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Steam News28 August 20259mo ago

The Level 4 Offices

Transliminal: Beyond The Backrooms v0.0.98566a New Additions The Level 4 Offices After completing an ending NEW GAME + is available Facelings Hammer Barricades cannot be torn down until the Hammer is collected Green Mol

Full notes

Full Transliminal: Beyond The Backrooms update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

15 fixes31 additions39 changes15 removals
  • Gameplay
  • Workshop
  • UI and audio
  • Performance
  • Fixes
  • Balance
addedNew AdditionsAfter completing an ending NEW GAME + is available
changedNew AdditionsHammer
changedNew AdditionsBarricades cannot be torn down until the Hammer is collected
addedNew AdditionsGreen Mold Infection ending is now available
addedNew AdditionsNew improved camera shake
addedNew AdditionsA New document can be collected

Transliminal: Beyond The Backrooms v0.0.98566a

New Additions

  • The Level 4 Offices

  • After completing an ending NEW GAME + is available

  • Facelings

  • Hammer

  • Barricades cannot be torn down until the Hammer is collected

  • Green Mold Infection ending is now available

  • New improved camera shake

  • Bloom may now be toggled in SYSTEM>GRAPHICS SETTINGS

  • A New document can be collected

  • Transliminal Discord link added to Title menu

  • Sketchbook document tutorial

  • Motion Blur increases the lower sanity is

  • Motion Blur can be disabled in the Graphics Settings Menu

  • New elevator musak

  • Level 4 Title Screen BG

  • Barricade Boards can now be dissolved with the phase emitter

  • Added interaction tutorial to beginning of the game

  • Added more cubicles to Office corners

  • The Compass now points towards Electrics while in the Level 2 Pipes

  • New Wide Office Cabinet interactable containers

  • Added brain icon graphic to sanity spiral

  • Facelings touch interaction

  • Facelings can be shot with the phase emitter

  • Facelings can be hit in the head with the Hammer

  • Wooden Chair glitch chance when sanity is low

  • Spring riders & swingsets may now be sat on

  • Icon and sound hit on Quantum Anchor

  • Many new voice lines

  • New sound effects

  • Vocal cue added when Compass stops spinning

  • Vocal cue added when Mother is Vulnerable

  • Added a barricade over the escape hole in the crawl space lab

  • Lens dirt pattern now changes whenever the camera gets wet

  • Max Sanity is reduced upon committing a murder

  • Added Timecode to Intro Camcorder OSD

  • Camcorder OSD pops up upon level transition

  • New achievements

  • Added loot to upper cubicle Shelves

Tweaks And Fixes

  • Instructions must now be collected before using the emitter firing sequence

  • The Sketchbook may now also be found in the crawlspace lab

  • Green room in Complex side area will now delete you

  • Current level is now set when teleporting to The Cogwell Matrix

  • Documents render at full resolution regardless of graphics settings

  • Fixed vents in multilevel areas that had ductwork sticking through the floors.

  • Window objective is now crossed off after completing related sequences

  • Smiler light sensor is now disabled when chasing player

  • Smilers’ eyes no longer remain after being shot with the Phase Emitter.

  • Clump absorb animations have been tweaked and Clumps also now lunge towards the player while absorbing.

  • Clumps now flee from lantern light

  • Wall drawings are now full resolution on all graphics settings

  • Threshold ending level will revert Level 0 colors back to default.

  • Increased force of pulled barricades

  • Falling into levels with solid ground now deals 20 damage.

  • The Dreamcatcher item no longer spawns in level 0 right angle halls and cabinets and will be used in a future sequence.

  • Smilers flee and are destroyed faster when being phased.

  • Moved Green Mold Blossoms to full wall section hierarchy in destroyed level 0 blocks to prevent them from appearing when no walls were present.

  • Transporting to some Alt Complex levels will set colors to default

  • Increased intensity of camera lens dirt bloom

  • Electrics may be reached via elevator after it’s unlocked.

  • Reworked how falling into a level does damage

  • Added colliders to Facelings

  • Added entity validation to Office Trap Windows and Facelings

  • Added colliders to Level 4 Office Ceilings

  • Ceiling fans no longer spawn on procedural dilapidated tile ceilings

  • Changed tile generation of procedural ceilings to not spawn Ceiling Smilers on tiles over ceiling board I-Beams

  • Added colliders to office chairs

  • Light switches on egress pillars now work on most light systems

  • Changed lightswitch method on some Level 0 blocks that were setup incorrectly

  • Fixed level transport script error that would sometimes cause players to teleport into nothing when exiting The Blacktops from an exit door.

  • Fixed same ceilings being able to be seen through when sanity is low in Level 4

  • Added bounds above room doors in Level 4

  • Fixed barricade board that didn’t have a rigidbody assigned so no force was added when it was taken down

  • Fixed Page validation code that was not allowing the computer instruction note to spawn if the Sketchbook was not already collected

  • Fixed Gateway Control Panel error screens not clearing The Level 4 Screen

  • Removed code in Player Status script that would refill Health, Sanity, and Stamina to maximum whenever the main scene loaded.

