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Hello Neighbor: Search and Rescue

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Title Screen

Hello Neighbor: Search and Rescue

Developer: Steel Wool Studios[1]
Publisher: tinyBuild[2]
Platforms: Windows, Meta Quest 2, PlayStation 5
Released internationally: May 25, 2023


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
Sgf2-unusedicon1.png This game has unused abilities.


ProtoIcon.png This game has a prototype article
NotesIcon.png This game has a notes page

Hello Neighbor: Search and Rescue is a groundbreaking VR horror-puzzle game where you sneak into your creepy neighbor's house to save your friend, and with only Oculus Headset Compatibility. (on Windows.)

The game was originally a PSVR1/2 exclusive, before very quickly being announced for Meta Quest and Steam, and while those versions have released, the PSVR1 version only released after being delayed a whopping 4 times.

Subpages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Unused Textures

Loading Screen

  • A unused version of the loading screen, with LOADING... placed over it.

HNVR-LoadingScreenUnused.png

Character Select

  • Unused textures for a radial character select menu, the character icons here use 3D renders instead of 2D artwork. Interestingly, there's a texture for the Inventor (referred to as Engineer here) going missing, which never happens in the final game.

Unused Blueprints

Test Blueprints

BP_CharacterSwitchRadio02

  • A test blueprint for well.. The character switch radio, using a primitive model made out of boxes and a smooshed cylinder, cannot be grabbed.

HNVR-CSR02.png

BP_RadioTool_Base

  • A base Blueprint for again, the character switch radio, This time using the default model but untextured, this one can be picked up, using the unused Radial Menu seen above.

HNVR-RTBase.png

Unused Maps

MAP_Intro_Tutorial

  • A super.. super super early version of the Tutorial, which would have actually explained what the characters abilities did instead of just being a Sandbox.

The level would have (presumably) starred Enzo, post Delroy capture, as he explored the underground tunnels. It's incredibly broken and unplayable without heavy modifications.

This level has some cut mechanics that never made it into the final game:

- Going through Neighbor Doors (the Metal Grate doors)

- Paint footprints and handprints appearing on doorframes and walls, as an alternative to Enzo's magnifying glass

- Paint in Sinks

- Hidden Passage-ways

MAP_Intro_Tutorial02

  • The final intro-tunnel segment, but held with a white cube instead of the normal terrain.

MAP_House_DesignNotes

  • A map full of changes to the main house, showcasing some stuff that never made it into the game, Such as:

- Nicky Roth Mannequin

- More Mannequins in General

- A whitebox of part of the Intro to the game

- A (at this moment) completely unused portion of the house, with a Theodore cutout covered up in boxes.

- Developer Text that says "Pretty Good"

MAP_House_DebugDontShip

  • Despite this map seemingly being important, It's not, and it's completely empty, only carrying a few kbs of data, and otherwise being empty.

MAP_Act3_Blockout

  • A super super super rough blockout of Act 3, with some rooms straight up non-existent, or just changed entirely.

Some highlights include:

- Saving Trinity immediately after getting Aaron out of his cell

- The Library not existing in this level, despite the climbing segment leading up to it existing

- Weird grabbable white cubes, they could be placeholder grabbable items, but its unknown as of now.

Test Maps

MAP_TEST_AnimGallery

  • A simple test map for testing everything related to animations, such as LODs, Looking at Actors, Interacting with Doors, Etc.

HNVR-AnimGallery01.png

FTEST_Activatables_TestingMap

  • A test map for testing.. Activatables, such as buttons, levers, pullcords, and keys, this level is unable to be played without modifications, as there is a big invisible barrier around the player, using the command streammap or streamlevelin while in another world allows level to be played.

HNVR-Activatables.png

Debug Menu

  • Every build of the game has a debug menu in the files, once reactivated, it is mostly the same as the April build's however there are some additions.


References