Objectives

Generators, skill checks, and exit gates

How the repair objective is described: seven generators on the map, five completions to power the gates, and what a missed skill check does.

Generators, skill checks, and exit gates

How the repair objective is described: seven generators on the map, five completions to power the gates, and what a missed skill check does.

The objective clock

Killer tutorials describe seven generators placed around the map. Survivors need five of them completed to power the exit gates. Shorter guides often say only "repair five generators." Both point at the same escape rule: five completions, not all seven.

One map guide says those spots stay fixed from match to match, with Bloodbath Club called out as the exception. Do not assume a generator diagram from another map.

Skill checks

PC repair writeups describe a circular gauge, a moving needle, and a success zone. Stopping the needle in the zone keeps the repair moving. A miss is described as a loud burst that alerts the killer and stalls progress. Great checks are described as speeding the repair.

Stay on the generator only while you still have a route. If the killer is already close, leaving is the repair play. A popped generator that also downs you is a bad trade when teammates are already injured.

Team shape

Choice What it does When it fits
Split generators More machines advance at once, and one chase does not stop all of them Opening of the match
Two people on one generator Group Project and similar perks are described as making a shared generator faster A generator that is almost done, or a safe machine far from the killer
Ignore a cluster of close generators until late The last machines sit inside one patrol Avoid this. Break that cluster early

The close-cluster problem is the "three-gen" players talk about. It is not a separate game mode. If the unfinished generators are neighbors, the killer can kick all of them. Start those machines while you still have pallets.

Exit gates

When five generators are done, the gates can be opened. A reported endgame habit is to pause a gate just before it finishes, hide if the killer comes, and complete it when they leave. The perk On My Own is described as mattering here: if you are the last survivor, guides give it a 60% faster gate and a look at the killer's aura.

Healing on the gate or on the last generator is called out as dangerous because the killer already knows those spots. Move, then reset.

FAQ

Frequently Asked Questions

How many players are in a Violence District match?

A full match is six players: five survivors and one killer. That size is stated on the official experience description and on public game listings.

What are survivors trying to do?

Survivors cooperate on objectives and try to escape. Player tutorials describe seven generators on the map and an escape after five of them are completed, which powers the exit gates. The official description calls the objectives a team task and says pallets are a scarce stun resource.

Is [CURE] Violence District still in Alpha?

Yes. The official Roblox description still says the game is in Alpha and to expect bugs and changes. The developer asks for bug clips in the community server channel #bug-reports.

Which killer should a new player use?

The Slasher is free and is the documented starter. Learn generator patrol and pallet timing on that kit before spending Screws. The Cure is the expensive, more complicated unlock, widely listed at 15,000 Screws.

Where do Screws and Emblems go?

Guides describe Screws as the currency for killers, items, and perk upgrades, and Emblems as the currency for buying perks. One October 2026 progression guide says each perk costs 250 Emblems and counts 38 survivor perks and 10 killer perks. Match payouts are described as performance-based rather than a flat reward.