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The Binding of Isaac: Rebirth (Windows)/Repentance

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This is a sub-page of The Binding of Isaac: Rebirth (Windows).

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.
<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!
Hmmm...
To do:
  • All the animations
  • Lots of differences from Rebirth and the other expansions, especially new sprites. For instance, some of the bosses were changed back to they looked in the original Flash game.
  • Unused sounds in sfx/V2 folder
  • An unfinished online multiplayer mode is available through the debug console.

The Binding of Isaac: Repentance is the third and final (for real this time) expansion pack for The Binding of Isaac: Rebirth. It features tons of brand-new content, much of which is integrated from The Binding of Isaac: Antibirth, a fan-made expansion that was originally released as a mod for Rebirth.

Sub-Page

TBOIRepentance-HereticDabbing.png
Miscellaneous Unused Graphics
You'll get your chance one day, Edith...

Unused Music

Re-reversing the "mirror world" BGM reveals that it's actually a completely different arrangement of the music, with more ethereal tones and lighter instrumentation.

This is a layer for the Home track. The stage doesn't actually call for this track at all, so even if enough enemies are spawned to trigger a layer, it won't play. Oddly enough, bits and pieces of this appear in the official soundtrack version of this track.

Unused Sounds

Dogma Light Attacks

Dogma's light beam attack has 6 unused alternate versions for when they are fired. The ones used in the final game have the '_b' suffix at the end of their filenames.

Unused Bosses

Raglich

TBOIRepentance-RaglichNameTag.png

That's a wrap

  • Enemy ID: 919
  • Boss ID: 98
  • Base HP: 792
  • Stage HP: 0
  • Champion: No

TBOIRepentance-BestiaryRaglich.png

Raglich is a boss that appears to be a member of the Rag Man lineage. It does not appear in any rooms, meaning it can only be spawned with the debug console. Its portrait does not have a shadow, which implies it was cut before the revised Vs. screen was implemented. Raglich has three phases and a rather barebones attack pattern:

  • Upon spawning, summons two Rag Creeps.
  • Hovers along the walls of the room, occasionally stopping to fire a purple Brimstone beam. Despite being colored purple, this beam does not have homing properties.
    • This is followed up with a quick dash to the opposite wall.
  • Occasionally spawns a Rag Creep.

Raglich enters its second phase at approximately 66% health. Upon performing its dash attack, it will stop to shoot a volley of four purple fires in the diagonal directions, followed by another volley of fires in the cardinal directions.

At 33% health, Raglich will summon a pair of giant arms from below that rip out three columns of tiles on both sides of the arena, leaving only a small area to move. If Isaac lacks flight and is standing on a tile as is being removed, he will fall into the pit, take damage, and respawn after a few seconds, much like stepping on a Pitfall. Raglich then resumes his previous attack pattern.

Unused Enemies

Do note that these enemies have a very small chance of being spawned by one of the glitchy randomized items produced by the TMTRAINER item. However, they are considered unused for the sake of this wiki.

Hmmm...
To do:
  • Upload gifs of the animations for these enemies.
  • Gameplay footage maybe?

Corpse Eater/Carrion Rider

Tasty!
Together we ride
  • Enemy ID: 239.100/239.101
  • Base HP: 48
  • Stage HP: 2.5
  • Champion: No

TBOIRepentance-BestiaryCorpseEater.png TBOIRepentance-BestiaryCarrionRider.png

Corpse Eater and Carrion Rider were enemies in Antibirth, which could appear in the Mausoleum and the Corpse. They wandered around the room, charging randomly and eating other monsters. Their behavior in Repentance is clearly unfinished, as they behave identically to Grub in every way (even spawning the same enemies on death) and their animations do not function correctly in-game.

Rag Creep

TBOIRepentance-RagCreep.png
  • Enemy ID: 240.2
  • Base HP: 17
  • Stage HP: 4
  • Champion: No

TBOIRepentance-BestiaryRagCreep.png

Rag Creep is an enemy summoned exclusively by the unused boss Raglich. It fires four homing shots in a straight line.

