Welcome to the changelog page of SubliminaL! Updates and patches will be listed to this page accordingly. Older update notes are removed, but archived on Trello.
Key:
(Updates)
GCU = General Content Update
(Changes)
STC = Subject to Change
Updates
2.7.12-2.8.13c - Megapatch
Reworks/Changes
- Intersection rooms now choose an exit dynamically rather than each direction being a separate room
- Reduced the screenshake by 75%
- Entity search ranges doubled
- Significantly reduced server generation lag
- Reworked all entities to have modern structuring
- Reworked all entity visuals
- Interference and Howl have received a new look
- Retribution now lifts lockers as it passes by them, rather than just the current room
- Retribution no longer rebounds
- Adjusted wall pipes to have a single center brace rather than 2
- Tesla gate difficulty increased (From ~3 seconds to ~0.8)
- Tesla gate trigger range shortened (From ~10 studs to ~4)
- Changed deceit’s vignette from static to black smoke
- Temporary rework of fear’s jumpscare
- Timerspawn base singleplayer limits set to 2-4 minutes
- Timerspawn base multiplayer limits set to 3-5 minutes
- Timerspawn now has a 75% chance to fail
- Timerspawn no longer can spawn entities if the chance system spawns an entity during room initialization
- Doors now open clientside
- Interference and Howl are now heard from much closer, better signifying when to hide
Fixes
- Fixed nametags glowing in game
- Fixed deaf mode failing to yield for certain assets
- Fixed a softlock regarding pump rooms locking the door
- Fixed achievements fading weirdly
- Fixed room numbers not syncing with the server properly
- Fixed game version not being shown
- Fixed intersection ceiling braces not being aligned properly and removed redundant ones
- Fixed essence not yielding for the sounds
- Fixed deceit causing lockers to muffle audio way too early
- Fixed lockers not fully closing the doors when deceit kicks out a player
- Fixed the failsafe for falling out of the map
Removals
- Silence has been disabled in preparation for its rework
2.7.11 - GCU
Additions
- Added an experimental ‘Deaf mode’ setting, which allows for you to toggle the recently added closed captions, and visualize entity sounds
Reworks/Changes
- Increased base random delay before entities spawn after opening a door
- Increased base random delay for timerspawn (4-5 minutes multiplayer, 5-6 singleplayer)
- All entities now break lights within their damage radius, and interference has double the default range
- Entities themselves look for lights, rather than each light running a loop checking for entities
- Darkness no longer checks lockers
Fixes
- Fixed all entities despawning with outdated parameters leading to unintended actions
- Fixed entities ignoring lockers
- Fixed a bug regarding entities taking double the allotted time to begin moving or waiting when they shouldn’t (To compensate, entities take longer to fade in now)
- Fixed a bug where Darkness’ blackout would turn lights on in inactive rooms ahead
- Fixed a bug where some spark sounds were cut off by particle effects ending early
Removals
- Mute has been disabled in preparation for his rework
2.7.5 - GCU
Additions
- Added a transitional screen to leaving or returning to the lobby
- Added an ambient sound
- Added a little bit more deco to the start room
- Added stars to the skybox (STC)
Reworks/Changes
- Changed lobby signs to match in-universe logic
Fixes
- Fixed light sounds not being in the correct sound group
- Fixed not being able to spawn when starting the game
- Fixed a gamebreaking error regarding the results screen
- Realigned elevator signs in the lobby
2.7.4 - Bugfix
Additions
- Added some lockers into the start room
Reworks/Changes
- Fixed being able to climb shelves
- Fixed an exploit regarding the results screen allowing players to get rewards several times if revived by a moderator
- Fixed a graphical bug regarding achievements
- The spectator camera now lightly follows the subject rather than the default rigid camera movement
2.7.3 - Hotfix
Additions
- Added an achievement for dying to a Tesla Gate
- Added an achievement for meeting a developer
- Added a dark screen after reaching the end of the game (We’ll add onto this later on, as of now it will just be the results screen)
Reworks/Changes
