GetsuFumaDen: Undying Moon
GetsuFumaDen: Undying Moon |
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Developers: GuruGuru,
Konami Digital Entertainment This game has unused animations. |
After 34 years living in obscurity, Getsu Fuma was brought back, this time as a Dead Cells-like roguelite with a gorgeous artstyle inspired by the classic Ukiyo-e paintings.
It initially released on Steam as an Early Access game in order to make adjustments based on player feedback. A lot of the content was planned ahead, with even more to come according to the official roadmap. But for whatever reason the game has not received any more content updates after its Nintendo Switch launch, leaving a lot of now-scrapped content on the table.
To do:
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Contents
- 1 Debugging Features
- 2 Unused Maps
- 3 Unused Playable Characters
- 4 Unused Animations
- 5 Unused Enemies
- 6 Unused Bosses
- 7 Unused Graphics
- 8 Unused Weapons
Debugging Features
Tips_Debug
Found within the "/Game/Map/ProductMap/TipsDebug/" subfolder, when openned through console commands it will display and allow to sort through all the available loading screen messages in data, including those that aren't seen in-game and/or lack translation data, most likely for proof-reading purposes. To move past the default screen you need to press Left, which will reveal that the tips are arranged alphabetically in descending order based on the name files of the images in the "/Game/UI/Texture/Loading" subfolder. Pressing the B button will return back to the Getsu Clan Estate.
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
Unused Maps
SUB_S00_Mtest000
Found within the "/Game/Map/ProductMap/Stage000/SUB/" subfolder is a test map constructed of a staircase formation which goes up to 300cm. Possibly used for measurement of the in-game models. There are two invisible warps at both ends of the stage, both will bring back the player to the Getsu Clan Estate.
Deep Stone Caverns
Icon | Description |
---|---|
N/A | Hell's dim cellars guide you into their bottomless depths.
The stench of rotting corpses is strong to the point of physical pain amid these humid caves. Gleeful shadows of monsters and spirits writhe in the darkness. |
Found within the "/Game/Map/ProductMap/Stage003/Stage003_P" subfolder, appears to be a duplicate of Stage002 (Hellfire Cliff) meant to be used as a placeholder for another planned stage: the Deep Stone Caverns, save some key differences:
- Because there's no tileset sprites associated to it, the map won't show the actual stage layout but all active entities in the level.
- The background will use a completely different model.
In-game | Model |
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- Either by mistake or by design, the procedurally generated layout will be a closed off dead end (and enemies might still spawn inside of it, unable to reach to the player) and won't allow to reach the boss gate.
Loading the boss arena through console commands reveals that it's a copypaste of the Colossal Centipede boss fight but with most of its scenery props missing but the background remains the same.
Nether Forest
Icon | Description |
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N/A | It is eternally autumn in this place. Its paths that peek out
from piles of fallen crimson leaves lead on with no end. Voices of monsters and spirits echo through the air, and their shadows twist and waver in their slaughter. |
Found within the "/Game/Map/ProductMap/Stage005/Stage005_P" subfolder, a stage set in an autumn forest where the player must find switches to open doors (similar gimmick to that of the Subspace Citadel) and reach the bottom where the boss gate is found after a long horizontal stretch.
Much like the Deep Stone Caverns, because there's no tileset sprites associated to it, the map is unable to display the layout beyond showing all the entities within the stage.
Most amusing detail of the stage is that is inhabitated by most of the unused enemies, the rest of the enemies available are only used in the other stages when playing on "Hero" difficulty or above with the final v1.1.0 update. That being said, no enemies appear to spawn when playing at a difficulty higher than "Commoner".
bgm_stage005_01
Stage music.
bgm_stage005_01_v
A backup vocal track, meant to be played dynamically throughout the stage. However, it doesn't appear to play when playing through the stage at its current state. A mixed version is featured on the Original Soundtrack CD release under the name "Koihe Koihe".
The music for this stage and boss fight appears to be duplicated under "bgm_stage003_01", sans the vocal track. Likely used as a placeholder for the Deep Stone Caverns stage (even though it reuses the Hellfire Cliff music as well).
Unused Playable Characters
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Is it possible to actually play as Araya in the current build of the game through console commands or otherwise? I remember unlocking him the first time I fought him, but I lost the save file and could never do it again, but I could be misremembering. |
Throughtout the promotional material such as the official Digital Artbook included in the Deluxe edition of the game (given to all Early-Access buyers for free since day 1) and even the loading screen text there are mention of the two remaining Getsu clan members to make an appearance: Getsu Araya and Getsu Komei.
P003_V001 |
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It would appear Getsu Araya was the next character to be added in the October 2021 Update according to the last update to the roadmap (later announced to seemingly be put on hold indefinitively on an October 28th announcement), this is further evidenced by his boss fight already being near-complete in the game files as well all of his playable animations including cutscenes.
