In this update4
Full notes
Full Situation Normal update
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What changed
- Gameplay
- Balance
- Workshop
- Fixes
Situation Normal changes
π¨ Lab Update β Finished All Sections
A new build is up with the first laser rooms and the playable Lab boss fight.
Lasers are now a new environmental hazard in the world of Situation Normal. Most Lab rooms use static lasers that activate briefly when the player enters their sector, forcing quick timing and movement.
The boss room takes this further by moving laser beams and escalating attack patterns.
π§ͺ New Content
Laser Hazard (Lab)
Static laser traps introduced
Lasers activate when the player enters their section
After a short moment, they shut down again
Used for timing, pressure, and routing
Laser Boss (First Playable Version)
Boss room with moving laser beams
Multiple attack phases
Lasers tighten and speed up as the boss takes damage
The final phase includes aggressive side-punch attacks
The boss's defeat now leads to the exfiltration phase
New Lab Rooms
Additional laser rooms added
Maze lab expanded with hammer rails
New climb/platforming section
Final corridor leading to the boss
β Gameplay & Tuning
Guard behavior and alarm reactions are tuned
Noise detection improved
Several rooms were adjusted for better pacing before the boss
π Fixes
Improved collision for moving hazards like lasers
Boss head/laser interaction corrected
Various boss phases and movement issues fixed
The Lab now has its own identity: guards during infiltration, lasers as environmental pressure, and the laser boss at the center.
Source
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