In this update7
Full notes
Full Situation Normal update
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What changed
- Gameplay
- Security
- UI and audio
- Performance
- Fixes
- Balance
Situation Normal changes
π¨ Lab Update β First Playable Sections
A new build is up with the first playable Lab areas.
These rooms introduce the Labβs infiltration loop: guards, silencers, wakeups, alarms, and lethal machinery.
π§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
π 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
π¦ Systems & Polish
Screen shake now analog (0β100%)
Explosion radius visuals synced
Dust & water now purely visual (reduces computation)
Falling block lanes stabilized
Activated rooms visually signaled
Emoji clarity improved
π 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
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