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Don't know if this is where you want it posted but here's a list of a few bugs I ran into while playing.


Sometimes when using the Medkit to reverse the transformation I end up in a glitched state where I'm constantly switching between normal and halfway transformed while moving.

While on the pig conveyer I sometimes get stuck in the wall at the end and can't enter into the pen and get a forced softlock when it punishes me for not obeying .`

The black blob snagged me through the wall before I grabbed the Level 1 Keycard, maybe an overzealous hitbox of a one time glitch since it only happened once.



This part is just a few nitpicks I had that may or may not be intentional due to the nature of the game.


The white goo puddles on the floor tended to blend in for me and be hard to see (This could just be my eyesight; but maybe a darker outline or changing the color of the floor might work)

Being able to aim better, maybe having it track the mouse instead of the way your facing since it was a pain to try and aim at the wolf by the heart key without getting caught or having it block the path with goo puddles.

I know only the first level keycard is in the game but maybe having a little icon in the corner or something that lets you know what level access you have since I didn't know what the card was the first time I grabbed it.

I don't think this is a current option but maybe turning on a setting that lets you alter the speed of the transformation.

Once you reach the end of the Demo and find the note that activates the teleport circles, maybe give an item or something that makes you immune to being transformed or captured so we have a chance to take a look at the WIP areas without being attacked on the way.


Overall this was an enjoyable experience and I am looking forward to the updates, especially after seeing the WIP content at the end. This is a type of game I'm surprised hasn't been made before now, or if it has I haven't seen it.

Thanks for playing! Which version are you playing on?

With medkits you have to be more precise about which form and while doing what.

The conveyor bug is known. For now you can use use interaction button 5 to skip animation as a workaround.

I don't think servitors can grab you through a wall unless you are playing on older versions and alt tabbed while they were detecting you. Otherwise some rare physics bug that can't be solved as I can't replicate this.

The puddles have low visibility only on some monitors. I don't like changing its hue, so I am still considering my solutions to this.

Whole combat will get a rework and there will be more items for it one day. Tracking mouse could be interesting!

The keycard access is now visible on the doors with the light indicator. I believe it's sufficient. I have a script for opening doors, but I don't like how it behaves so I'll keep it like this for a little big longer to gather more data.

Yes, as in the patch notes, the setting to tweak transformation speed will be there. I suppose multipler for the overal transformation could be added as well.

I don't plan any easy mode for after the demo. It's just a temporary endpoint.

How about a harder outline for the puddles? It doesn't necessarily need a color change, just some kind of visual distinction from the environment. It could also be a setting to toggle on or off. It could be a case of on by default and something you could disable if you wanted a more difficult experience. I'm by no stretch dictating, just offering a few hopefully easier-to-implement ideas that could satisfy the ask without compromising your vision too much. 

A lot of problems come with the puddles being integrated into the title map, so I'd have to move them out of this first to do anything meaningful with them. And the second problem is that puddles appear perfectly fine on my monitor and my laptop and it's just an issue on some displays where color range doesn't capture it at all and they blend almost completely. Regardless, any solution that visibly modifies what a player sees would be disabled by default.