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Steam News3 July 202511mo ago

Hotfix 0.0.98551a

The following changes have been made to Transliminal: Beyond The Backrooms: Additions - Added flashlight voltage to Quick Status - Cueballs Tweaks And Fixes - 4 second delay before ‘Move to Stand Up’ prompt after sittin

Full notes

Full Transliminal: Beyond The Backrooms update

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What changed

1 fix1 addition0 changes0 removals
  • Gameplay
  • Maps
addedAdditions - Added flashlight voltage to Quick Status - Cueballs
fixedTweaks And Fixes - 4 second delay before ‘Move to Stand Up’ prompt after sitting - Anchoring to Gateway also sets current Level to 3 so if the game is quit directly after anchoring it will load back into gateway - Fixed missing bounds at the top of Castle stairs in the Playgrounds that allowed clipping into the hill - Doors at the bottom of the Scale Puzzle in The Pools are now blocked off until the water has finished draining - The Bucket for the Scale Puzzle is no longer throwable - Added top platform collider to grey lockers - Changed the size and position of ground element during new game falling intro - Exit doors will not lead to The Pipes unless they have been unlocked via another entry method - Pipes reflection maps are now baked - Fixed splash particles texture that was invisible - Fixed cases where an invisible wall would spawn when opening the generator rooms in Level 1 that was intended to be a trigger that disabled the generator sound effects. The trigger now works as intended; Not blocking the player - Eating a Memberberry will only fade the screen to white when eaten for the first time and when eaten in levels other than that level - Implemented another method of validating Green Mold blooms to further prevent them spawning on nonsolid walls - Exit doors may now lead to Level 1 - After The Electrics have been visited they can be reached via the Elevator - Increased rotation speed of emergency lights that were never updated after converting rotation scripts to universal time - Fixed open and close trigger alignment on overhead counter cabinets - Scene props no longer disappear after collecting a Phase Emitter from the Pools Scale Puzzle - Fixed several world blocks in Level 2 that were spawning in the wrong sectors overlapping other world blocks and causing lag - The Pocket Watch may be collected on the body of a dead duller in the crawl space - Exit methods in The Hospital disable other exit methods to avoid multiple exits spawning on top of one another - Quick status tutorial no longer appears after every load - Quick status will not show some items if their quantity is 0 - Disabled other colliders on Smiler when shot with Phase Emitter - Smilers are destroyed after a shorter amount of time after shot with Emitter

The following changes have been made to Transliminal: Beyond The Backrooms:

Additions - Added flashlight voltage to Quick Status - Cueballs

Tweaks And Fixes - 4 second delay before ‘Move to Stand Up’ prompt after sitting - Anchoring to Gateway also sets current Level to 3 so if the game is quit directly after anchoring it will load back into gateway - Fixed missing bounds at the top of Castle stairs in the Playgrounds that allowed clipping into the hill - Doors at the bottom of the Scale Puzzle in The Pools are now blocked off until the water has finished draining - The Bucket for the Scale Puzzle is no longer throwable - Added top platform collider to grey lockers - Changed the size and position of ground element during new game falling intro - Exit doors will not lead to The Pipes unless they have been unlocked via another entry method - Pipes reflection maps are now baked - Fixed splash particles texture that was invisible - Fixed cases where an invisible wall would spawn when opening the generator rooms in Level 1 that was intended to be a trigger that disabled the generator sound effects. The trigger now works as intended; Not blocking the player - Eating a Memberberry will only fade the screen to white when eaten for the first time and when eaten in levels other than that level - Implemented another method of validating Green Mold blooms to further prevent them spawning on nonsolid walls - Exit doors may now lead to Level 1 - After The Electrics have been visited they can be reached via the Elevator - Increased rotation speed of emergency lights that were never updated after converting rotation scripts to universal time - Fixed open and close trigger alignment on overhead counter cabinets - Scene props no longer disappear after collecting a Phase Emitter from the Pools Scale Puzzle - Fixed several world blocks in Level 2 that were spawning in the wrong sectors overlapping other world blocks and causing lag - The Pocket Watch may be collected on the body of a dead duller in the crawl space - Exit methods in The Hospital disable other exit methods to avoid multiple exits spawning on top of one another - Quick status tutorial no longer appears after every load - Quick status will not show some items if their quantity is 0 - Disabled other colliders on Smiler when shot with Phase Emitter - Smilers are destroyed after a shorter amount of time after shot with Emitter

Just a handful of fixes.

Happy Independence Day to my US Players,

-=[ ComAdore ]=-

Source

Steam News / 3 July 2025

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