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 |
|---|---|---|
- 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.
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.
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2025 Teaser |
In-game |
|---|---|
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- 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.
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#
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To do: |
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 |
|---|---|---|
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(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.
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.

Part of the texture |
Name of the software |
Notes |
|---|---|---|
1st row, 1st column |
Unknown name |
- Software presents the wireframe view of the London Street. |
1st row, 2nd column |
Unknown name |
- Software presents partial code, which seem to be related to the elastic screen mechanic. |
2nd row, 1st column |
Unknown name |
- 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 |
- Software presents the wireframe view of the hall of Sherlock's and Watson's home. |
3rd row, 1st column |
Unknown name |
- 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. |
4th row, 1st column |
PictureMarket |
- Software presents Sherlock Holmes' texture being edited. |
4th row, 2st column |
Mixer 3D |
- Software presents the wireframe view of Sherlock Holmes, with a camera zoomed in on his head. |