Split Rage Creep

TBOIRepentance-SplitRageCreep.png
  • Enemy ID: 241.1
  • Base HP: 16
  • Stage HP: 0
  • Champion: Yes

TBOIRepentance-BestiarySplitRageCreep.png

Split Rage Creep is new to Repentance. It fires two Brimstone beams at 30° angles, leaving a small blind spot in the middle.

Blind Bat

TBOIRepentance-BlindBat.png
  • Enemy ID: 803
  • Base HP: 18
  • Stage HP: 0
  • Champion: Yes

TBOIRepentance-BestiaryBlindBat.png

Blind Bat was another enemy in Antibirth, which could appear in the Caves, Catacombs, Mines, Depths, Necropolis, Mausoleum, Sheol, and the Cathedral. It hung from the ceiling, waiting until Isaac passed under it to strike. In Repentance, it has no behavior other than dealing contact damage, instead sliding around the room when hit like the unused Skinless Hush boss. As a result, it never changes from the first frame of its animation of hanging from the ceiling.

Exorcist

TBOIRepentance-Exorcist.png
  • Enemy ID: 832
  • Base HP: 25
  • Stage HP: 0
  • Champion: Yes

TBOIRepentance-BestiaryExorcist.png

While Fanatics do appear in Repentance during The Heretic's summoning ritual, Exorcists do not appear like they did in Antibirth, where they could appear in the Mausoleum. Despite this, Exorcists seem to be fully functional and even have updated sprites, though their behavior is very different from Antibirth:

  • Wanders around the room, summoning a Lil' Haunt a few seconds after spawning. If the Lil' Haunt is killed, it will spawn another one after a few seconds.
  • If any enemy is killed while an Exorcist is alive in the room (including summoned Lil' Haunts and other Exorcists), it will leave behind a red ghost, identical to those that appear when Isaac holds Vade Retro.
    • Oddly, ghost-like enemies (Lil' Haunt, Wizoob, etc) do not normally leave behind red ghosts when Isaac has Vade Retro. They will only ever leave a red ghost behind if an Exorcist is present in the room.
  • If there are any red ghosts, an Exorcist can walk up to them and revive them as Lil' Haunts.
    • Revived Lil' Haunts will turn back into red ghosts when killed.
    • Vade Retro can be used to prevent this by destroying the red ghosts.
  • When all Exorcists in the room have been killed, any red ghosts remaining in the room will disappear unless Isaac has Vade Retro.

Interestingly, while Exorcists are not normally used, they do appear in unused Greed Mode enemy waves. This implies that the enemy was cut late in development.

Strifer

TBOIRepentance-Strifer.png
  • Enemy ID: 839
  • Base HP: 25
  • Stage HP: 0
  • Champion: Yes

TBOIRepentance-BestiaryStrifer.png

Strifer was yet another enemy in Antibirth, which could appear in the Mausoleum, strafing back and forth while shooting lines of four bullets. This enemy also has no behavior in Repentance. If spawned, only its lower body will appear properly.

Nightwatch

Night at the mausoleum
  • Enemy ID: 842
  • Base HP: 25
  • Stage HP: 5
  • Champion: No

TBOIRepentance-BestiaryNightwatch.png

Nightwatch was an invincible enemy in Antibirth, which could appear in the Mausoleum, patrolling the area. If they spotted Isaac, they would summon reinforcements to attack. This enemy has no behavior in Repentance, and can be damaged like normal.

Canary/Foreigner

That's no birb!
TBOIRepentance-Foreigner.png
  • Enemy ID: 843/843.1
  • Base HP: 16/18
  • Stage HP: 2
  • Champion: Yes

TBOIRepentance-BestiaryCanary.png TBOIRepentance-BestiaryForeigner1.png

Canary and Foreigner were intended for the Mines, as indicated by their body sprite. Given the "x" in their filename, they were planned for the unreleased Antibirth update. Once again, these enemies have no behaviour.

Vessel

TBOIRepentance-Vessel.png
  • Enemy ID: 858
  • Base HP: 60
  • Stage HP: 0
  • Champion: Yes

TBOIRepentance-BestiaryVessel.png

Vessel was, once again, an enemy in Antibirth, which could appear in the Corpse. It wandered around the room, occasionally spawning Small Maggots and creating green creep. In Repentance, it has no behavior.

