SubliminaL Changelog

Welcome to the changelog page of SubliminaL! Updates and patches will be listed to this page accordingly. Due to previous updates/patches not being numbered, and the game being in full release, we will start from 1.0.

Updates


1.2.5 - Pre-Christmas minipatch

Additions/Removals

  • Press ‘H’ to view your health
  • Players now have outfits, and depending on your rank in the group bands will show up as an indicator (will be expanded upon in the near future)
  • In-Game achievements can now be obtained (more will be added)

Changes

  • Fixed a weird bug that includes dying to entities
  • Moved a navigation node in the starting room to the correct position
  • Fixed several ambient muffling problems
  • Doors open a little faster now
  • Fixed a several year-long issue pertaning to a single vertex on the door model
  • Checkpoint elevators now muffle audio properly
  • Several sounds now muffle properly or don’t muffle at all anymore
  • Fixed A-50 softlocking players
  • Fixed several gamebreaking and minor bugs to do with A-267 and its clones
  • Fixed player loading
  • Fixed console-related respawning bugs
  • Player death icons should now appear for more than one death
  • A-100 should now move after spawning and function as intended
  • Tesla gates activate a bit faster after spawning
  • Players should no longer collide with eachother (again)
  • Tesla deaths now visually shock players with a custom animation and view
  • Dying will now hide the settings menu
  • Fixed a weird parenting issue with the floor in the fanroom
  • A-100’s spawning screenshake should no longer be inverted
  • Fixed and optimized lightning

1.2.4 - Halloween minipatch

Changes

  • Adjusted all elevators’ doors to be more in-sync with the sounds
  • A-150’s light dimming in the start room should now affect the elevator too
  • A-200 should now properly spawn

1.2.3 - Halloween Update

-Due to us being really busy with life, not many Halloween-Related features will be added. We did add Jack-O’Lanterns and many fixes, however.

Additions/Removals

  • Doors are now no longer based on a prompt, and is now based purely on proximity; therefore door opening animations are now irrelevant (and no longer need to be reworked)
  • Removed a redundant script with A-267’s clones
  • Bright lights now have lens flares
  • The first room-based hazard has been introduced: The Tesla Gate! Heavily inspired by both SCP: Containment Breach and SCP: UNITY.

Changes

  • Elevator teleports will no longer bug out your footsteps and walking
  • A-85’s light is now an accurate indication of 85’s radius, instead of an approximate one
  • Finally fixed the weird bug that would make a door think it was opened twice, causing floating handles etc.
  • Fixed red lights turning white after A-10 passing by
  • Halloween events should now affect the color of your screen
  • Fixed a weird collision having to do with chairs
  • Fixed door lamps behaving incorrectly
  • Joining late should now no longer cause audio to muffle
  • Screenshake should now be handled from entities, instead of “finding” spawned entities. This should reduce client load.
  • Checkpoint frequency has returned to every 50 rooms, instead of 25
  • Fixed A-60’s speed so it properly increases over time
  • Fixed Halloween’s Summoning Circle A-60
  • Fixed Halloween’s Summoning Circle room candles
  • Reworked the ambient system to be global and not local (schizophrenia, begone! …kinda)
  • Reworked the way entities search for players; Entities are now based on Line-of-sight. If you can get behind something, it’s safe. A-200 however, can still find you.
  • The A-10 fakeout ambient has been temporarily removed, as a new system for ‘fakeouts’ is planned.
    ( ͡° ͜ʖ ͡°)
  • Reverb has been changed to a more realistic version. It may change over time. We’re testing a new system soon, this is part of it.
  • Walls should now be more of a white colour instead of tinted yellow - this should provide better lighting during events that change light colours
  • Footstep timing is slightly more accurate
  • “Less Hiding Spots” now has a 50% chance to break lockers instead of 33.33333%
  • Rearranged the trees in the lobby
  • Updated the lobby to match graphics of the actual game
  • Slightly increased the size of the sprint bar
  • Fixed a weird room generation bug
  • The health and damage system has been reworked
  • Elevator lamps now respect seasons
  • Updated several lamp mechanics
  • When the Cafe lights break randomly, argon gas will now be emitted for a short duration (harmless)