P004_V001 |
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Getsu Komei on the other hand appears to have been planned for much later as his whole playable animation set mostly is complete except for cutscenes and boss battle-related animations. Additionally he lacks a Blueprint both as a playable character and as a boss.
Unused Animations
Naginata
The full set of animations for the Naginata weapon, only available to Getsu Fuma.
- bt_naginata_air_atk01
- bt_naginata_air_atk02
- bt_naginata_air_unique00
- bt_naginata_air_unique01
- bt_naginata_atk01
- bt_naginata_atk02
- bt_naginata_atk03
- bt_naginata_atk04
- bt_naginata_special00
- bt_naginata_unique00
- bt_naginata_unique01
- bt_naginata_wait00
P001_bt_naginata_wait00 |
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Magic Brush
The full set of animations for the Magic Brush weapon, only available to Getsu Fuma.
- bt_brush_air_atk00
- bt_brush_air_atk01
- bt_brush_air_unique00
- bt_brush_atk00
- bt_brush_atk01
- bt_brush_run00
- bt_brush_special00
- bt_brush_unique00
- bt_brush_wait00
P001_bt_brush_wait00 |
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Spirit Tag
An animation for the Spirit Tag subweapon, only available to Getsu Fuma and Getsu Komei, Fuma's animation appears to be less complete as he seems to lack simulated cloth physics.
- bt_air_jufu00
- bt_jufu00
P001_bt_jufu00 | P004_bt_jufu00 |
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Alchemic Elixir
An animation for activating the effects of the Alchemic Elixir subweapon. While none of the characters can use it due the lack of access to the item itself, Getsu Araya can use it in his boss fight.
- bt_air_elixir00
- bt_elixir00
P001_bt_elixir | P002_bt_elixir00 |
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bt_grab00
An animation for when the player is holding onto a ledge, it goes unused as characters climb up any ledge automatically using the "bt_grabup00" animation. Getsu Komei's animation is only a single-frame long.
P001_bt_grab00 | P002_bt_grab00 | P003_bt_grab00 | P004_bt_grab00 |
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bt_emotion03
An animation sequence for characters talking to each other. While characters can interact with each other at the Getsu Clan Estate they don't change their pose when doing so.
- bt_emotion03_in
- bt_emotion03_lp
- bt_emotion03_ed
P001_bt_emotion03_lp | P002_bt_emotion03_lp | P003_bt_emotion03_lp |
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Promotional Poses
To do: Find out other renders where these were used. |
Leftovers poses for both Getsu Fuma and Getsu Renge used in oficial artwork can be found on the "Art/Character/Screenshots" subfolder, including as well a .umap file for either character which only contains a chroma key green background.
Getsu Fuma
P001_ac_pose00 | Promo art |
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P001_ac_pose01 | Promo art |
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P001_ac_pose02 | Promo art |
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P001_ac_pose03 | Promo art |
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P001_ac_chain_pose00 | Promo art |
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P001_ac_chain_pose01 | Promo art |
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Getsu Renge
P002_ac_pose00 | Promo art |
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P002_ac_pose01 | Promo art |
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P002_ac_chain_pose00 | Promo art |
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P002_ac_chain_pose01 | Promo art |
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Unused Enemies
Bone Spider
M002_V001 |
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Salamander
Internal name | Icon | Description |
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ENEMY_Salamander | N/A | Humans once believed in a brutal legend: cut a salamander in two,
then place its pieces in a river and it will be reborn. How many such cycles has this one experienced? An eye for an eye, a life for a life--its mind can now only think of killing humans. |
M004_V001 |
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Kappa
M009_V001 |
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An enemy based on the yōkai of the same name. Can be found in the Nether Forest stage, it disguises itself as a jar pot and jump at the player when they come near similar to the Water Spirit in The Great Wave of Damnation stage.
Futakuchionna
M014_V001 |
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An enemy based on the yōkai of the same name. Can be found in the Nether Forest stage acting passive until the player walks past them, it's one of the few unused enemies to drop materials when killed.
Kudan
M019_V001 |
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Dodomeki
Internal name | Icon | Description |
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ENEMY_OneHundredEyes | N/A | This monster slowly closes in on you as its gluttonous body
ripples. The hundred eyes covering its body glare at you, robbing you of your freedom so that its eyes can scatter and attack. |
M020_V001 |
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An enemy based on the yōkai of the same name. Can be found in the Nether Forest stage, it appears to be incomplete as one of its attacks uses the Bloodshot Eyeball 2D sprite for a projectile (with a visible bounding box attatched to it) and its other attack is to blast a high-range ripple that will not damage the player but stagger them a fairly-long amount of time leaving them open for attacks (this while leaving a visible bounding box afterwards which won't disappear).
