Dev Tools#
Rain World has a built in Debug Menu known as Dev Tools which was made available to players in Rain World version 1.9. The tools can be enabled in the Remix menu which is the game's built in mod loader added in the same update. In older versions it could be installed via RainDB (now in the legacy section).
The Dev Tools give developers and modders the ability to use certain cheats with keybinds, change settings such as Room Settings, Object, Sounds, and Map settings.
Unused Music#
A very large amount of tracks have been included in the base game's files since launch, but are not used anywhere. Years later, the majority of them would be repurposed for Rain World: Downpour, either for pre-existing areas or entirely new ones. As this expansion was developed by an entirely different team, it does not always reflect the tracks' original intent.
BM_SB_FILTER#
Seems to have been intended for the Filtration System sub-region, found within Subterranean. The main region's internal abbreviation is "SB".
BM_SB_SUBWAY#
Presumably intended for the subway lines found in the east of Subterranean.
BM_SH_CRYPTS#
A region bumper for the Memory Crypts sub-region, found within Shaded Citadel. The settings file for the room SH_B12 still contains a RegionBump trigger for this track, but it does not function due to the room not being assigned to any specific region, as it is a transitionary room between the main region and its sub-region.
BM_SS_DOOR#
"SS" is the internal abbreviation used for the Five Pebbles region. It appears to have been replaced by the BM_DS_GATE region bumper, which curiously contains the internal abbreviation for the Drainage System region.
BM_UW_UPPERWALL#
"UW" is the internal abbreviation used for the region known as "The Exterior". This track seems to have been intended as a region bumper for the upper reaches of "The Wall", one of the sub-regions found within this region.
NA_02 - Dustcloud#
NA_03 - Wormpad#
NA_05 - Sparkles#
NA_06 - Past Echoes#
NA_07 - Phasing#
NA_10 - Qanda#
NA_11 - Reminiscence#
Unusually, this track shares its "NA_11" position with Digital Sundown, the track used in the Looks to the Moon sub-region found within Shoreline.
Unused Graphics#
These are decals intended as in-game background graffiti.
BigM(B&W)#
BlueBrown#
Iterators#
junkGraffiti3#
PH#
PointyArrows#
RedFace#
VerticalBlackTag#
Unused Code#
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An unused ghost/echo(?) for the top of The Wall left in the code.
An unused pipe transition, only seen in early 2016 builds shown (https://www.youtube.com/watch?v=bMRWjjKm0YY).
Debug Labels#
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Debug labels are pieces of text that can be displayed as part of the graphics of certain objects (lizards, the slugcat, scavengers, vultures) that give creature-specific debug information. There is no code in the game to create debug labels, but if code that adds them is run by modding the game, unused code that IS in the game will activate, and cause the debug labels to function.
By default, the labels are displayed in magenta (#FF00FF) text, at the position of the object's main body chunk plus a certain offset (the offsets are specified in the creation of the debug labels).
Lizards display how much they like the player, their current relationship with the player (type and intensity), their current behaviour and run speed, and the location they are "migrating" to (if there are multiple players they use the first one). Slugcats display their current body mode and animation (i.e. internal movement information), and the X and Y positions of each of their 2 body chunks. Scavengers display their movement mode, behaviour, animation, information about the place they are "committed to move" to, their "drop" value (pathing information), their "idle counter", their agitation and scared values, and "like" values. Vultures display their position and behaviour.
DefaultTile#
Rooms have a "DefaultTile" field which, if it isn't null, is used for any tiles that are outside of the room. This field is read in the code for getting tiles, but it is never assigned anything other than null, meaning that in practice it does nothing (tiles outside the edge of the room will become the closest tile that is in the room instead).
Unused Rooms#
There are many unused rooms left within the game's files. Here is a list of them:
Outskirts (SU):#
- SU_A01
- SU_A03
- SU_A05

SU_A05 is very similar to the bottom screen of the room SU_B09, which is used in the final game.
- SU_A08
- SU_A09

SU_A08 and SU_A09 both seem to be unused version of the room SU_A40, which is used (it is located on the far East of Outskirts). SU_A08 appears to be more similar to SU_A40.
- SU_A11

SU_A11 appears similar to the room SU_A02, which is used in the final game.
- SU_A15

SU_A15 is similar to the top screen of SU_B09, although not as similarly as SU_A05 parallels the bottom screen.
- SU_A16
- SU_A18

SU_A18 is very similar to the top screen of SU_B06, a room which is used in the final game, however, some background objects are missing and it is missing the second, bottom, screen.
- SU_A19

SU_19 is very similar to the top screen of SU_B05, a room that is used in the final game. Some pipe decorations in the ground show the way the pipe connections go and are unaltered SU_B05.
- SU_A21
- SU_26
- SU_A27
- SU_B03

- SU_C01x

- SU_S01r
This room is very similar to the first shelter that the player encounters (SU_S01) however, it is missing some decorations and the lighting in different.
- SU_S02r

This room is likely a scrapped, extra shelter as there are shelters with codes ending in S01,S03,S04 and S05, but there is no S02 present in the final game.
- SU_Stoneheads2

This room appears to be an unfinished version of SU_A40. It also seems much more finished than SU_A08 and SU_A09 with minor tweaks being made between it and SU_A40 such as more ceiling and one less pillar being present in the final version.
Industrial Complex (HI):#
Industrial Complex has no unused rooms left over in the code.
Drainage System (DS):#
- DS_A03
- DS_A04
- DS_A12
- DS_A18
- DS_B05
This room seems most similar to DS_C02 without its middle screen, although there are some other differences such as a larger air pocket in DS_C02.
- GW_B10
This room is stored amongst the rooms for Drainage System despite having Garbage Wastes' two letter acronym. This is probably because it appears to be an early version of DS_B10, which is the room just before the connection with Garbage Wastes.
Garbage Wastes (GW):#
- GW_A02
- GW_A03
- GW_A09
- GW_A15
- GW_A16
- GW_actubes

- GW_lowergate
- GW_sub
This room seems to be an early version of one of artificer's tutorial rooms, between the scavenger stronghold and the gate to Shaded citadel (GW_Edge02).