How many minigames does Machine Party have?
15 unique violent minigames at launch, all set in the Klubnika universe.
Machine Party minigames guide: all 15 lethal rounds with types, fail conditions, betrayal picks, and achievement links — reflex, sniper, and social chaos.
A complete pass through all 15 Machine Party minigames — the fastest way to see every rule set, fail condition, and round type before you jump into a live lobby.
~9 min read
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Machine Party ships with 15 unique violent minigames set within the Klubnika universe — the same industrial horror-comedy world as Mike Klubnika's Buckshot Roulette. You can play through all 15 in sequence or jump straight to your group's favorites; a full pass takes about an hour. This Machine Party minigames guide lists every launch minigame, groups them by play style, and ties each one to its Steam achievement. Verified August 16, 2026.
| Fact | Detail |
|---|---|
| Total minigames | 15 at launch |
| Players | 2-4 players · online room codes · couch co-op live (v2.0) |
| Session length | About an hour for all 15 back-to-back |
| Setting | Klubnika universe — industrial facility, low-poly horror-comedy |
| Failure penalty | Lethal elimination animations — gore-forward party game |
| Achievements | 15 Steam trophies — one per minigame, plus feat conditions inside some rounds |
Every minigame in the current lineup with type, rough skill demand, and a one-line rule summary. Names and descriptions are verified against the Steam store page, launch reviews, and full-game showcases.
| Minigame | Type | Skill | What it is |
|---|---|---|---|
| Danger Zone | Reflex | High | An early hazard-course minigame that tests quick reactions under pressure. |
| Chisel Gauntlet | Skill | Medium | Carve a rotating cube into a target shape before time runs out, or face the consequences. |
| Firearm Factory | Skill | High | Scavenge parts and assemble a working firearm faster than everyone else in the room. |
| Wrong Way | Reflex | Medium | Climb a descending escalator in the correct step sequence — a saw-blade pit waits at the bottom. |
| Duck Hunt | Asymmetric | High | An asymmetric round: one player holds a sniper rifle while the rest cross an obstacle course. |
| Stable Footing | Reflex | Medium | Floor tiles keep disappearing — stay on solid ground longer than the rest of the group. |
| Table Manners | Endurance | Medium | A competitive, supervised pea-eating contest where the slowest eater does not make it. |
| Tunnel Hazard | Survival | Medium | Claim and hold the last safe nook in a shrinking tunnel to come out on top. |
| Inside Job | Social | High | Grab a syringe and infect another player before anyone realizes what happened. |
| Smoke Break | Endurance | Low | Smoke a set number of cigarettes as fast as possible without choking. |
| Debris Platforms | Social | Medium | Throw crates to knock rivals off floating platforms before they do it to you. |
| Spine Breaker | Reflex | High | A timed hot-potato round — pass off the device before the countdown hits zero. |
| Lethal Rebound | Social | Medium | Push, bounce, and shove other players toward a row of spinning hacksaws. |
| Forklift Certified | Skill | Medium | Race forklifts to move crates into your own deposit zone — hoarding beats racing. |
| The Filter | Reflex | High | An accuracy-under-pressure round where a clean, precise pass is the only safe outcome. |
Use the table filter above if you remember a name but not its category — Forklift Certified, Inside Job, and The Filter trip up new groups the most because their objectives look similar until the intro card finishes.
The sections below group the same 15 minigames by how they play, not alphabetical order — start there if you are planning a session theme.
Matched by build plan, shared topics, and guide progression — not random related links.
Reflex and timing minigames kill hesitation. The intro is short, the hazard starts fast, and one missed input usually sends your test subject through a saw, a pit, or a blender. These rounds reward players who read the card once and move immediately.

| Minigame | Fail condition | Beginner tip |
|---|---|---|
| Danger Zone | Step on a mine (or get caught by other round hazards) | Sonar is an optional aid — Leg it! rewards crossing without using it |
| Wrong Way | Miss a step on the descending escalator | Rhythm beats panic; 50 correct steps in a row unlocks Stairmaster |
| Stable Footing | Stand on a tile that vanishes | Keep moving toward center mass — last 10 tiles matter for Mind the gap. |
| Spine Breaker | Hold the device when the timer hits zero | Pass early — Dodge this! needs a throw with under one second left |
| The Filter | Miss the precision window | Slow is smooth; 100% accuracy wins Just another day at the job. |
Groups new to Machine Party often start with Wrong Way or Stable Footing — rules are readable in one sentence and deaths teach timing without hidden roles. Save Danger Zone until everyone understands that standing still is rarely safe.
Spine Breaker and The Filter feel different on controller versus mouse — see the beginner guide controls section if your group mixes devices. Reflex losses look like bad luck but are usually late reads on the intro card.
Asymmetric rounds flip the script entirely — one player often has a gun while everyone else runs.
Asymmetric minigames assign different objectives within the same round. Duck Hunt is the clearest launch example: one player receives a sniper rifle while everyone else crosses an obstacle course. The sniper wins by stopping runners; runners win by finishing the route alive.
| Role | Objective | Common mistake |
|---|---|---|
| Sniper | Eliminate runners before they finish the course | Spraying body shots — BOOM HEADSHOT! needs a headshot |
| Runners | Cross obstacles without dying | Sprinting in a straight line — use cover and jinks |
| Everyone else | Read the intro — only Duck Hunt splits roles at launch | Assuming symmetry and charging the open field |
Because roles are hidden until the round starts, external voice chat is critical. Runners should call lane changes; the sniper should call when they have a lane locked or need a new angle — the game will not do that callout for you.