(Source: Original TCRF research)

Unimplemented Enemies

The following enemies only consist of sprites and/or last will portraits - they aren't coded as entities, and thus can't be spawned in-game.

Name Graphics Comment
Cadavra TBOIRepentance-Cadavra.png A cut boss. The thin and fat twin are named "Nibs" and "Chubs" respectively in the animation file. This boss was teased by Edmund on Twitter before the game's release, but is nowhere to be found in the final game.
Tainted Mr. Maw TBOIRepentance- TaintedMrMaw.png A tainted version of Mr. Maw for use during the Ascent. It likely would have split into multiple parts.
Red Fly Bomb TBOIRepentance-RedFlyBomb.png A Fly Bomb, but colored red and with added spikes. This was present in the files of Antibirth, but unused.
Barfy TBOIRepentance-Barfy.pngTBOIRepentance-BestiaryBarfy.png Graphics for Barfy, a Corpse enemy that was present in Antibirth but cut from Repentance.
Necromancer TBOIRepentance-Necromancer.png This enemy appeared in the Mausoleum, it would move in the cardinal directions, and would go to the wall furthest from you. If an enemy died in the room, it would walk up to it's remains and revive the enemy. If the dead enemy was an Exorcist or another Necromancer, then they would be revived as a bony.
Swapper TBOIRepentance-Swapper.png The swapper was an enemy that appeared in the Mausoleum, it would shoot purple, non-damaging lasers at the player if they got too close, if the laser hit the player, then the player and the swapper that hit them would swap positions.
Grave Robber
TBOIRepentance-GraveRobber.png
TBOIRepentance-GraveRobberBody.png
This enemy was planned for the Antibirth update, but never made it in the game.
Echo Bat TBOIRepentance-EchoBat.png This Mines enemy fired echo rings that reversed your controls. It did not make the cut for Repentance.
Dumpling TBOIRepentance-BestiaryDumpling.png This enemy appeared in most early chapters of the game. They would've floated around randomly, and would fart and fly away at high speeds if it got hurt or if you got to close. Strangely, only the last-will portrait is referenced in the resource extractor file list, despite it's sprites and sub variants existing unreferenced within repentance.a
Screamer
TBOIRepentance-BestiaryScreamerMan.png
This enemy appeared in the Mausoleum and screamed if you got too close, petrifying you. All that remains of this enemy in Repentance is its last will icon.
Coil
TBOIRepentance-BestiaryCoil.png
Coil was an invincible enemy in the Corpse that connected to other enemies via a damaging laser. Only its last will icon is present.
Witness Turret
TBOIRepentance-BestiaryWitnessTurret.png
This "enemy" was used in Antibirth as an attack for the Witness, they would've been stuck to the ground when they landed, creating red creep, and occasinally shot out 6 blood projectiles in all directions.
Bone Worm A completely unused enemy with the ID of 801. All that's left of it is a completely blank piece of code for its AI.
(Source: Original TCRF research)

Unused Curses

Curse of the Giant

TBOIRepentance-CurseGiantIcon.png

Curse of the Giant was a curse introduced in Antibirth, which would force all regular rooms on the floor to be large rooms by combining multiple smaller rooms together. This curse exists in Repentance and is fully functional, but can only be accessed with the curse command. It may have been cut due to its unstable nature—some room combinations can result in strange layouts, broken puzzles, unfair enemy combinations, and other issues.

Curse of the Mist

Curse of the Mist removes all of Isaac's stat increases and items for the duration of the floor, reverting him to his base stats. This technically isn't actually unused, as the Mom's Shadow area in Mines and Ashpit use this curse to disable Isaac's items, though the name of the curse, nor any icon at all, is shown to the player.

Dogma's Unused Attacks

Hmmm...
To do:
  • Dogma's unused attacks can apparently be re-enabled by changing Dogma's state with Lua mods. Investigate this.

Dogma has two unused attacks, which cannot be reactivated in-game but can be spawned with debug commands.

Angel Babies

TBOIRepentance-DogmaAngelBaby.png

"Dogma Angel Baby" would have spawned in the middle of Dogma's spin attack in its second phase. They float around aimlessly for a bit, before stopping to charge directly at Isaac and explode at the end of its path.

