.wiki fan documentation from the game's public launch window (content dated 2026-08-31), or this site's own dated status observations. Where a system has no public documentation, the page says so once and moves on — gaps are recorded as data, not padded with hedges.