1.2.0 - Detail Overhaul Part 2

Additions/Removals

  • Added interactive fire alarm decorations
  • Remade the movement system of all entities; speeds may differ slightly from the originals
  • You can now (kind of) drink coffee to heal from any damage A-50 may have caused
  • Added minimal detail to walls in most rooms (may be added upon or removed later on)
  • (After room 200) Added a dynamic skybox that can appear after a hallway door (specifically the one with the window)
  • An experimental version of the lobby has been created, including fully interactive elevators and a dynamic player detection system
  • Kitchen rooms have been removed, as the clean version has been added to the side of a new cafeteria room
  • Sprinting now works differently - Don’t run out of stamina! You’ll have a short cooldown before you can sprint again. You also regen stamina much slower now.
  • Added a tiny doorframe to secondary doors
  • Pipes breaking in the boiler rooms now will flood the room with steam, reducing overall visibility
  • A-150’s appearance has received an overhaul
  • A-30’s appearance has been cleaned and overhauled
  • Deaths are now counted and saved
  • A-100 now has a chance to break lockers after dropping them and kick out hiders

Changes

  • The Blackout now occurs at room 150, to align better to A-150’s mechanics and devname (nickname)
  • Disabled the Radio item temporarily
  • Updated the Badges
  • Flickering lights should now properly trigger, and A-30 will now make every light flicker instead of just the furthest room
  • A-250 is now twice as common
  • A-267 is now a little more rare
  • Tables should no longer allow two people to enter at the same time
  • A-10 should now properly make the lights reset from red after despawning
  • A-85’s jumpscare has been redone, alongside various performance improvements on several other jumpscares
  • A-267 now waits 12 seconds instead of 7 seconds before moving
  • A-267’s shake is heavily reduced, giving players easier ability to find a hiding spot before it moves
  • A-200 should now ignore dead players
  • The April Fools’ blueberry pie should now disappear outside of April Fools’
  • A-85 will no longer cause a fog to appear on players who are close enough to die to it; there will be another way to see if you are in its range at some point.
  • Fixed the generator room’s lights and made them respond to power loss a lot faster
  • All entities can be heard from much further away (30k studs as opposed to the original 10-20k) (Basically from 200 rooms to 400)
  • Realigned several decorations
  • Complete redesign of transitional elevators and the lobby
  • Adjusted several entity shake distance
  • Plants on tables are now more realistic
  • Ceilings are now darker, and are now a separate texture from the floors
  • A-10’s light flicker now has a larger range
  • Rain now stops after Door 200 is opened
  • Kitchen revamp (finally)
  • Red lightning has been realigned with the flash from the window(s)
  • Red lightning is triggered differently than the original way; Red lightning is now a gamestate, of which is triggered by the first observable room that has lightning visible after Door 200, instead of just starting after Door 200 is opened (may or may not be a noticeable change)
  • Lights should no longer break while a blackout is occurring
  • Lightning is now actually quieter
  • Slightly adjusted the flowing water from the broken pipe in the derelict version of the boiler room
  • Fixed several problems with sound distances
  • Spark particle emitters on broken lamps now use :Emit() instead of enabling for a short period
  • The refrigerator was redone, and is no longer considered a hiding spot (as of now cannot be interacted with)
  • Recoloured the doorhandles to main doors to confine with a lore-implicating system
  • Fixed a bug where certain table types’ plants would be pre-decided before the game would start instead of being decided after the table is generated in-game
  • Fixed several miscellaneous bugs found during testing
  • Fixed an apparent age-old bug with A-150 spawning and using a nil value from the server once reaching the room, causing it to get stuck
  • Door handles should move with doors? It’s a bug that just randomly happens so hopefully it never happens
  • Jumpscares should now be properly sized for smaller devices
  • The game’s lighting shall now start completely dark and not grow darker the further you go, as this will happen in the second section instead
  • A-200’S LAG HAS BEEN FINALLY FIXED. IT WAS A STUPID PROBLEM THAT WENT UNFIXED FOR AT LEAST 8 VERSIONS I AM FINALLY FREEEEEEEEEEEEE
  • A-100’s creaking que is a little louder now
  • A-50 lockers now have pitch black interiors to add a little bit more of a visual hint
  • FINALLY fixed how red lightning first triggers, and will no longer spawn (literally) thousands of strikes
  • Radios’ screen light range has been increased
  • A-10’s speedup after ~70 rooms has been reduced to 1.5x instead of the original 3x increment
  • Finally realigned the settings button to the center of the screen
  • Realigned a slight difference in vertical positioning of the flashlight and shakelight GUIs
  • A-267 should now fully commence the sequence instead of entirely vanishing after 30 seconds
  • A-30’s distant sound can now be heard over double the original distance, as it was horrendously small of a range before
  • A-30’s overall speed has been reduced slightly
  • Lanterns now last longer during then Halloween event and are more common

1.1.5 - Detail Overhaul Part 1
I AM SO TIRED.
I started writing this in the middle of development, so some features may not be mentioned as I forget easily. ^^

