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Steam News15 January 20265mo ago

New Lab Rooms: Guards, Silencer, and Lethal Pistons

🚨 Lab Update β€” First Playable Sections A new build is up with the first playable Lab areas. These rooms introduce the Lab’s infiltration loop: guards, silencers, wakeups, alarms, and lethal machinery.

In this update7

Full notes

Full Situation Normal update

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What changed

4 fixes1 addition4 changes0 removals
  • Gameplay
  • Security
  • UI and audio
  • Performance
  • Fixes
  • Balance
added🚨 Lab Update β€” First Playable SectionsA new build is up with the first playable Lab areas.
changedπŸ§ͺ New ContentIntroduces security guards
changedπŸ‘ Enemy BehaviorComputer guy adjusted for red button scenario
changedπŸ“¦ Systems & PolishScreen shake now analog (0–100%)
changedπŸ“¦ Systems & PolishEmoji clarity improved
fixedπŸ› FixesJump overshoot on low FPS fixed

Situation Normal changes

addedA new build is up with the first playable Lab areas.
changedIntroduces security guards
changedComputer guy adjusted for red button scenario
changedScreen shake now analog (0–100%)
changedEmoji clarity improved

🚨 Lab Update β€” First Playable Sections

A new build is up with the first playable Lab areas.

These rooms introduce the Lab’s infiltration loop: guards, silencers, wakeups, alarms, and lethal machinery.

πŸ§ͺ New Content

  • Lab Corridor (Intro)

  • Introduces security guards

  • Introduces the silenced pistol

  • Guards can wake up others and trigger Lab alarms

  • Lab alarms activate all guards and make them aggressive

  • Three Lab Sections (Pistons)

  • Moving pistons (vertical + horizontal)

  • Up/down and left/right motion

  • Pistons kill anything caught between them

  • Early infiltration routes, timing, and noise windows

  • Vertical Shaft (Early)

  • First shaft section playable

  • Vertical piston pattern + reset behavior

πŸ‘ Enemy Behavior

  • Guards react to vision, noise, and proximity

  • Wakeup chains + Lab alarm system

  • Silenced pistol suppresses noise

  • Guards turn if passed from behind

  • Patrol variants + early SWAT formation

  • Computer guy adjusted for red button scenario

πŸ“¦ Systems & Polish

  • Screen shake now analog (0–100%)

  • Explosion radius visuals synced

  • Dust & water now purely visual (reduces computation)

  • Falling block lanes stabilized

  • Activated rooms visually signaled

  • Emoji clarity improved

πŸ› Fixes

  • Jump overshoot on low FPS fixed

  • Detection through no-collision objects fixed

  • Bullet travel inconsistencies fixed

  • Boss room health reset fixed

Be Fast or Room Alarm Goes Off

A Glimps of the Vertical Shaft Steam post image

Source

Steam News / 15 January 2026

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