HomeGamesUpdatesMethodology
Steam News9 April 20262mo ago

Missing Tapes Hotfix

So, if you’ve played the game recently you may have noticed that when you fell through the Cogwell Matrix it would delete all of your tapes.

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

9 fixes7 additions4 changes6 removals
  • Fixes
  • Gameplay
  • Security
  • Maps
  • Store
  • UI and audio
fixedSo, if you’ve played the game recently you may have noticed that when you fell through the Cogwell Matrix it would delete all of your tapes. Some thought that this bug was related to collecting the Pocket Radio because that didn’t break if you fell. But it actually had nothing to do with the new radio. When I updated to the more performant tape player method with filters I also added some safeguards to the code that limited the tape count data. But I neglected to update the new tape script in the “Falling” scene which made everyone's tapes equal to -1 effectively erasing all tapes they had collected. The good news is that I have corrected this and it won’t happen again. The bad news is that, if your game was affected, you are going to have to recollect all tapes beyond the 1st one again. I couldn’t be more sorry about that. I know it’s a pain. But at least I was able to put in code that restored some tapes to a positive number. I try to do the right thing and put safeguards on my code. But sometimes I break stuff. Growing pains as the game continues to expand in features and content. As a consolation please also enjoy the new Lighters entities and the new intro menu and control tweaks. Here’s the full list of what’s changed:
addedAdditionsNew game begins with a menu instead of immediately beginning Skydive sequence
addedAdditionsAdded the option to reset all custom input bindings to default settings in the Control Menu
fixedTweaks & FixesFixed bug where falling through the Cogwell Matrix would set collected tapes to -1 effectively removing all tapes from inventory and locking out progress
addedTweaks & FixesAdded secondary character trigger to detect grounded state more accurately
changedTweaks & FixesMovement velocity is now conserved when jumping

So, if you’ve played the game recently you may have noticed that when you fell through the Cogwell Matrix it would delete all of your tapes. Some thought that this bug was related to collecting the Pocket Radio because that didn’t break if you fell. But it actually had nothing to do with the new radio. When I updated to the more performant tape player method with filters I also added some safeguards to the code that limited the tape count data. But I neglected to update the new tape script in the “Falling” scene which made everyone's tapes equal to -1 effectively erasing all tapes they had collected. The good news is that I have corrected this and it won’t happen again. The bad news is that, if your game was affected, you are going to have to recollect all tapes beyond the 1st one again. I couldn’t be more sorry about that. I know it’s a pain. But at least I was able to put in code that restored some tapes to a positive number. I try to do the right thing and put safeguards on my code. But sometimes I break stuff. Growing pains as the game continues to expand in features and content. As a consolation please also enjoy the new Lighters entities and the new intro menu and control tweaks. Here’s the full list of what’s changed:

Additions

  • ‘Lighter’ entities

  • New game begins with a menu instead of immediately beginning Skydive sequence

  • No Clipped furniture embedded in Level 0 walls

  • Added the option to reset all custom input bindings to default settings in the Control Menu

Tweaks & Fixes

  • Fixed bug where falling through the Cogwell Matrix would set collected tapes to -1 effectively removing all tapes from inventory and locking out progress

  • Patched version checker to change Tape amount to 1 if Walkman has been collected and tapes are below 0 to patch affected saves.

  • Added secondary character trigger to detect grounded state more accurately

  • Jump height is now determined by how long the jump input is held

  • Movement velocity is now conserved when jumping

  • Victor will no longer say reactions to crazy things when threats are near.

  • Victor will no longer repeat reactions to crazy things until the main scene loads again

  • Fixed compass spin speed to be more obvious when it isn’t working

  • Fixed instances where some carpet pits had no validation to remove overlapping stairs

  • Moved some lower pit edge walls down to prevent z fighting

  • The title screen will load if saved games exist even if the most recent save is a new game.

  • Removed Phase emitter’s idle whine loop

  • Increased bloom intensity

  • Less janky camera pickup during new game

  • Smilers will disappear when looking away less often

  • Fixed issue where every time the main scene loaded the player would lose control temporarily after a few seconds

  • Radial menu now works with rebound inputs

  • Removed settings script that would change settings to defaults on load

  • Fixed issue where Victor would not declare Mother’s Vulnerability when All Dolls are destroyed

  • Fixed issue where Glitchnade wouldn’t go off on wood surfaces

  • Door knocks get more frequent and more jarring the lower Sanity is

  • Colliders on cloud wall doors on playground edges are now disabled when the door opens to prevent players being knocked off of the platform

  • Fixed missing collider section inside Mother’s Castle that would allow falling out of the map

  • Mother’s Castle’s area triggers will now adjust camera background color and far clip distance

  • Level title now shows properly when entering Pools from spiral staircase

  • Level title now shows properly when entering Blacktops from Hotel Exit Doors

  • Vending machines can be used by just pushing the desired product button and it will subtract the correct amount of coins without having to insert 3 coins one at a time.

  • Collecting Almond Water, Energy Drinks, Batteries & Coins will only show a full page description of the item if it’s your first time collecting it. And won’t continue to pop up every time an item increases from 0 as it did before.

Optimization Efforts

  • Added LODs to some Hotel props

  • Made new contained voice reaction script that sends all voice reactions to one source and handles protagonist subtitles

  • Removed vestigial legacy scripts from the falling scene that were throwing errors and causing a major bug

This is more of a hotfix than an actual large full update. As always, I appreciate everyone’s patience, support and continued interest in this huge project. The next big official update will have a ton of new content and new things to do and experience in these backrooms. Until then, -=[ ComAdore ]=-

Source

Steam News / 9 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.