Firearm Factory creates soft asymmetry: the first player to finish assembling can shoot slower builders. Inside Job gives one player a hidden infect objective while others play defense. Neither shows a sniper reticle, but both reward different play per player.
When your group wants open sabotage instead of role splits, queue the betrayal bucket next.
Social and physics-heavy minigames expect you to screw your friends over. Cooperation can win, but shoving, infecting, or crate-throwing is often faster. These rounds are where Machine Party earns its party-game label.
| Minigame | Sabotage angle | Achievement hook |
|---|---|---|
| Inside Job | Grab the syringe and infect someone within 3 seconds | About those TPS reports. |
| Debris Platforms | Throw crates to knock rivals off floating platforms | Catch this! for a direct knockoff |
| Lethal Rebound | Shove players into spinning hacksaws | Will it blend? tracks cumulative shoves |
| Forklift Certified | Block lanes and steal crates with forklifts | Mine. All mine! for hoarding four crates |
| Tunnel Hazard | Body-block the last safe nook | This is my hole. for holding the final pocket |
Set expectations before Inside Job or Lethal Rebound — some groups want maximum griefing, others tap out after two shoves into saws. The game will not moderate; your Discord call does.
Movement tricks that work on Debris Platforms often transfer to Lethal Rebound. The dedicated tips guide collects betrayal habits that survive across multiple minigames — read it after your first full pass.
Not sure which minigame to queue for a five-minute warm-up versus a full-hour marathon? Use the decision table below.
Use this when the lobby menu opens and nobody agrees on what to play. Match session time and mood first — rules second.
| Situation | Queue these | Avoid for now |
|---|---|---|
| First time playing together | Wrong Way, Stable Footing, Table Manners | Inside Job until voice chat works |
| Only 15 minutes left | Smoke Break, Spine Breaker, The Filter | Full-hour lineup mode |
| Group loves PvP griefing | Lethal Rebound, Debris Platforms, Inside Job | Pure solo-skill Chisel Gauntlet grinds |
| One player is new to controllers | Table Manners, Smoke Break | Duck Hunt sniper role until they opt in |
| Chasing achievements tonight | Check achievement table below — feat trophies need specific plays | Random favorites if you skip uncompleted minigames |
| Want a skill ceiling workout | Chisel Gauntlet, Firearm Factory, The Filter | Smoke Break unless you are meme-running |
Every minigame ties to exactly one Steam achievement. The condition column is the real unlock rule — these are feat-style goals that need deliberate play inside the round, not a generic win.
| Minigame | Achievement | Condition |
|---|---|---|
| Duck Hunt | BOOM HEADSHOT! | Land a headshot while holding the sniper rifle. |
| Firearm Factory | Quick draw! | Kill an opponent who has already finished assembling their gun. |
| Debris Platforms | Catch this! | Knock another player off a platform with a thrown crate. |
| Tunnel Hazard | This is my hole. | Win by holding the last remaining safe nook. |
| Spine Breaker | Dodge this! | Throw the device away with under one second left on the timer. |
| The Filter | Just another day at the job. | Win a round with 100% accuracy. |
| Wrong Way | Stairmaster | Walk 50 correct steps in a row. |
| Stable Footing | Mind the gap. | Survive down to the last 10 floor tiles. |
| Inside Job | About those TPS reports. | Infect another player within 3 seconds of picking up the syringe. |
| Table Manners | Gluttony | Finish a full meal within 20 seconds. |
| Chisel Gauntlet | Flourished Memories | Survive until the maximum number of cube segments has been removed. |
| Danger Zone | Leg it! | Cross the minefield safely without using sonar. |
| Smoke Break | Full Pack | Smoke a cumulative total of 20 cigarettes across sessions. |
| Forklift Certified | Mine. All mine! | Have 4 crates in your own deposit area at once. |
| Lethal Rebound | Will it blend? | Push a cumulative total of 15 people into the hacksaws. |
Full Pack (Smoke Break) and Will it blend? (Lethal Rebound) track totals across sessions — not just one round. Plan repeat favorites if you are completion hunting.
The achievements guide expands each row with rarity notes and session planning. Pair it with this table when you are one trophy away from 100%.
Still have setup questions before you queue? The FAQ below covers session length, skipping favorites, and what losing actually means.
15 unique violent minigames at launch, all set in the Klubnika universe.
Yes — play the full lineup in sequence or jump directly to favorites from the lobby menu.
Losing is usually lethal for your test subject in that round — gory elimination on the spot. See the beginner guide for how rounds flow into the next.
Yes — 15 Steam achievements, one per minigame, with some feat conditions inside specific rounds. Full list on the achievements guide.
Wrong Way, Stable Footing, and Table Manners teach timing and reading intros without hidden sniper roles.
Duck Hunt — one sniper versus obstacle-course runners. Read the intro before moving.
About an hour for a full pass over all 15, based on launch session reports.
Objectives scale with player count, but fail conditions stay lethal. Always read the intro card — do not assume a 4-player strategy works at 2.
Room codes, voice chat, and local co-op status live on the multiplayer guide.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.