Additionally its death animation seems bugged out as one of the eyes will latch onto the socket.
M020_bt_daed00_in |
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Crow Tengu
M025_V001 |
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An enemy based on the yōkai of the same name. Can be found in the Nether Forest stage disguised as a tornado which makes him invulnerable like the Smoke Specter enemy, and much like the Undying Bird enemy it can fly around to any point in the stage to hunt down the player once encountered.
Oni: Spear
A third variant of the Oni enemy is referenced in the data. It would have used a spear to attack.
Unused Bosses
Toad Warrior
Internal name | Icon | Description |
---|---|---|
BOSS_Toad | N/A | This spell-casting spirit controls a monstrous frog. Though
its utterly changed form makes it all but impossible to tell, members of the Getsu clan may sense that its first soul was one of their own... |
M203_V001 | M203_V002 |
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Boss of the planned "Deep Stone Caverns" stage, formed by two entities: a giant toad and a cyclops. Appears to be based on the kabuki character of Tenjiku Tokubei, commonly depicted as a magician riding on a giant toad. It lacks any sort of animations.
Bakeneko
Boss of the unused "Nether Forest" stage, based on the yōkai of the same name. It manifests as a gigant cat formed by multiple regular-sized cats which will split and reform throughout the battle. This boss fight doesn't has an intro cutscene, skipping directly into the fight when encountered and it seems to lack any sound effect when playing and some visual glitches too due its unfinished nature.
Music for the boss fight, featured on the Original Soundtrack CD release under the name "Feline Fracas"
Three different texture files associated with the boss, it would appear that the one used in-game is completely shadeless (likely because the shading would be better handled by the engine), and among the baked-shadow variants of the texture there's an even earlier version with minor differences such as the different segmentations of the cat cluster (as it would seem some of the cats have been fused with one another) and the position of the bell/"eye" iris.
T_M205_V001_Body_D_2 (Used) | T_M205_V002_Body_D (Unused) | T_M205_V002_v01_Body_D (Unused) |
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Puppet Getsu Araya and Araya's Remnants
Much like Getsu Renge before him, Getsu Araya would have randomly appear as a mini boss fight between level transitions and defeating him would have unlocked him as a playable character (in the current build he can only be accessed by loading in "Map/ProductMap/Stage011/Stage011_2_Boss_P" through console commands). He wields a Nameless Mass bludgeon, a Mana Bracelet which he will use to briefly stun the player in place while he charges up an attack, and once his health has been lowered by half he will apparently drink an Alchemic Elixir that will envelop him in a barrier that reduces all damage taken to 1, only way to damage him after he does this is to hit him multiple times until he staggers.
Defeating him will falsely increase the player Souls to 99 each and reward them another 99 points (even though this won't actually happen), even though the screen fades out to black when beaten the level won't transition into a loading screen to another stage; the player can still control their character. Exiting the game and reloading the save will restore visibility, revealing a warp back to the Getsu Clan Estate at the end.
Despite of having a boss name card of his own, he reuses that of Getsu Renge. Additionally, he seems to lack the same black shader effect as the Puppet Getsu Renge fight and all of the sound effects are missing in the fight.
Much like Getsu Renge, once defeated a rematch with Getsu Araya would have randomly occurred between level transitions as a mini boss fight (again, only accessible by loading in "Stage011_2_Boss_Rematch_P" through console commands). The attack patterns and rewards are the same as before.
Like previously mentioned, he reuses Renge's Remnants boss name card but this time due the lack of a proper one for himself. Once again it features the exact same quirks as before (missing shader, missing SFX, no transition, etc.).
Puppet Getsu Komei and Komei's Remnants
Much like Getsu Renge and Getsu Araya before him, Getsu Komei would have randomly appear as a mini boss fight between level transitions and defeating him would have unlocked him as a playable character, however his appear to be the least complete of the bunch as he lack any boss fight-specific animations and trying to load "Stage011_3_Boss_P" or "Stage011_3_Boss_Rematch_P" through console commands will only load the Puppet Getsu Renge and Renge's Remnants mini boss respectively.
Unused Graphics
T_UI_Title_Cl_GRGR_000
Developer GuruGuru's logo meant to appear on the splash screen, instead their logo only appears in the game credits.
T_UI_Icon_Item_Recovery_000
T_UI_Icon_Item_Recovery_000 | T_UI_Icon_Item_Recovery_100 |
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Either an early version of the Healing Potion sprite or perhaps a sprite for the "Alchemic Elixir" item.
T_UI_Weapon_Chainweight501_000
Unused sprite for the Whip weapon, it's notable for being different from the rest of the whips art-wise, on top of the fact of being the only weapon inside the "Game/UI/Texture/Weapon" subfolder with a 6th variant.
