SubliminaL Changelog


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.