  • Added transition to Collapse Death

  • Fixed rebound Sprint Key not toggling off sprint when released

  • Tweaked phone cord physics settings and phone anchor script to be more

  • Reduced range needed to hang up phones.

  • Corrected timing of some subtitles during 1st TV Bob video

  • Slightly reduced Smiler spawn rate in Level 2 Pipes

  • Made phone script more compatible with engine physics. The phone is more stable now.

  • Corrected subtitle spelling on 1st Exploration Log Tape

  • Corrected alignment of Some Cubicle blocks in Level 4 that in some cases resulted in Cubicles clipping into walls, etc.

  • Added lightblockers to the inside of closed office rooms until they are opened

  • Pocketwatch collectable now drops to floor if Duller vanishes

  • Changed number of maximum baby dolls

  • Changed Doll amount needed to dissolve Mothers Fingers to 0

  • Re-Baked Level 0 reflection probes

  • Reworked collected item icons lighting and scripts

  • rearranged some room configurations in Level 4 that were misaligned

  • Phone now hangs up when in range or drops otherwise with a single click

  • Vocal reactions to phones being dead now only play after picking up the phone a second time.

  • After call reactions happen the first time a phone is hung up.

  • Removed first play intro line that just seemed off

  • Level ACID has been renamed to Level DELETED to fit more accurately into the lore. The Achievement has been renamed as well.

  • Fixed a Tape subtitle spelling error

  • Added bilinear filtering to hand cursor and removed mipmaps for it

  • Baby Doll Entities destroy themselves if the number of Dolls freed is 65

  • Reduced volume of Drawer Sounds

  • Reworked Cassettes and Collectable Artifacts chances in drawers

  • Moved first Ultra-Capacitor in crawl space

  • Moved the location of the sketchbook page in crawl space

  • Reworked Step Surface code to be less tempermental.

  • Fixed anomalous ceiling props in Large Office Conference room

  • Fixed Entry method conflict when falling down Hell Pitts

  • Hell Pitts will now delete you

  • Raised Floor bounds on some pools and changes their tags to Water

  • Changed position and angle of player in falling sequence

  • Updated culling masks to all lights that were unable to cast light on some object layers

  • Clumps disable player controls when absorbing

  • Added Liquid tag to Locker ground validation

  • Fixed Playgrounds corner edge cloud wall doors not being able to be opened

  • More subtle bad tracking effects

  • Game now uses IL2CPP backend reducing install size and eliminating MonoBleedingEdge installation folder

  • Almond water collection script reworked to take into account new Effective Maximum Health due to Infection

  • Almond water will now only be consumed when collected if Hydration and Health are lower than 75%, otherwise they will be stored if there is room.

  • Slightly increased volume of concrete step sfx

  • Changed interaction raytrace to match length of actual Player Focus trigger.

  • Fixed issue where compass popup would happen in Cogwell Matrix

  • New Game Plus restores a bit of MaxSanity if you got the Consumed By The Void Ending

  • New Game Plus Reduces Infection a bit if you got the Green Mold Infection ending.

Optimization Efforts

  • Title screen now instantiates title level world blocks which should lead to faster loading of the title screen from other scenes

  • Some environmental sound effects will now only play if in range of the listener to fix potential audio buffer overloads.

  • LODs reworked on counter cabinets

  • Raised and reduced the radius of audio reverb zones in Level 0

  • Removed overlapping and superfluous wall segments from certain Level 0 world blocks

  • Replaced realtime reflection probes with baked versions in Threshold ending map

  • Removed legacy lighting data elements

  • Disabled HDR output

  • Reduced maximum real audio voices

  • Reduced number of shadow cascades in all graphics tiers

  • Removed superfluous scripts from some LOD Objects

  • All graphics Tiers will no longer Prefer 32-bit shadowmaps

  • Reduced the number of realtime lights in some Level 0 world blocks

  • Reduced water distortion complexity by half

  • Optimized import settings on all baked reflection probe maps

  • Optimized import settings on all texture images

  • Enabled texture streaming on all images larger than 256 pixels

  • Customized texture streaming budget per graphics quality levels

  • Reduced number of overhead lights on counter cabinets

  • Changed asynchronous scene loading script to flush unused assets

  • Removed forced Garbage Collection from loading script that was causing crashes (Now relying on Unity’s incremental GC)

  • Remade unoptimized construction wall meshes

  • Blacktops Edge and Outer Edge world grids have been converted to prefabs and are no longer stored in their entirety in the Main scene

  • Cogwell Matrix Edge grid converted to Prefab and is no longer stored in entirety in the Main scene

Next up: The Endless City The "Good" Ending The Wanderer & The Beast Of Level 5

_-=[ ComAdore ]=-_

Source

Steam News / 28 August 2025

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