Game/UI/Texture/Item contents
T_UI_Item_Equip_Bomb_000 | T_UI_Item_Equip_Bow_000 | T_UI_Item_Weapon_Spear_000 | T_UI_Item_Weapon_Sword_000 | T_UI_Item_Weapon_Sword_001 | T_UI_Item_Weapon_Umbrella_000 |
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A bunch of weapon sprites found in the "Game/UI/Texture/Item" subfolder. They appear to be lower resolution than the proper weapon sprites inside "Game/UI/Texture/Weapon" subfolder.
Red and blue switches "ON"
T_UI_Icon_Minimap_Gimmick_011 | T_UI_Icon_Minimap_Gimmick_013 |
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Map icons for the switches on the Cocytus stage, they go unused as they are removed from the minimap as soon they are pressed since unlike the switches from the Subspace Citadel stage (which use a white version of the same sprites) these can't be pressed again once active.
Unused Boss name cards
T_UI Boss_CutName_M203_000
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
A boss name card corresponding to the Toad Warrior boss fight, however it appears to have a difference spelling from its in-game spelling "蝦蟇戦人".
T_UI Boss_CutName_M205_000
A boss name card corresponding to the Bakeneko boss fight, even though the boss can be fought in the current build, the name card is not used as the boss lacks an intro cutscene.
T_UI_Boss_CutName_M206_001
A boss name card that reads "雷鬼", roughly translating as "Thunder Ogre" (Raiki) in reference to the Twin Tempest Demons boss fight. It's worth noting there's no equivalent graphic for the "Wind Ogre" (Fūki) and in general there's no use for this graphic as they're always presented as a duo and use the same name card "双天鬼" (Double Ogre) T_UI_Boss_CutName_M206_000 .
T_UI Boss_CutName_M212_000
A boss name card corresponding to the Getsu Araya boss fight, even though the boss can be fought in the current build, the game will re-use Getsu Renge's name card instead.
T_UI Boss_CutName_M213_000
A boss name card corresponding to the Getsu Komei boss fight.
Unused Weapons
Polearm
Name | Icon | Description |
---|---|---|
Enma, Katana of the Six Demons | N/A | A large katana known as an odachi once carried by a sorrowful, obsessed man.
One swing should be enough to reduce all enemies before it to dust. |
EW214_V001 (Used) | W007_V999 (Unused) |
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A special variation of the Polearm weapon. This is the same weapon used by the penultimate boss Getsu Rando during his fight (even though the model for the playable version reveals that the blade is much longer and straighter than the original), it would appear it was meant to be unlocked by the player at one point. It also posseses the highest ID value of any item at "999".
Naginata
Icon | Description |
---|---|
N/A | This long-range, highly lethal weapon is favored by both men
and women. Of course, the women of the Getsu clan have mastery over all weapons thanks to their transcendent battle abilities. |
Magic Brush
Icon | Description |
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N/A | This enchanted brush passed down through the clan gives form to
the beasts it depicts. One must know the right color ink to use and the proper beast to summon. It is said that the 25th Getsu was the greatest master of this unique power. |
T_W010_Bird_D | T_W010_Snake_D | T_W010_Tiger_D |
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Three textures associated with the Brush's attacks, all which posses a "Temporary" (仮) kanji.
Demonfire
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
Icon | Description |
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N/A | ぬらりと現る、掴みどころのない魑魅魍魎と言い伝う。
坊主の真似事であるか、袈裟を着て、出鱈目(でたらめ)な経を読む。 厄介なことにその経は、周囲の化け物に力を与える。 |
Spirit Tag
Icon | Description |
---|---|
N/A | The power of these enchanted cards is activated through
the use of ritualistic gestures. Depending on their type, they have different effects on those they touch. Their true value can be seen when used synergistically with weapons. |
Alchemic Elixir
Icon | Description |
---|---|
N/A | Regular healing techniques are not enough for the Getsu clan,
who have adapted themselves to best fulfill their duty. It is said that they have long used this elixir as well. |
Clockwork Doll
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
Icon | Description |
---|---|
N/A | 一世を風靡し名残か、はたまた異教の技か。
絡繰りの粋を極めし小さき人形(ひとがた)は、 敵を屠ることを理とし己が意思を問う。 |
Familiars
AI companions that would have followed the player throughout the stage and assit them in battle. They appear to be based on the animals featured in the legend of Momotarō (a pheasant, a dog and a monkey).
While both the pheasant and the dog can be spawned through a console command (the monkey doesn't appear to have a Blueprint) they seem to have no functioning path-finding, thus they will stay in place and only occassionally teleport back to the player or lock-on to an enemy, however their attacks won't do any damage.
A001_V001 | A002_V001 | A003_V001 |
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