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.