Level 0
Power trajectory
Up = buffed, down = nerfedPatch history
- ≈🐛Bug fixElevator Shaft
Fixed a clipping issue with a ledge that could cause players to get stuck in the elevator shaft.
- ▲🛠QoLperformance
Optimized the overgrown area to eliminate performance drops.
Optimized overgrown area
- ≈✂️RemovedcollisionEnabled→Removed
Removed railing collision on the elevator to prevent players from floating.
Elevator railing
- ≈✨Newvisual markers—→Added
Added tape around the Level 0 exit to improve navigation and clarity for players.
visual
- ▲✨Newnavigation—→Added
Added a tape that leads players toward the noclip exit in the sublevel.
new
- ≈🔁ReworkElevatormechanic—→Overhauled
The Level 0 elevator has been completely overhauled.
rework
- ≈🐛Bug fixElevatorstun
Fixed a bug where the elevator failed to stun players upon crashing.
bugfix
- ≈🐛Bug fixGPU Stability
Fixed a GPU crash occurring during Level 0 load that affected approximately 5% of users.
- ≈🐛Bug fixElevator
Fixed various glitches associated with elevators on Level 0.
- ▲🎯BehaviorNoclip Exit90%→100%
Fixed the Noclip exit failing to trigger roughly 10% of the time.
- ▲📊NumericTape Count—→25
Increased the number of tapes available on Level 0 to 25.
- ≈🐛Bug fixCaution Tape
Fixed an issue where caution tape was missing from the level.
Fixed
- ≈📊NumericTape Spawn Count10-30→20
Tape generation is now more deterministic, spawning approximately 20 tapes instead of a wide range.
Deterministic
- ≈🐛Bug fixBacteria SpawnStability
Fixed a crash that occurred when Bacteria spawned on Level 0.
Fixed
- ▲🐛Bug fixAlarmstabilityCrashing→Stable
Fixed a bug that caused clients to crash during the alarm event on Level 0.
Client crash fix
- ≈🎯Behaviorprogression—→Level 1
Beating Level 0 now correctly progresses the player to Level 1.
Fixed flow
- ≈✨Newwin screen—→Added
Added a win screen upon successfully beating Level 0.
Added victory feedback