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
- Performance
- Store
- Gameplay
- UI and audio
- Fixes
- Workshop
Steam post image For the last three months I have been working diligently to get Transliminal's systems and performance to modern standards. And the result is here in this huge foundational update. The following changes have been made to Transliminal: Beyond The Backrooms v0.0.98643a:
Additions
Workbench system allows the creation of new items by mixing other ingredients together.
Workbenches added to various places around levels
Collect dozens of strange recipes
Craft 2 different types of throwable offensive items.
24 new items!
Steam post imageSteam post image
Unlimited Saved games
Games can be saved and loaded instantly during gameplay with no delay.
FULL CONTROLLER SUPPORT - Updated to Unity’s new input system. Controls should work on all gamepads.
Rebind Keyboard Mouse and Gamepad controls
New Gamepad Binds screen
Select the function of L & R D-Pad between: Next/Prev Tapes, Peeking, or Weapon Cycle in CONTROLS Menu
New Quick Weapon cycle option and UI Graphic
Item Descriptions and tutorials dynamically show KB + Mouse or Gamepad controls
Added Virtual Keyboard to support controller only playstyle.
Added an emergency exit menu when the System Input is pressed(Select on Controller/Esc on Keyboard) that will freeze time if the character is not on the ground. And will restore control when it closes in case the character gets stuck somehow.
The menu cursor is now a software cursor that is much larger and easier to see.
Adjustable CURSOR SCALE option added to UI & GAMEPLAY menu
Polish pass on menu UI - new graphics, theme and arrangement
Renamed COLLECTIONS menu to INVENTORY
Completely reworked menu inventory to have 3 tabs; ARTIFACTS, EQUIPMENT & CONSUMABLES
Reworked item capacity to use a universal capacity system to inventory that can be upgraded modularly for future storage upgrades.
Collect The Medicine Pouch to store delicate items such as Memberberries and Backshrooms
A prompt opens when interacting with food that allows it to be eaten or collected in Pouch. Except ManMeat which is consumed immediately as usual.
The remembered location appears on the Memberberry prompt.
New consumable item Sepia Grain may be found and collected with Pouch
There is now a Grow Box in The Heart Of Electrics where collected plants can be planted. Plants grow a bit each time a player rests.
Sound effect plays when planting crops
Press the Middle Mouse Button (or Left Bumper on controller) to open a radial menu to access equipment and commonly used items faster
New Alt Level 0 variant, “Infinite Combos”
Falling down Pitfall Carpet Holes drops you into another section of Level 0 (Previously sent you to Level Deleted. Which was annoying.)
Level title appears the first time entering a new level
New Psuedo-Ascii transition effect on “death” and restart.
Multi layer Interior parallax mapping on windows
Doors are more haunted
Restrooms now have sinks, hand dryers, mirrors, toilets & urinals
More Level 0 closet variations
Page turning sound effects when switching sketchbook pages
New sound effects when prying off barricade boards
2 new achievements
More supporters added to credits
Tweaks & Fixes
Full controller and menu input reliability
Increased the dead zone for analog controls to prevent issues when controllers with drift are plugged in.
Peeking option removed. Now accessible via L & R D-Pad setting.
Made Play/Pause Tape rebindable
Reduced Software Cursor size
Fixed Credits Menu Inputs not being able to click buttons.
Fixed some settings not applying properly during loading
Changed GAMEPLAY SETTINGS menu name to UI & GAMEPLAY
Menu and graphics UI fixes
Made the background of the Graphics Menu a raycast target as to prevent accidental button presses on menus behind it
Resolution option in the GRAPHICS menu renamed to ASPECT RATIO
ULTRAWIDE HD option in ASPECT RATIO dropdown is now only available if playing on a display with an Ultrawide aspect ratio.
Animated backgrounds in menus
Better Checkmarks in menus
Workbench and Grow Box safeguards
The Workbench Menu can only be opened if a recipe can be viewed or created.
Growbox and workbench menus can only be opened when in range
Made the Grow Box interaction script more robust so it does not open the Plant Menu when out of range of the grow box.
Fixed Workbench no requirements reaction voice line cutting off too early
Fixed issue where first recipe would not spawn if missed
Steel Workbenches added to pools puzzle side rooms
Inventory and consumables correctness
All consumable values are now derived from a single data container across all scripts that use them
Inventory items are now removed from the menu when qty becomes 0
Fixed Sewerslide object not showing up in inventory
Fixed issue where the Eat vocal sound was disabling the Memberberry reaction prematurely not allowing warping to occur when eating memberberries.
