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Lethal Company

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Title Screen

Lethal Company

Developer: Zeekerss
Publisher: Zeekerss
Platform: Windows
Released internationally: October 23, 2023 (early access)


AreasIcon.png This game has unused areas.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article

<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!

Lethal Company is a 4 player co-op "horror" game where you and up to 3 other people land on a variety of moons and delve deep into the bowels of strange, procedurally generated facilities in search of scrap to sell to reach your profit quota while working for The Company. Despite having a scary initial appearance the game is finely designed in such a way that it is inevitably hilarious when things go horribly wrong for you and your friends.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Moons

44-Liquidation

In V50, selectable level data for a moon named "44 Liquidation" was added. Some of its data is copied from Titan though it does have its own spawntables (lacking in outside or daytime enemies and with an incredibly high min/max scrap count and value), a hazard level of S++, weathers (Rainy, Stormy, Flooded and Eclipsed) and so on. It is set up so that the manor interior is the most common.

Also present is a half-finished description for the moon describing it as a water planet.

POPULATION: None
CONDITIONS: Previously mined for its rich industrial resources, Liquidation is now largely an ocean moon.
FAUNA: 

Unfortunately, the scene file (if it exists) is not present and so it's not possible to land on or even view this moon.

Unused Items

There are several items in the game data that are inaccessible by normal means.

Binoculars

BinocularsUnusedLethalCompany.png

Likely used to zoom in and view distant locations, though seems like it would have limited use given most of the gameplay takes place indoors.

Mapper

MapperUnusedLethalCompany.png

This item would have served as a handheld version of the ship's map. It can actually be "bought" in the terminal, though it isn't actually present in the terminal's purchasable items list and will instead register as buying a shovel. It ended up being replaced by the terminal in the ship.

Box

BoxUnusedLethalCompany.png

There is an unused item called "box" with its internal item asset being named CardboardBox. What purpose it would have served is unknown as it has no prefab registered to it.

Unused Textures/Sprites

Cat Icon

LethalCompanycaticontest.png

This icon, named caticontest.png, was used as a placeholder icon for various purposes during development.

Its main use was as a placeholder for icons in the player inventory which can be seen in both pre-release footage and earlier builds of the game.

Obunga

LethalCompanyObunga.png

A transparent "Obunga" meme image. Unused by everything except the test enemy described below.

Unused Enemies

Lasso

Noose Man and its cohort attacked!

Code and assets exist for an unused and seemingly unfinished enemy known as "LassoMan" internally and as "Lasso" in its bestiary log and scanner title. It has a power level of 2 and a max count of 2.

The code is incredibly buggy, roughly derived from an earlier version of the Thumper's code. While it has basic AI, it is incapable of hurting players due to the fact that the timeSinceHittingPlayer variable, which must be greater than 0.5 for the enemy to do damage, is never incremented. If it could attack the player, it would do 40 damage, the same as the Thumper. Unlike the Thumper however, the cause of death listed for players killed by this enemy is listed as "Strangulation".

As of the current version, LassoMan is present in the spawn tables for Dine, Rend and Titan but has its rarity set to 0 in all cases, meaning it will never spawn.

The model has animations for idling, moving and "pulling" (suggesting planned unique behaviour) though only the idle animation is actually connected in its animation controller, meaning it is the only one that will ever be used.

A bestiary log does exist for the creature though it's clearly unfinished and lists only a name and danger level, cutting off before the scientific name. Since the creature never spawns, it can't be scanned and so this entry is never viewable ingame, though entering "lasso" into the terminal does inform the player that no data has been collected on the creature as it would for any normal unscanned creature.

LASSO

Sigurd's danger level: 30% but it kinda freaks me out

Scientific name: 


Test Capsule Enemy

A test enemy consisting of a flat plane with the Obunga texture assigned. An attached audio source is set to constantly loop the sound file radio1.ogg at 0.2 pitch. As the name suggests, this enemy was created to test enemy behavior and was initially a simple capsule, as seen in this dev video. Can also be found in the game's earlier builds though still not without hacking since nothing is set to spawn it by default.

