In the latest update, the vault was changed from infinitely spawning items to having a set quantity. We got a multitude of people from our steam community and our discord server saying that it was a bad change, so we have listened to all of you and reverted that change! I don't believe this should have any impact on your vault's save data, it should only affect the spawning/saving of items.
Gun sound changes
The G28 and M4A1 rifles now both have a new charging handle grab/release noise. This noise is much more realistic as it was recorded from a very similar gun in real life!
V. 3.14 "Frontrooms Sweet Frontrooms update"
Added youtube to the frontrooms TV
You can now browse youtube while sitting on your couch eating fried chicken. Two caveats: It loads quite slowly, and there isn't really a search function. But, you can still totally watch some content!
Made the frontrooms computer functional
The frontrooms computer now has the same script as The End's computer does. This means the computer can turn on/off, restart, launch applications, access the start menu, etc.
Items in vault cannot spawn infinitely now
A big change! Now, if you put one item in, you get one item out. This helps balence a lot of the game, as if you have an M4A1 and lose it, it's gone for good now! (Unless of course you go back to exactly where you died).
Added an adapter to the frontrooms computer that allows you to read notebook notes
The notebook is a small, cramped interface for reading the notes you have gathered, so now you can press a button on the frontrooms computer to go into a note viewer. You can see all of the notes you've gathered and put into your notebook!
Added Level Theta
Our first user-created level made by Gatchi13. It's an aquarium level, with many glass enclosures and many corridors. There is also a long ramp that leads from the top of the level to the very bottom. Off of that twisting and turning ramp, there are many hallways which lead into rooms like galleries, shrines, pools, and more. There's also an office room at the top and a mysterious shipping container maze near the bottom. If you adventure far enough into this level (it's huge!) you can even find a long-lost locomotive. We applaud Gatchi13 for creating this level and we hope that other user-created levels will be added in the future!
Added more rubble to level 22
Self-explanatory. Level 22 was supposed to be a destroyed car park, and it is indeed now a destroyed car park.
Added stashes to The Mountain Village
The Mountain Village was such a linear level, and now I've spiced it up with a good few areas outside of the main valley. Those being a stash, and a random loot area.
Added more detail to levels negative 6 and negative 8
In level negative 6 there is now more cinder-block rubble and props. In level negative 8 there are now more rocks coating the walls and less rigid architecture.
V. 3.13 "The lost treasure update"
Added stashes to levels
These bits of lost treasure are tucked away in unlikely places on many different levels of the backrooms! They contain a gun, an item case, and a note from whoever left the stash. These stashes can be found in a multitude of levels! They are often very hidden though.
Added random loot cases full of money
These new loot crates look like yellow versions of the item crates, but they have 3000 backrooms bucks worth of cash inside of them. They randomly spawn in levels such as 2, 3, 5, and 13. Generally they spawn more in more mazelike levels.
Added new money stack
This money stack feels good to hold because it's 10 100bb bills stuck together! These are found in the cases mentioned prior.
You can store money with trigger now
Money can be pocketed into your wallet now by just pressing trigger in a similar way to adding ammo to your ammo pouch.
Tutorialized money
Money now has a small section at the very end of the tutorial where it shows you what money looks like and how to store it.
Replaced the death and damage noises
The "UUGGGGHH" noise has been replaced with lighter grunts for small damage and bigger ones for death. Suggested by Grimnee on our discord server.
Added We've got Skin to Quarter Life
The fourth chapter of Fordon Greeman's adventures continues with We've got Skin. A pretty long chapter taking place in a storage facility. It is currently unfinished though, I will work on it soon.
Added a bucket of chicken to backrooms burger
A bucket of KFC-style chicken, what else could you ask for? Deep fried and boiled with no artifical flavors. Suggested by Dave on our discord server.
Revamped level 3
Level 3 got an absolute facelift. The layout remained the same, however all of the materials on the walls and floors changed. There is now cinder block rubble, trims, and other embellishments. It really looks decrepit now!
Removed Bow + Arrow from tutorial
Simple change. It was fairly janky and we didn't want to highlight it in the tutorial.
V. 3.12
Redid backpack
A big change many people have suggested on our discord server. The backpack has been replaced with a better model and a new system for storing/receiving items. Instead of having six slots, you can now store an infinite number of things in there free-form. This is inspired by Into The Radius and Ghosts of Tabor. If you've played either, you know what I mean.