Fixed Home Juice not warping when consumed.
Fixed Sticky Toast that was named Home Juice in inventory
Test Tubes now collect Carpet Fluid when submerged in Liquid Pain in pools
Collected Samples can now be viewed, consumed and emptied from sample vials
Infection, sanity, and player-state rules
Infection is now only added when breathing spores
Victor coughs when consuming items that increase infection
Fixed infection ending not being able to happen
Both Beast Machine tapes now restore Sanity.
Sitting and laying down is now only available if Energy is under 85%
Flashlight and batteries
The Flashlight now has its own menu and inventory slot
Batteries will install automatically in flashlight if charge is less than 2v (If I set it to 4v you would never collect batteries when you had your flashlight out)
Voice line and audio behavior
Reduced the chances of Victor commenting on being wet and turned off sample looping so he only says the same comment once. And once he says all available lines he doesn’t make another comment about it again until after a scene load.
Some voice lines will no longer loop if all have been played
Respirator breathing now interrupts all other vocals & All other vocals interrupt Respirator Breathing
Level transition and post-process stability
Safeguarded Level Transition Manager against game freezes and crashes when transitioning to a level from that same level.
Changed Ascii transition controller to ensure effect clears after transition
Fixed Ascii effect not completely fading out
AI behavior
Clumps now turn around and resume patrol when they run into doors
Hounds return to patrol status when they hit walls
Smiler chase timers pause if menu is open or is sitting
Fixed Death Moth behavior where they would constantly flap their wings and get stuck on a single patrol point.
World blocks, collision, and environment fixes
Filled in missing wall colliders on Level 0 closets
Spiral Halls Level 0 world block has more phaseable walls.
More walls are phaseable and may be marked as such by the spiral wall drawing at dead ends
Fenced gap walls in Electrics will now phase connected fences and bars when hit with the Phase emitter.
Increased width of level 0 exit world block walls to prevent z fighting with floor edges
Fixed issue in level 0 exit blocks where tubes floor would not disable if another exit was enabled
Fixed Some Electrics blocks that were spawning rooms with doors and solid walls on top of one another
Ladder validation on Level 0 Spiral stairs exit block
Pool edge exits worldblocks had no bottom walls to block view from deep pools. They do now.
CameraDistance, fog and camera BG now adjusts properly in deep pools
Pool chairs now also are validated by Liquid Pain pools
Added new Collider to Slanted pools Ceiling that was missing
Entire Lab room no longer disappears when collecting Phase Emitter from Pools
Replaced incorrect world blocks on Hotel edges
Fixed Hotel inner lobby blocks that had no ceiling walls
Weather is now always set to Day when entering The Playgrounds
Ride the carousel on the playgrounds
Filled collision holes in spiral door in Playgrounds
Fixed ceiling tile that would warp when disturbed
Loot placement and availability
Increased chances of Hammer, Pouch and all Workbench upgrades
Pouch can now also be found on Gazebo Tables and under christmas trees
Replaced lantern Fire that was mistakenly removed and placed into Lanterntail Equipment.
Misc interaction and presentation cleanup
Changes several lights flickering methods to a simpler single script.
Implemented more code to stop the interaction icon from staying on screen when nothing is in range.
Better sketchbook behavior
Optimization Efforts
Created a custom pooling system for world props and replaced spawning scripts with new pooling versions.
Start manager only releases pooled assets if transitioning to a different level.
More culling applied to many environments
Removed hundreds of repetitive collision objects.
Optimized many legacy environments that still had overly dense geometry
Added LOD culling to some complex objects
Many repeating audio files now play from cached source instead of instantiating
Combined lens dirt system into a single script
Implemented weights into randomization scripts to avoid multiple entries in array fields
Changed import settings of flat or angled objects to not use any geometry smoothing
Admittedly there isn't a whole lot of new content on the Levels or entities side of things. But that is coming next. With these stable system changes Transliminal has the foundation to expand in a big way. So the next few updates will be focused on delivering more Levels, entities and story events. Introducing colorful character's and terrifying situations. Stay tuned. As always, there's so much more I have to show you in my Backrooms. See you in the void wanderers, -=[ ComAdore ]=-
Source
Changelog.gg summarizes and formats this update. How we read updates.