- Donation gamepass detection system has been reworked (if you have removed the gamepasses from your account you will have to buy them again for it to consider you a supporter in-game)
- Sifted through several rooms and removed a handful of potential softlocks in geometry
- Achievement toasts now stack rather than layer on top of each other
Fixes
- Fixed the keycard inventory indicator (final fix I swear)
- Fixed a rare bug that could occur with viewmodel initialization
- Fixed a tiny memory leak issue regarding the achievement UI
- Fixed server version detection
- Fixed ending the game giving players the death badge
2.7.2b - Hotfix
Additions
- Added minor details to doorframes
- Added visuals to collecting essence
- Re-added a.. missing shelf in the start room? (We honestly have no idea when this happened)
- Howl now breaks lights like Interference
Reworks/Changes
- Reworked the background drone ambience to have several layers, changing depending on how far players are into the game
- Reworked keycard model and cleaned up the card reader code (card reader animation will be reworked soon)
- Ceiling lights dimmed slightly (you may have seen this if you were playing while we changed it)
- Replaced over 8668 textures with a single custom material, not only enhancing visual quality but supposedly heavily reducing load/rendering time; tl;dr potentially replacing some processing with vram usage
- Flashlight icon now reflects flashlight activation status
- Flashlight icon now reflects game UI style
- Optimized lights breaking from entities
- Optimized furniture item location processing
- Essence can no longer spawn in the start room
- Essence is now client-side to allow for multiplayer to be as rewarding as singleplayer
- Essence is now slightly more common
- Made the start room bulkhead switch warning client-side
- Updated start room equipment box yellowtaping font to reflect game’s style
- Item spawns have been doubled (Still only one item ingame as of now)
- A handful of other backend improvements
Fixes
- Fixed a rare bug with the topbar not loading
2.7.0 - Lore Update Part 1
Additions
- Added a massive annex to the start room. It will be modified here and there. (First Lore update component)
- Added a motion sickness setting
- Keycards can now spawn in small lockers
Reworks/Changes
- Tesla gates have been reworked from the ground up
- Moderately reworked light and flickering mechanics
- Retribution mist particles spawnrate has been halved
- Experimenting with different lighting options for the start room
- Reduced the frequency of flickering (photosensitivity setting unaffected)
- Optimized lights breaking
- Optimized player tags
- Optimized Loading
- Optimized item battery bars on the hotbar
Fixes
- Broken lights should now spark again
- Fixed particles spawned by lights breaking (argon gas, sparks, glass shards) moving relative to the light instead of gravity
- Staff are now better differentiated
- Shakelights now set the held item’s battery to the one that is picked up (instead of just swapping)
- Fixed the lights sometimes not turning red when interference spawns
- Fixed keycards often not denoting collection (frequently occurred mid-to-late-game)
Removals
- Removed start room crane
2.7.0 - Lore Update Part 1
- Added a massive annex to the start room. It will be modified here and there. (First Lore update component)
- Added a motion sickness setting
- Keycards can now spawn in small lockers
- Broken lights should now spark again
- Fixed particles spawned by lights breaking (argon gas, sparks, glass shards) moving relative to the light instead of gravity
- Experimenting with different lighting options for the start room
- Retribution mist particles spawnrate has been halved
- Tesla gates have been reworked from the ground up
- Staff are now better differentiated
- Shakelights now set the held item’s battery to the one that is picked up (instead of just swapping)
- Reduced the frequency of flickering (photosensitivity setting unaffected)
- Removed start room crane
- Moderately reworked light and flickering mechanics
- Optimized lights breaking
- Optimized player tags
- Optimized Loading
- Optimized item battery bars on the hotbar
- Fixed the lights sometimes not turning red when interference spawns
- Fixed keycards often not denoting collection (frequently occurred mid-to-late-game)
If you would like to see a roadmap, you’re in luck! We have a public roadmap on Trello.