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Superliminal

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Title Screen

Superliminal

Developer: Pillow Castle
Publisher: Pillow Castle
Platforms: Windows, Mac OS X, Xbox One, PlayStation 4, Nintendo Switch, Linux
Released internationally: November 12, 2019 (Windows/Mac), July 7, 2020 (PS4/XB1/Switch), November 5, 2020 (Linux)


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
Carts.png This game has revisional differences.


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

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Hello, my name is Dr. Glenn Pierce, and this is Superliminal, where you are in a dream and perspective is reality. Rest well.

Hmmm...
To do:
  • Add hidden eggs. (I think whoever put this here before is pertaining to the hidden "easter eggs" in the game).
  • Check what's the purpose of postivePersonalityWords (it's baked into sharedassets0.assets).
  • Inspect the "Superliminal_BackUpThisFolder_ButDontShipItWithYourGame" folder that came with version 1.0.2019.11.11.963. (It looks like source code for the dll files)
  • Look for a special alarm clock in Induction. (Source?)
    • Check if TestChamber_Live/TC_AlarmClockCloneHallway/Props/AlarmGroup/Alarm_Clock_Gameplay_Prop_CloneInWindow (9) has anything to do with it. (Every time you turn around, the time on that alarm clock changes.)
    • Check if TestChamber_Live/TC_AlarmClockCloneHallway/Props/AlarmGroup/Alarm_Clock_Gameplay_Prop_CloneInWindow (54)_PartOfEasterEgg is actually part of an Easter egg.
  • Pre-release documentation.
  • Properly document Albert-Intro Variant's model.
  • Proto page for the original 2014 Museum of Simulation Technology tech demo.
  • Unused audio and textures documentation. (Some graphics have been done, but the ones labelled _TEMP should be checked too).

Sub-Pages

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
Read about notable bugs and errors in this game.
Bugs
Superliminal DebugModeIcon.png
Debug Mode
Superliminal-key-icon.png
Inaccessible Areas and Objects
Superliminal-wakeup-icon.png
Unused Areas and Objects
SuperliminalIcon.png
Version Differences

Demo Leftovers

Superliminal Demo Leftovers.png

Inside each level's UI_PAUSE_MENU there's three objects named Title, Soon & BlackBG which when activated have UI elements to show "END OF DEMONSTRATION" & "PLAY THE REST LATER THIS YEAR". These were used in an unreleased demo played by Giant Bomb, video is shown here. (This was also probably used in the PAX demo based on the version number in the video, but there is no known proof that this was ever used).

Unused Placeholder Achievement

SuperliminalPlaceholderAchievement.png

If Canvas/Options Menu/Options Panel/UI_OPTIONS_CONTROLS/Achievements/Scroll View/Viewport/VerticalLayoutGroup/AchievementEntry is enabled and the player is looking in the achievements menu. It shows a placeholder achievement called "ACHIEVEMENT NAME" which includes the description:

This description only shows up after you get the achievement.???????????? ??? ????????????????? 

Developer Message

Inside the executable for the Linux version, there is a short two-part developer rant.

Line 5:

# Another Unity regression! WHO WOULD HAVE THOUGHT

Lines 11-18

# Unity _seriously_ dropped the ball here.
# 2019.3 adds -rdynamic which means all Linux games will fail to load FMOD
# properly, and while FMOD can be compiled monolithically we still run into
# symbol override issues. Why Unity didn't say anything about possibly the
# world's most popular middleware I have absolutely no clue.
#
# So, we do both the monolithic build (thanks FMOD support!) and the preload, to
# ensure that our stupid hack is "safe". Unity's Linux team is fired. -flibit

Unused Debug Features

DevLevelSelect

Hmmm...
To do:
See if it's possible to reactivate this feature or if there's any function calls associated with this.
The cake level is either an early level or a lie.

Inside the UI_PAUSE_MENU/Canvas/Pause Menu/Panel, there is a disabled developer level select objects listed (Panel, SceneNameLabel & DevLevelSelectText) which do nothing when clicked on. (Oddly, if SceneNameLabel is enabled and you highlight one of the numbers, it gets disabled). The only level names that can be shown are levels 1-5, but more can be shown by editing LevelSelectButton.levelNum's interger inside one of the Panel/LevelButton(Clone)'s LevelSelectButton component.

