Superliminal
Superliminal |
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Developer: Pillow Castle This game has unused areas. This game has a prototype article This game has a notes page This game has a bugs page |
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.
To do:
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Contents
Sub-Pages
Prototype Info |
Notes |
Bugs |
Debug Mode |
Inaccessible Areas and Objects |
Unused Areas and Objects |
Version Differences |
Demo Leftovers
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
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
To do: See if it's possible to reactivate this feature or if there's any function calls associated with this. |
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
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
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
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
To do:
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Unused Achievement Icons
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
Disabled in game, the exit button on the main menu has an unused sprite of a drawing of a sad face.
Unused Gamma Option
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
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
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.
- Pages missing developer references
- Games developed by Pillow Castle
- Pages missing publisher references
- Games published by Pillow Castle
- Windows games
- Mac OS X games
- Xbox One games
- PlayStation 4 games
- Nintendo Switch games
- Linux games
- Pages missing date references
- Games released in 2019
- Games released in November
- Games released on November 12
- Games with unused areas
- Games with unused code
- Games with hidden developer messages
- Games with unused objects
- Games with unused game types
- Games with unused graphics
- Games with unused models
- Games with debugging functions
- Games with hidden level selects
- Games with revisional differences
- Works In Progress
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > Works In Progress
Games > Games by content > Games with debugging functions
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