LethalCompanyObunga2.png
LethalCompanyObunga3.png

Unseen Models

The trailer for the game shows a planet and a moon in space with the ship. This moon and planet is apparently Experimentation. While it's never fully properly seen in-game, they still exist in the scene and are loaded at runtime whenever you load into a new moon. These models will change texture depending on which moon you're currently orbiting, meaning they will have different textures for the three different solar systems we can travel to. The camera at the back of the ship is actually pointed at these models, but due to how dark the scene is, they are not fully visible on the camera monitors. You can still catch a small sight of them, though.

These seem to have been quite a late removal as they were still present in Version 9 as late as 2 months preceding the game's release.

MoonsUnusedLethalCompany1.png
MoonsUnusedLethalCompany2.png
MoonsUnusedLethalCompany3.png

Oddities

Experimentation Interior

The main building of Experimentation has a full interior that is not intended to be explored. However, it's possible to enter it via cheats or through the use of an extension ladder to get into a small doorway-sized hole in the side of the building (which the fire exit stairs originally led to.)

The area is barren and all the lights and most gameplay objectives have been removed. The main room of this area would've been part of the game's original intro sequence and would've held the elevator which players used to descend into the main gameplay area though no gameplay elements survive in the final game. The interior has both an upper section and a lower section. These sections are meant to be connected by a set of catwalk stairs, which are invisible in the final game but the collision remains. Per Version 4, players would've needed to head to the upper office areas to retrieve the first Lung Apparatus to power the lift for the first descent.

ExperimentalBetaLethalCompany.png

Erroneous Assurance Ladder

A ladder exists out of bounds on Assurance, just outside of playable space. It's fully functional but doesn't connect to anything at the top, meaning it can't even be used to scale the terrain it's next to.

Erroneous Offense Ladder

Offense, by virtue of sharing a lot of copy and pasted assets from Assurance, also has this ladder. By jumping around a fence on the opposite side of the map to the ship's landing location that fails to extend all the way into the wall, the player can easily reach it and climb it.

Experimentation in Offense

Speaking of copy-pasted assets in Offense, a lot of props copy and pasted from Experimentation's scene exist in Offense's scene including the entire main building. While some of these assets are utilised in the playable space, a large number of them are out of bounds or just outright disabled.

Missing Company Line

Upon selling scrap to The Company, one of a total of 10 different voice lines will play at random through the speaker at the desk, labeled Mic1.ogg through Mic11.ogg. The sound Mic5.ogg is skipped over and is not present in the game's files. At the time of writing, what this line may have been is unknown.

Internal Names

Internally, several monsters have different names to what they ended up being called in the final release.

In-Game Name Internal Name
Thumper/Half Crawler
Snare Flea Centipede
Bracken Flowerman
Eyeless Dog MouthDog/ToothDog
Girl[Internal Names 1] DressGirl
Coil-Head SpringMan
Manticoil Doublewing/DoubleWingedBird
Forest Keeper ForestGiant
Hydrogere Blob
Spore Lizard Puffer
Earth Levian SandWorm
Bunker Spider SandSpider
Circuit Bees RedLocustBees
Roaming Locusts DocileLocustBees
Old Bird RadMech
Butler Butler
Mask Hornets ButlerBees
Tulip Snake FlowerSnake
Barber ClaySurgeon
Vain Shroud MoldSpore
Kidnapper Fox BushWolf
Maneater CaveDweller
  1. More commonly called the "Ghost Girl" by the community, though it's worth noting that this enemy does not actually have an official in-game name. She is just called "Girl" in her enemy data and "DressGirl" or "GirlInDress" elsewhere.

Revisional Differences

Hmmm...
To do:
How long should we wait before classifying these files as fully unused

As of version 60, the Vain Shrouds (introduced in version 55) have had their growth disabled. This prevents the Kidnapper Fox from spawning on new save files without the use of mods, but all of the content for both entities still exist in the files and are fully functional (with the exception of a newly introduced bug, where weed killer no longer affects the shrouds). Zeekerss has since stated that the enemy is unlikely to be re-added to the game.[1]

Test Room

The ship contains an otherwise hidden and unused Test Room, complete with a small exterior filled with various colored blocks, platforms, fake buildings, doors, and a unique interior containing several small rooms, a staircase, a scaffold, and a pit. Falling into the pit inside the interior section of the test room will result in the player falling indefinitely due to their location being below the reset plane. The cat icon mentioned above is used for the door's interact icon.