Additions/Removals

  • Each room now has a slanted upper trim on the walls (sometimes bugs out, lighting engine weird thing)
  • New Camera model
  • Room ceilings now have a crevice (contains a multitude of pipes)
  • Special breaking of pillars for certain entities
  • New Lantern item; acts as a free, findable alternative to the Shakelight (lasts for 300 seconds)
  • Created an experimental mimic system of streamingenabled (layman’s terms: dynamic chunkloading but rooms instead of chunks) that is affected by the blackout

Changes

  • Many gamebreaking bugs fixed
  • New broken light model
  • A-85’s light surge now breaks each light at different speeds
  • Lights now have a visible filament
  • Lights are now semi-opaque instead of entirely
  • Pillar breaking has been entirely redone
  • Tables have been entirely redone
  • TABLE ANIMATIONS FINALLY WORK. AND LOOK GOOD. AND ALSO ARE ACCURATE !!! SEVEN MONTHS UNTIL I ACTUALLY DECIDED TO WORK ON IT.!!!1!
  • Lights have been readjusted
  • Doors have been readjusted
  • Original pipe decorations have been removed
  • Locker positions have been readjusted
  • Checkpoint elevators have been finalized
  • Loading screen appears even if you are ‘host’ and can select game settings
  • Game setting screen appears after loading finishes for the host
  • A-10’s face has been redone
  • A-200’s AI has been remade and functions faster, both physics-wise and framerate-wise
  • A-200 will now properly find and ignore players that are hiding, allowing A-200 to find other players that aren’t hiding
  • A-150’s locker checking has been fixed
  • A-250’s locker breaking has been fixed
  • A-100’s locker lift has been fixed
  • A-50 lockers now have dark interiors for extra visual difference
  • Overhauled the room 400 vault

1.1.0 - April Fools’ Reincarnation Overhaul Part 2

Additions/Removals

  • A-10 now interferes with flashlights (later on more than just flashlights)
  • Radio item has been added
  • Added a custom game settings screen
  • Added two new rooms with new mechanics
  • Lightning now shows actual lightning bolts
  • Added Yellow tape to the generator (Dead serious)
  • It’s someone’s birthday! Find their desk and wish them happy birthday!
  • April Fools’ features have been added! (find them yourself!)

Changes

  • A-10 should now properly check to see if a player is in a locker before breaking it
  • Lockers now have a redesign on breaking
  • Various fixes and improvements
  • Cameras repositioned
  • Wall reflections should now match the material of the wall

1.0.9 - Reincarnation Overhaul Part 1
We’ve been working hard! An overhaul we’ve been working on for the past month or so has been released! This is part 1 of 2, as this update has a lot of much-needed fixes and changes.

Additions/Removals

  • Red lightning will now occur after room 200
  • A range hood has been added to the oven in the kitchen/break room
  • Labeled pipes have been added to every room, often having connections to devices
  • New ambience system
  • Overhauled the Fan Room and Stair Room
  • Fog changes with blackout
  • Blue lockers now have a chance to replace grey lockers

Changes

  • Lightning Volume has been halved
  • Fixed A-150’s lockerkill
  • Switched A-150’s locker check ability to grey lockers
  • Settings button should appear after death
  • Finally replaced the cage light models
  • Fixed various imperfections in the walls
  • Brick walls have been replaced with textured concrete to moreover fit the first section’s
  • Blue lockers no longer have a chance to not work
  • Blue and grey lockers now look darker
  • (hotfix, really small and can’t remember)
  • Fixed A-250 breaking lockers and not just removing the handles (still would have worked but it’s not what we are aiming for lol)
  • Improved A-250’s locker breaking overall
  • Fixed A-267’s jumpscares from leaving a broken afterimage after a kill

1.0.3

  • A-100’s metal creaking spawn sound will now play when he reaches a certain distance from the player. This is to ensure the sound is actually heard at later stages of the game.
  • A-50’s jumpscare should now not error
  • Added a fully-interactive convection oven with a stovetop to the kitchen room (May be improved upon later on)
  • Added a settings menu, allowing players to enable and disable use animations for doors and levers, alongside a proper reset button in the event of an error. (More options will be added later)
  • Lockers should now properly float what A-100 enters the most recent room

1.0.1b

  • Full mobile support added
  • Door and Lever animations (Will be togglable later on)
  • Checkpoint rooms every 50 rooms
  • Decorative appliances in the Kitchen Room
  • Partial Lobby Redesign
  • UI Refinement

1.0.1a

  • Vast amount of improvements

If you would like to see a roadmap, you’re in luck! We have a public roadmap on Trello.