Added level 36
A sprawling airport with two concourses and many exits. There are shops, gates, back areas, kitchens, lounges, restaurants, and tons of other explorable areas. You start in concourse A where everthing is eerily clean, and you can explore there and find loot. In concourse A, there are around 10 gates and no entities. Then, you can make the journey to concourse B which is crumbling and delapitated. There are entities in concourse B, and a similar amount of explorable area to concourse A.
Items now persist in hands
If you're taking items from level to level, items will now persist that are in your hands. Pretty simple change.
Educated about backpack in tutorial
Added some tutorial text showing how to enable the backpack and where it is placed on your back once enabled.
Added an exit to the level creator
The "Level Creator" map in the Devrooms didn't have a conventional exit, so I added one. It leads to level 15 as of now.
Added gun cases
These cases are now scattered around and replace actual weapons. They contain a gun and some ammunition. They are openable and now have a small space in the tutorial for them.
Added item cases
These cases are scattered around levels of the backrooms and contain various items. Some cases include money, some include ammunition, some include other things.
Redid ambient noises
The ambient noises that would randomly jumpscare you (while seeming to scare the daylights out of players) needed a rework. So, now they are much more subtle and build a sense of unease instead of a jumpscare.
Added Beretta M9 pistol
A solid 15-round 9mm pistol. Now I wonder which is better out of the five pistols? This gun was suggested by Chaze on discord.
Added cinder block rubble in some places
In level 2 especially, there are now patches of rubble made up of cinder blocks to add to the dismal mood.
Added more exposed rebar
Also mostly in level 2, there is some more exposed rebar in various areas of the halls.
V. 3.11
Added setting: show slot hitboxes
Essentially the hitbox for the slots can be shown with this setting. It should make storing/removing items from the slots easier for sure. It also shows the ammo pouch. Suggested by Dave on discord
Added setting: physicscam gravity
In the spectator category, this setting enables/disables gravity for the physicscam. So now instead of it floating away you can now lean it on something! Also suggested by Dave on discord
Level 6 changes
Many new props in level 6 have been added (racks, chairs, tables, etc) and the no-clip wall in level 6 part 2 has been replaced with a glitchy backrooms no-clip wall.
Disabled more unnecessary ticking
More and more props, signs and other items now have tick disabled which means less load on your machine.
Turned down mac-11 recoil
I have turned down the recoil of the arm-bending, wrist-breaking submachine gun by 1/3.
Something I forgot to mention
A bigger change I forgot to mention in previous devlogs: There's no "bootleg" variant of almond water anymore. We got rid of it because of its minimalistic packaging. Now, duller's den almond water takes its place.
We have two new levels we're working on: Level CRITICAL and Level 36! We will be putting those out there soon for all of you. Thanks for reading.
V. 3.10
Added level 35
A very hazy parking garage area with some outdoor parts. There are several new posters around the level as well. There is a sub-area with a more typical parking garage area, and another sub-area with some offices. Level 35 is infinitely generated.
Added the Raging Bull 44 Magnum revolver
Suggested by Lor0roze on discord. It's a fairly power 6-shot revolver. It can be found in level 13 and in arena mode with all of the other guns.
Made some changes to the vault
The vault in the frontrooms now spawns items a little off-center so you can see what's being spawned. In addition, more items now fit on one page of the interface.
Small fixes
A couple of smaller things were fixed.
I will do some more community suggestions next update. Stay tuned!
V. 3.9
Made some changes to level 10
The car in the town is now a bit larger, and so is the wheat in the level. Also turned down some audio. Pretty basic changes. Suggested by KiloGram on discord.
Added a "swap menu and jump button" setting
Pretty simple setting that swaps the location of the jump and menu buttons. Suggested by AtomicVoid on discord.
Merged the radio station and the building in level 11
The radio station is now part of level 11, you can walk into it and walk out without no-clipping! A very nice change for the level, since Backrooms Burger is already like that.
Added pumpkins to level 10
It's spooky month, so some pumpkins are in for level 10.
Did more tick-based optimization
Many more objects now have tick disabled by default. This includes lights, small props, interactibles, and locomotion objects like ladders.
Made several changes to level 9
The audio near the NRC building has been turned down as well as the ambient audio. Some streetlamps have been rearranged/added and some of the streets have been rearranged. In addition some white strips have been removed and the area near the level 10 exit has been redone. The lighting near the barn has been turned down slightly. Suggested by KiloGram on discord.
