the cutting room mirror

Unused Levels

This is a sub-page of Directive 8020.

Unfinished or removed locations that were planned but never made it into the final game.

Extras#

Content from the Extra's section that was cut from the game.

SimmsSuperSecret#

A level that plays all of Simm's recordings in real time. During gameplay, her recordings are pre-recorded videos imposed onto screens, but this level would have allowed players to rewatch them while they were rendered in-engine. Based on its name, it was likely intended as some form of completion reward. The level is very clearly unfinished and is missing portions of the dialogue. The thumbnail for the "level"

The Curator's Repository#

A leftover from early development, back when the Curator was still planned to appear in the game before being scrapped.

Test Maps#

Loco_Prototype#

A grey box level for testing all of the game's features and mechanics.
It can only be accessed through console commands, as it does not appear in the map list.

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The map features the following 8 test zones:

Location Name

Porpuse

Batteries, Wedgetool & Power Junction

The room contains every different type of door featured in the game.

  • It also features a hackable panel with developer text that reads, "Activate this with the Tap Strap to make smoke appear." However, the feature no longer works.

  • Test Streaming

    A room to test opmization, it only loads the next section once the player reaches the next trigger.

    Messenger

    A room used to test the messaging feature. It allows the player to exchange messages with Cernan, though every message consists only of the placeholder text "TEST". The only exception is a multiple-choice prompt, which lets the player choose between "Woof!" and "Moo!".

    Point & Lookat

    Unclear, it seems to be a leftover feature that was cut during development. It displays a prompt instructing the player to press Mouse 1 to "look", but nothing happens when following the prompt.

    Puzzle (Old)

    A room used to test puzzle logic. The player must hack a panel to extend a bridge, then retrieve a battery from the other side and place it in a door. Doing so unlocks the door, revealing a message that reads "Congratulations". The room also contains a Wedge panel; interacting with it permanently traps the player inside, softlocking the game.

    Scanner

    A room used to test how the scanner interacts with puzzle elements. It also contains remnants of a cut feature that allowed players to scan objects for additional information.

  • The room next to it contains numerous props and an alien lifeform trapped inside a boxed enclosure. It seems to have been used to test the ability of preventing the player from using the scanner, a feature that was ultimately cut from the final game.

  • The room also includes a trigger that changes the player's outfit when touched.

  • Traversal

    A playground containing obstacles of various sizes and heights for testing player movement.

  • It also features a wall labeled with character names, suggesting it was once used to display character models. However, the models have since been removed.

  • Dolls, Interactions & Propaganda Posters

    A room used to test collectibles, Simm's videologs, and LaMarcus' ad campaigns. A shelf labeled "Bubblehead Prototype" can be found. However, it is empty and contains no items. It does not appear to be related to the collectible dolls.

    Notable things about this map:

    • The map contains another section located out of bounds. It is currently unknown how it was intended to be reached. The area appears to have been created for testing UI placement and stress-testing camera collision. It features a very scary room filled with white mannequins sneaking around in an endlessly loop.
    • This map has a variation named "Loco_Prototype_Interactions", though its purpose is unclear, as attempting to load it causes the game to softlock.

    Audio_Prototype#

    A developer level created to test surface and footstep sounds.

    Notable things about this map:

    • There is a corridor intended for testing jumpscares, but it no longer works, and nothing happens when you walk through the triggers.
    • It features an obstacle course with a narrow platform, likely intended for a balancing minigame similar to those seen in the previous title.
    • It features tables containing three different types of collectibles, two of which go unused. See Unused Gameplay Features section for more information.
    • One of the rooms repeatedly plays voice lines from The Devil in Me likely created to test reverb or voice filters.
    • It has a wall made for testing the Wedge panel UI. Attempting to interact with the panel will softlock the game.

    Audio_Prototype_Obstacle#

    Seems to be an earlier version of the previous map. It was likely created in an older version of the engine, as attempting to load the level causes the game to softlock.

    Deck2_CrewDeck_Persistent#

    A early blockout of the Cassiopea ship.
    Directive_8020_-_UberLevel.png

    Enviromental Maps#

    The game uses an optimization technique called map streaming, where sections of a level are loaded only when the player approaches them or activates a specific trigger. As a result, the level geometry and its props are stored separately rather than in a single file. Each level consists of a base map containing the main geometry, while props are loaded from a separate enviromental map file.

    The game's files contain several Environmental maps from early versions of levels that are still present in the retail release, while others reference maps that no longer exist in the game's files.

    Blockout: "ENV_D1_Cockpit"#

    An early blockout of the ship's bridge, cockpit, and the corridors connecting them. For some reason, the bridge occasionally fails to load when the map is opened in the editor.

    Blockout: "ENV_D1_Airlock"#

    The ship's bridge on its own. For some reason, the map is named "Airlock", despite looking nothing like the airlock seen in the final game.

    ENV_Landscape#

    A large rectangular surface with a sand texture applied to it.

    ENV_TestLevel_BigRoom_Nanite#

    Presumably created to test Unreal Engine's Nanite tech, this map features two globes, a ceiling, and a mannequin from The Devil in Me.

    ENV_TestLevel_BigRoom_NonNanite#

    An identical version of the previous map, except the entire area is enclosed within a large box.

    ENV_TestLevel_Landscape_NonNanite#

    A massive rock face enviroment.

    ENV_TestLevel_RoomofTable_NonNanite#

    As the name implies, it consists of a room filled with tables.