Level # DevLevelSelect Name Actual Name
No Selection SceneName N/A
0 Menu Main Menu
1 Warning Somnasculpt Presentation
2 Presentation Induction
3 Welcome Optical
4 Cake Level Cubism
5 Cubism Level Blackout
Any number above 5 TBD N/A

PortalManager

SuperliminalPortalManagerDebugCanvas.png

Placed on the top left of the game screen is an unused PortalManager debug window that only displays "PORTAL RENDER INFO" in a gray box. It is unknown if there is any added functionality to this feature.

Unused Developer Commentary Subtitles

Hmmm...
To do:
Try to find where are the actual developer commentary subtitles are stored.

Oddly, every developer commentary subtitle has their line replaced with the phrase "bah." when looked through with an Unity asset explorer. It is currently unknown where the actual subtitles are stored.

Unused Build Number Text

SuperliminalBuildText.png

There is an unused Build Number text object called "UI_Debug_BuildVersionText_AlwaysThere", that shows the build number but stays on screen at the bottom right corner of the game window when it gets enabled (it gets moved from StartScreen_Live to DontDestroyOnLoad once enabled).

Unused Graphics

Hmmm...
To do:
  • If this section becomes too big, make it into it's own subpage.
  • There's probably more than just these that are baked into the Unity files. Possibly ones labelled _TEMP.

Unused Achievement Icons

background=#000000
background=#000000
background=#000000
background=#000000

Four crudely drawn temporary achievement icons are left unused. The top one is meant for breaking a soda can, and the rest are for hidden, locked and unlocked achievements.

Unused Exit Button Icon

background=#000000

Disabled in game, the exit button on the main menu has an unused sprite of a drawing of a sad face.

Unused Gamma Option

Superliminal GammaUnused.png

In the gameplay options, there is an unused Gamma slider that currently does not do anything. Also, inside of the Main Camera's components there is a component for BrightnessContrastGammaPost, and inside that there are float values brightnessAdjustment, contrastAdjustment & gammaAdjustment. Both the brightness & contrast adjustment floats do work, while the gamma adjustment does nothing.

Unused Demo Modes

Hmmm...
To do:
Inspect AccessibilityOptions.deafAndHardOfHearingMode a bit more. Playtesting it for a bit doesn't seem to do anything different.

With using a tool like UnityExplorer you can see two different Game Demo Modes.

ConventionMode

Inside DontDestroyOnLoad/GameManager, there's a GameObject called ConventionMode, and inside is a toggle flag called "isInConventionMode". If activated the only thing it seems to do is set one of two timers based on what the player does:

  • noInputResetTimer: If the game is started and the player has put in no keyboard or controller input has been put in after two minutes, the game cuts back to the main menu.
  • resetTimer: If the game is started and the player has put in any keyboard or controller input, then the game will set a timer for 25 minutes. Then after that the game cuts back to the main menu.

GDC_2020_Mode

SL TC GDC2020 Objects.png

Note: This is not the same demo as the GDC 2020/Steam Game Festival: Spring Edition Demo.

Inside DontDestroyOnLoad/GameManager, inspecting the GameManager GameObject shows a toggle flag called GDC_2020_Mode.

If activated, these only differences from the actual gameplay are:

  • Induction & Optical are only playable.
  • Induction ends after intersection after the Pawn Illusion Hallway, the next room is blocked by a brick wall and an alarm clock you have to press to go to the next level.
  • After Optical ends, the game fades to black and you are sent back to the main menu.

Unused VR Functionality

There are several remnants to a VR Mode that seems to go unused:

  • In the first released version of Superliminal (Version 1.0.2019.11.11.963), there is some function lines that seems baked into the boot.config file that mention VR:
    vr-enabled=1

    vr-device-list=None,OpenVR

    Though there's no mention of any features in the game's options. The vr-enabled would be switched to 0 and the vr-device-list line would be deleted in the next version.
  • In all versions, there are DLL plugins for OVRGamepad & OVRPlugin.