Black Hole

TBOIRepentance-DogmaBlackhole.png

This blackhole sucks in a horde of red projectiles for a short time, before dissipating and leaving a large burst of projectiles that float in the air briefly. Dogma's animations for firing the black hole still exist in the animation file, and some remnants of it can even be reimplemented in-game.

Mortis

The game files contain a few references to a scrapped alternate floor for the Corpse, called Mortis. There are no graphics associated with Mortis, and there is no stage defined for it in stages.xml.

  • The rooms folder contains a .stb file for Mortis, but it only contains a single room with some Poison Minds. Greed Mode also has a layout for Mortis, containing only empty room layouts for the enemy arena.
  • music.xml contains a placeholder entry for Mortis, simply named "not done". It uses the Womb's music as a placeholder.
  • Mortis corresponds to stages 7d and 8d. Attempting to go to these using the console causes the game to freeze. Doing this in Greed Mode instantly crashes the game.

Unused Rooms

The Void

The rooms folder contains an .stb file for The Void, containing 133 rooms that are not used in the game. Many of these rooms utilize assets introduced in Repentance.

All rooms in The Void are taken from the .stb file of every other floor (barring those added in Repentance), and any unique rooms are instead taken from any with a difficulty of 20 or higher.

Unused Greed Mode Floors

The game's rooms folder contains Greed Mode layouts for all of the alternate path floors (including Mortis). They can be accessed in-game by using the debug console and using the stage command to change the stage, by appending "c" or "d" to the stage number. These appear to have been scrapped in the middle of being designed—Downpour, Dross, Mines, Ashpit, and Mausoleum are populated with room layouts and enemy waves, but Gehenna, Corpse, and Mortis have no enemy waves; initiating the enemy sequence will only cause empty waves to appear that end immediately. Item rooms work as expected, providing one visible choice and one blind choice. Because these floors are unfinished, there are some oddities and strange occurrences:

  • All boss waves on these floors are assigned the default difficulty level of 1. If the game attempts to spawn a boss wave with a higher difficulty, it will spawn an empty wave, which ends the round instantly.
  • Several waves in Downpour contain Army Flies, which don't appear there in the base game.
  • All room layouts for the enemy arena in the Mines and Ashpit contain rails, but no enemy waves use minecarts. They can only be used by Hornfel, who only appears in the Mines.
  • Great Gideon appears in a boss wave in the Mines and Ashpit, but the game crashes when he attempts to summon enemies.
  • The Mausoleum contains multiple enemies that do not appear in its base floor:
    • Holy Bony, which is normally exclusive to the Cathedral
    • Fanatic, an enemy that is only seen during the fight with The Heretic and cannot be encountered in normal rooms
    • The Visage, which only appears in the Gehenna
    • Exorcists, which cannot be encountered in the game at all

Unused Co-op Babies

Patch v1.7.9 added in 12 new Co-op babies. However, due to an oversight in the code, only 2 of them can actually be played as and found via Buddy in a Box (Singing Baby and Junk Baby). The rest of the babies go unused.

Hmmm...
To do:
Add the rest of the babies
Graphics Name Comment
Bindingofisaacrepentance 563 baby lucky.png Lucky Baby A baby based off of Konata Izumi from Lucky Star.
Bindingofisaacrepentance 564 baby finger.png Finger Baby A baby that resembles Mike Ehrmantraut from Breaking Bad, named after the 'Kid named Finger' meme.

Filename Oddities

  • Lil Blub is still referred to as its Antibirth name "Beelzeblub" in the game's files.
    • Similarly, Mother is referred to as "The Witness" in most of the game's files.
  • The "Flagellant" enemy is referred to as "Lunatic", its Antibirth name.
  • The "Drip" enemy is referred to as "Floater".
  • The "Splurt" enemy is referred to as "Waterboy".
  • The "Cloggy" enemy is referred to as "Residuum".
  • The item "4.5 Volt" is referred to as "Assault Battery" in its graphics files. Given this item was intended for the unreleased Antibirth update, this was likely its name before being changed.
  • The music files for Dross simply refer to it as "sewer".