the cutting room mirror

Oddities

This is a sub-page of Crushed In Time.

Chapter 1#

Living Room Differences#

Sherlock's and Watson's living room had some various changes, noticable between the in-game version, game's 2025 teaser and even Steam profile background (purchasable from Steam's Points Shop) which was added around a month after the game's release.

Steam Screenshot

In-game

Steam Profile Background

CIT-steamscreenshot-chapter1livingroom.png CIT-ingamescreenshot-chapter1livingroom.png CIT-steambackground-chapter1livingroom.png
  • In-game's version is the only one missing a picture of a tree, placed above the exit doors. This wasn't present even in the early 2026 demo. Interestingly, the texture of this room still contains that unused picture.
  • Steam profile background contains a framed note (probably a diploma), above the chimney.

Chapter 2#

Hidden vent screenshot#

Texture Be_ManorLabM_Grids_Diffuse, which is the one used for Manor's vent grids, contains a cropped-out screenshot of one of the grids being open. Interestingly, this isn't representing the actual in-game setting, since grids in Chapter 2 cannot be interacted with (and so, they always remain closed) and in Chapter 3, they have a green "alpha" outline.

CIT-Be ManorLabM Grids Diffuse.png

Chapter 3#

Pre-release "Watch&Play" game#

In the game's 2025 teaser, the "Watch&Play" minigame looked completely different than what's present in the final version.

2025 Teaser

In-game

CIT-teaserscreenshot-chapter3gameandwatch.png CIT-ingamescreenshot-chapter3gameandwatch.png
  • The game was originally titled CHRONO DENSETSU 2, before it was renamed to DEADLY NUMBERS,
  • The side buttons were originally called GAME, TIME and SET, before they were changed to GAME A, GAME B and ALARM,
  • Instead of the various alarm icons, the minigame had a clock system. This means, that the game might have had a different puzzle, which could be related to a player setting a correct time. Although this puzzle was removed, the game still contains some unused sounds of it in its files.

Chapter 4#

Skipped Voiceline#

After the player flings Sherlock Holmes upwards, the game then proceeds to play the voiceline Proto_Room01_Ejected, which in-game is made out of two audio clips. However, the game files and the localization file reveal, that it was supposed to be made out of three audio clips, with an additional voiceline being placed at the start of the whole dialogue:

Proto
┕ Proto_Room01_Ejected01wav
┕ Proto_Room01_Ejected02
┕ Proto_Room01_Ejected03

Because the first audio clip contains an appended "wav" to its filename, it contradicts the text ID present in the localization file:

TextId

English

Proto_Room01_Ejected01

Well, this just gave me quite the ring.

Proto_Room01_Ejected02

I think I'll lie down on the ground for a moment.

Proto_Room01_Ejected03

Just a short rest.

Since the TextID in the file reads Proto_Room01_Ejected01, the audio clip cannot be played and gets skipped. If the TextID gets manually edited to Proto_Room01_Ejected01wav, the clip can be restored and be heard in-game.

CIT-Chap4_Room01_SkippedVoiceline.mp4

Chapter 5#

"AVOID" Sound Effect#

When the player is prompted to quickly react to avoid an obstacle, an alarming sound plays named REMA_GPE_Action_Timed_Alarm_LP_01. This sound is actually pitched up in-game, compared to the source sound found in the files.

Chapter 6#

Development Notes#

To do:
Decode the "???" parts, or at least put in an inference that would make sense within the context.

Chapter 6 takes place in DRAW ME A PIXEL's meeting room, where there are some notes laying around the table. It's impossible to see what's written on them in-game, but digging through the game's texture files reveals that some of them appear to be related to the game's development (doubling in-game as notes for the game that the in-game version of DRAW ME A PIXEL is making).

The following notes come from the texture bg_MeetingRoom_Props_Diffuse+Rough, and are written in French.

Texture

Text

Translation

Gameplay 4:

Voie anim in one mouton
pour avoir la main sur
la trajectoire

- Cheminée ajourter squish
  rythme a chaque rythme 
                  beat.

  changer le point de pivot
  en bas . A la base.

- Essayer squish rythme
  chaque beat pour les
  persos.

- Switch de position de la 
  pomme entre 2 persos pratiquement 
  instantané
  
- Frappe la pomme -squish
  dans n'importe quellle direction
  
- Squish de réception d'un persos
  avec la pomme.
Gameplay 4:

Check animation in out sheep
to control
the trajectory

- Chimney added squish
  rhythm at each rhythm
                 beat.

  change the pivot point to the
  bottom, at the base.

- Try squish rhythm
  at each beat for the
  characters

- Switch the position of the
  apple between 2 characters basically
  instantaneously

- Strike the apple - squish
  in any direction

- Squish of landing of a character
  with the apple
- Mouton
  quand il se tourne.

le nuage doit avoir le
même comportement que
country side . fx pas même 
               direction
               quand y en
               à plusieurs
            
- scale ??? cheminée squish x

- revoir le modèle de la cheminée

- augmenter range snap

- eff

- desynchro persos en déplacant la
  pomme.

- son - fx furmée lors de l'éjection.

