Antewise

Content Warning Views Guide

Updated 31 Oct 2026 Source Quota page on contentwarning.wiki.gg: the Content Value scoring model, the 300-point first quota, the per-day uniqueness rule, the seconds modifier table (9.15s = 0.9509, 13.05s = 0.99, 15s = 0.9948981) and the full Content Value list by subject. Camera film length from the Camera page. Transcribed 31 October 2026. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Views are a symptom; Content Value is the score

The quota screen shows you a viewer milestone, but the game does not count views. It counts Content Value, and then converts that into views.

The first quota in the game requires 300 Content Value. Everything you film is worth a fixed number of points, weighted by two factors, and the whole run is a race to accumulate 300 and then more.

The house contains a Quota Viewing Station on the table that displays your current day, the Content Value acquired toward the quota, and your total money. It is normally hidden in the game and can be restored with mods — which is why almost nobody knows the exact number they are at.

The two multipliers on every shot

Two things change what a subject is worth:

  1. Screen coverage — how much of the camera’s frame the subject fills
  2. Duration — how many seconds it appears for

The duration modifier is where players lose most of their value, and the numbers are precise:

Filmed forModifier
9.15 seconds0.9509
13.05 seconds0.99
15 seconds0.9948981

9.15 seconds gets you 95% of the maximum. Going from 9.15 to 15 seconds buys 0.044 of a multiplier — roughly 4.4%. That is the single most useful optimisation in the game: hold the shot for nine to ten seconds and move on, rather than standing there filming for fifteen.

The camera’s film lasts 90 seconds total. At ~9 seconds per subject that is about 10 high-value shots per run, or 15 shots at 6 seconds. Efficient shooting is not about finding more things, it is about not wasting film on the tail of a long take.

Every subject’s Content Value

This is the wiki’s full table, highest to lowest.

SubjectValue
Flicker350
Big Slap (aggressive)200
Barnacle Ball150
Black Hole Bot’s Black Hole125
Big Slap (peaceful)100
Fire Monster100
Shroom100
Radioactive Container100
Streamer100
Brain on a Stick80
Snatcho80
Bomber, Cam Creep, Dog, Ear, Eye Guy, Arms, Harpooner, Knifo, Ultra Knifo, Larva, Robot Button, Slurper, Snail Spawner, Spider, Wallo55 each
Animal Statue, Big Slap Painting, Jello, Weeping (idle)50 each
Mime, Whisk40 each
Mouthe, Puffo35 each
Weeping (captured), Worm30 each
Black Hole Bot, Zombie25 each
Player Ragdoll, Player Shroomed, Radio, Weeping (success)20 each
Boom Mic, Reporter Mic15 each
Apple, Bones (bone and ribcage), Chorby10 each

Read the top of that table against the 300-point quota. One Flicker (350) clears the entire first quota by itself. Big Slap aggressive (200) plus Barnacle Ball (150) also clears it in two shots. Meanwhile filming Apples at 10 points each would need 30 successful shots on a 90-second roll of film — mathematically impossible.

That is why the early game feels hard and the late game feels easy: the difference is not skill, it is whether you found a high-value subject.

The rule that quietly caps you: one score per subject per day

There are two different rules, and confusing them wastes film.

  • Enemies: every individual spawn can be scored. Two Slurpers are two scores at 55 each.
  • Objects, emotes and player actions: score once per day. Filming a second Radio, or performing the same emote twice, adds nothing.

So a team that films four bones gets 10 points, not 40. A team that films four Slurpers gets 220.

The practical shift: when the house is out of fresh objects, the value is outside. Enemies are the only renewable resource, which makes dangerous rooms the profitable rooms.

What the comments are actually telling you

The comments that appear while your video plays are not decoration. They react to Items, Enemies, Artifacts, the environment and players — and because they react to what is on screen, they are a live readout of what the game has credited.

If a comment fires on a subject, that subject was registered. If a clip plays and nothing reacts, the game did not value it — usually because the subject was already scored that day, or because the frame was too empty.

That makes the upload screen a diagnostic tool rather than a victory lap. Watch the first upload of a run closely; it tells you which of your shots actually landed.

The payout, end to end

One loop: film in the Old World, extract at the box, play the disc at the TV, get paid for the views it earns. The payout for a run is whatever the final view count says — which is why the value table above is the real strategy document. Film 10 Slurpers at 55 each and the arithmetic is 550 before any modifier; film 10 apples and it is 100.

The daily pressure

Each day you must clear a quota of views to keep progressing; miss it and the run stalls. That is why survival matters more than it looks — a diver who dies forfeits their footage, and dead divers earn zero views no matter how well the shot was framed.

Where the views actually go

Views are the run currency. They pay for three things:

  • Diving Bell upgrades — oxygen and item recharging, which is what makes longer, deeper dives possible. Deeper dives hold scarier creatures, so this is the upgrade that raises your ceiling rather than your floor.
  • Shop items and emotes — performing an emote is a daily scoring subject, counted once per day like any object.
  • A custom face — free, and it changes how memorable your diver reads on camera.

Note the split: views are spent per run, while MetaCoins are the permanent currency that survives a reset. Do not confuse the two when planning a purchase.

Filming priorities, in order of return

  1. Find the Flicker. 350 points is the whole first quota. It is also the rarest high-value spawn (rarity 0.1 in the spawn table), so when it appears, everything else waits.
  2. Provoke the Big Slap. Aggressive is 200, peaceful is 100 — double, for the same subject, purely from state. Getting it angry before filming is a free 100 points.
  3. Hold shots 9–10 seconds. 95% of the modifier for 60% of the maximum duration.
  4. Fill the frame. Coverage is a direct multiplier; filming from across the room wastes both film and seconds.
  5. Film every enemy you see, once. The per-day rule does not apply to individuals, so enemies are the only thing worth re-shooting.
  6. Do not re-film objects. One radio per day, then it is dead weight.
  7. Buy emotes. Filming a player performing an emote adds Content Value, and emotes score once per day like objects — cheap, repeatable daily points.

Frequently asked questions

How does Content Warning calculate views?

Through a hidden score called Content Value. Recording enemies, objects, emotes and player actions adds Content Value, which converts into views. The first quota needs 300 Content Value.

What is the highest value thing to film?

Flicker at 350 Content Value, which alone exceeds the entire first quota. Then Big Slap when aggressive at 200, and Barnacle Ball at 150.

How long should I film something?

9.15 seconds gets you a 0.9509 multiplier. 13.05 seconds gets 0.99. Filming 15 seconds gets 0.9948981 — a difference small enough to ignore, so 9 to 10 seconds is the efficient target.

Why did filming the same object twice not help?

Individual objects, emotes and player actions can only score once per day. Filming several of the same type only counts the first. Enemies are the exception — each individual spawn can be scored.

More Content Warning guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.