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Rain World

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Title Screen

Rain World

Developer: Videocult
Publishers: Adult Swim Games, Akupara Games
Platforms: Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Nintendo Switch,
Released internationally: March 28, 2017


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article

Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.

Rain World is an indie survival-platformer where you have to survive as a Slugcat. The game features an expansive eco-system with numerous AI controlled life forms that have the same agency as the player Slugcat existing on their own to survive like the player. Rain World is known for being a brutally hard game that doesn't hold your hand for any of it. The player must learn most of the game and environment's mechanics on their own in order to survive and progress.

Rain World was created by Joar Jakobsson and James Primate. Development on Rain World dates back to 2011.

A DLC Expansion pack titled Rain World: Downpour was released in 2023.

Hmmm...
To do:
  • Verify what's unused decals, please.
  • Find out what sprites are unused.
  • Figure out how to enable debug info and document it.
  • Document the Dev Tools.
  • Get all the unused rooms in-game for screenshots.
  • Investigate and document the rest of the unused code we know of, and get images where possible.

Sub-Page

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

Dev Tools

Rain World has a built in Debug Menu known as Dev Tools which was made available to players in Rain World version 1.9. The tools can be enabled in the Remix menu which is the game's built in mod loader added in the same update. In older versions it could be installed via RainDB (now in the legacy section).

The Dev Tools give developers and modders the ability to use certain cheats with keybinds, change settings such as Room Settings, Object, Sounds, and Map settings.

Rain World Dev Tools.png

Unused Graphics

These are decals intended as in-game background graffiti.

BigM(B&W)

BigM(B&W).png

BlueBrown

BlueBrown.png

Iterators

Iterators.png

junkGraffiti3

JunkGraffiti3.png

PH

PH.png

PointyArrows

PointyArrows.png

RedFace

RedFace.png

VerticalBlackTag

VerticalBlackTag.png

Unused Code

Hmmm...
To do:
Can we get some text for this to describe what they are?

RainWorld Ghost.gif

An unused ghost/echo(?) for the top of The Wall left in the code.

An unused pipe transition, only seen in early 2016 builds shown (https://www.youtube.com/watch?v=bMRWjjKm0YY).

Debug Labels

Hmmm...
To do:
Find out and clarify what some of the values displayed mean in terms of the creature's actual behaviour, especially the scavenger ones

Debug labels are pieces of text that can be displayed as part of the graphics of certain objects (lizards, the slugcat, scavengers, vultures) that give creature-specific debug information. There is no code in the game to create debug labels, but if code that adds them is run by modding the game, unused code that IS in the game will activate, and cause the debug labels to function.

By default, the labels are displayed in magenta (#FF00FF) text, at the position of the object's main body chunk plus a certain offset (the offsets are specified in the creation of the debug labels).

Lizards display how much they like the player, their current relationship with the player (type and intensity), their current behaviour and run speed, and the location they are "migrating" to (if there are multiple players they use the first one). Slugcats display their current body mode and animation (i.e. internal movement information), and the X and Y positions of each of their 2 body chunks. Scavengers display their movement mode, behaviour, animation, information about the place they are "committed to move" to, their "drop" value (pathing information), their "idle counter", their agitation and scared values, and "like" values. Vultures display their position and behaviour.

DefaultTile

Rooms have a "DefaultTile" field which, if it isn't null, is used for any tiles that are outside of the room. This field is read in the code for getting tiles, but it is never assigned anything other than null, meaning that in practice it does nothing (tiles outside the edge of the room will become the closest tile that is in the room instead).