- revoir le squish de la cheminée x

- ne pas pourvoir réinitialiser 
  le tableau penché -
- Sheep
  when he's turning

the cloud must have the
same behavior as
country side . fx not in the same
               direction
               when there are
               multiples

- scale ??? chimney squish x

- redo the chimney model

- increase range snap

- eff

- desync characters when moving the
  apple
  
- sound - fx smoke during the ejection

- redo the chimney squish x

- Can't reset the
  tilted painting -
- Cheveux d'emma fix
graphique

- agrandir ?  ?

- fx de smoke quand perso
  et pomme / mouton touche le sol

- 1er Quand on envoie
  un personnage en arrière
  créer une anim repoussement
  push back.

- 4 Temps - 3 temps à a revenir
                        quand
                        il est
                        frappé
  4 temps il est a ne pas
  anim de course - tête penchée
  en avant / en arrière

- ajouter système de balance
  chaque erreur 0,25,0,0' 
  erreur  0,03 +
  réussit 0,015 -
  maintient 0,3
- Emma's hairs graphical
  fix
  
- enlarge??

- fx of smoke when the character
  and apple/sheep touch the ground
  
- 1st when you throw
  a character to the back
  create a pushback
  animation.

- 4 Beats - 3 beats to come back
                            when
                            he is
                            struck
  4 beats he is ??????
  running animation - head tilted
  back / forth

- add a balance system
  each errors 0.25,0.0'
  error 0.03 +
  success 0.015 -
  maintain 0.3

(Source: Bitowsky (discovery), Xcvazer (text/translation))

"Please do not read this"#

In the asset bg_MeetingRoom_TableauElements_Diffuse+Rough02, which contains textures for whiteboard items, there is a hidden message on a yellow background which reads "Please do not read this" (not to be confused with the actual "Please do not read this" text, used at the back of the "Good Ideas" note).

Chapter 10#

Hidden suitcases screenshot#

Similarly to the hidden screenshot in Chapter 2's texture, Chapter 10 includes a cropped screenshot of the suitcases, hidden in the texture Pr_Train_Case_diffuse. Again, this is not representing the actual in-game setting.

CIT-Pr Train Case diffuse.png

Miscellaneous#

Office Monitors#

At the beginning of the game, where we go through DRAW ME A PIXEL's office, we can see several computer monitors with software parodies related to game development. Most of them are quite well visible in-game, while some are left in the background, unseen by the player. All of those screens come from a texture t_screenAtlas.
CIT-t_screenAtlas.png

Part of the texture

Name of the software

Notes

1st row, 1st column

Unknown name
(based on Unity)

- Software presents the wireframe view of the London Street.
- In the project window, we can see characters: Sherlock Holmes, Emma Files, Prototype Watson, Emmett Placeholder, Prototype Sherlock and Watson, similarly to the Editor minigame in Chapter 4.

1st row, 2nd column

Unknown name
(based on Visual Studio Code)

- Software presents partial code, which seem to be related to the elastic screen mechanic.
- The main workspace is a straight-out screenshot of Visual Studio Code, which was most likely used to create the game.
- Barely noticable, but the code's location reads "C:\Users\Biboo\Project\Crushe..."

2nd row, 1st column

Unknown name
(based on Visual Studio Code)

- Software presents partial code, which seem to be related to the way game renders the elasticity, when the player grabs onto objects and characters.

2nd row, 2nd column

Unknown name
(based on Unity)

- Software presents the wireframe view of the hall of Sherlock's and Watson's home.

3rd row, 1st column

Unknown name
(based on Visual Studio Code)

- Software presents partial code, which seem to be related to loading scene data.

3rd row, 2st column

Desktop

- This is an unused desktop, that would appear on the monitor, to which the main camera ultimately pans to.
- The "Holmes&Watson Master" file was baked into the texture, and was originally called "S&W.exe"
- In the "process" command line, we can see the game's project name as the directory path: "D:\DMAP\Draw Me A Pixel Dropbox\Projects\MetaMysteries\CrushedInTime\..."
- The command lines, while generally the same, originally contained the trademarked software names, that were changed in the final version to their parody counterparts. That includes:
⠀⠀* Blender → Banger (and the extenstion: ".blend" -> ".bang")
⠀⠀* Dropbox → Box
⠀⠀* Windows PowerShell → Veranda PowerSnail
⠀⠀* Microsoft Corporation → Macrohard Corporation
⠀⠀* git (GitHub command) → bit

4th row, 1st column

PictureMarket
(parody of PhotoShop)

- Software presents Sherlock Holmes' texture being edited.
- The filename of the loaded asset (ch_Sherlock_diffuse) does match an actual Sherlock's texture filename, although we can notice, that the hand mark (done by Emma Files in Chapter 4) is also baked into the texture, which is not the case in the final version, where that mark is separated from the main texture.
- One of the layers is creatively named "Dont_know_how_to_call_it".
- One of the buttons, at the top bar of the software, is a "Coffee" button. Wonder what does it do...

4th row, 2st column

Mixer 3D
(parody of Blender)

- Software presents the wireframe view of Sherlock Holmes, with a camera zoomed in on his head.
- Although this monitor shows, that Blender's parody is called "Mixer 3D", it contradicts with one of the command lines in one of the previous monitors, where Blender's parody was called "Banger". This could either be an oversight, or those are two separate 3D-related softwares.