Fixed infinite money glitch
Sounds like a joke, but it isn't! This infinite money generator allowed users to literally duplicate money in the vault. If you have used this glitch in the past, you should still be able to use it (we will patch that soon as well), but it should be patched for new users. Found by Gatchi13 on Discord.
V. 3.8
Added more areas to the siderooms
Essentially, there's now a parking garage type area tacked onto the front of the first sublevel giving the level a more grand start. Very atmospheric.
Made changes to level 7
Level 7's spawn is less bright, the tape recorder plays louder, and the skeletons at the bottom are back. The exit to level 8 now has a large dark hole instead of a simple metal door.
Did LODs for many meshes
This includes some guns, but it's mostly props in levels like foods, desks, tables, cabinets, and other larger furniture items that could use some optimization. (LOD stands for "Level of details" and it helps optimization to add them).
Did optimizations to ticking
Some objects that shouldn't be called to function every frame now aren't called to function every frame. This includes several objects, like signs, houses, billboards, shells, and more.
Made level 1 more optimized
It's still not there yet, however it is much closer. The two optimization techniques explained above go into effect here (and other places).
Added many new openings in level 0
There are now several more openings and hallways to connect existing rooms. There are also more lights in darker areas to add to a monotonous vibe. There's also a couple of new "shifting wall" hallucinations.
Removed a blocking vent in level 0
The annoying vent at the start of the level is gone. Yeah sure, you could just get the crowbar and destroy it. However, I don't fancy puzzles XD
Replaced the Ice Cat memorial with the Basil memorial
Minor change, the "Ice Cat" cat memorial we put in game was for a cat who's owner is now a member banned from our discord server. We have replaced that memorial with one for our late cat, Basil.
That's all for today, thanks for reading!
V. 3.7
Added level 666
A very strange level. It's a long japanese shrine with a very dark atmosphere. There are several areas, including an out-of-place neon hallway and a control room. Some of the hallways even have human remains in them! Outside is a huge forest where you can fall into level -4. Suggested by SherlockBuzti and others.
Added Purgatory
How do you get to level 666? Well, you have to go through purgatory! Purgatory is a very strange place inspired by weirdcore art. It has a huge branching path and a long section full of fake cloud wallpaper. Japanese text is superimposed on many walls, and one room has a ton of giant eyes!
Added a new mission
Essentially, there is a new mission in MEG base alpha where you have to bring a special package (or several) to the MEG base on level 11. More of these sorts of challenges may be added soon. Suggested by TheGrimneeReaper
Flashlight throw
Flashlights on average are a little brighter, and their cone of influence is greater. This makes traversing through dark levels like level 2 or level 666 much more bearable.
Hub changes
The garden in the hub now has a piece of paper explaining the garden. In addition, the ends of the long tunnels have some doors leading to level -1 now.
Aaaaaaaand...that's it for now! Stay tuned for our future updates!
V. 3.6
Added toggle grab for Vive
Now, if you wish to use toggle grab on Vive (or on any other headset, it's just commonly used on vive), you can turn it on independantly from the Vive switch. Suggested by @flash the reploid on our discord. Thanks!
Made several changes to level 4
This could warrant a few bullet points, but I'll put it all here. The black particles near dullers are larger, so you can now see them from farther away. The skin-giver on the other side of the metal door now can't hit you, the size of the records room is much smaller, and the levers in level 4.1 now have UI and sound associated with them. The level design is more open, allowing you to go straight from the stairwell down to the old level 4 area in just a few rooms. Removed some confusing lights here. There is a new hole in the drop ceiling where a partygoer can fall onto you. Also, lastly, there are more props near the stairwell room. All (mostly) suggested by @lunanightz on our discord. Thanks!
Fixed brown hound ragdolls
Not only are the ragdolls grabbable, but a bug is fixed with the collider capsule for the hound AI itself becoming an impassible object. Did some other very small tweaks to this hound.
Some weird events
In level 571, a TV can now be witnessed turning off and falling randomly. Also, there are a couple of other areas where something is a little...off. See if you can find them!
Infinite ammo in the killhouse
It was a pain to have to gather ammo just to go have a fun time slaughtering fake entities. Now this pressure is absolved.
We'd love to say thanks to everyone on our discord playtesting and helping us find bugs! Also, a big thank you to the recent content creators picking up our game. Keep up the great videos!
Not the hugest update today, if you have any suggestions for the next one, let us know!