the cutting room mirror

Receiver 2

This page contains no introduction.
What makes this game notable or what is it about? Are you a bad enough dude to save this article?

To do:

  • Fully document debug features.
  • Get some better photos of the ammo types
  • Find weapon descriptions that are probably somewhere in the files
  • Add stuff about the compound, not the Mall or Shooting Range
  • Add more details about the old endings, they have images that go with them

Debug Menu#

It is possible to enable the debug menu by pressing CTRL-F12 while on the start screen and accessible while the game is paused.

Unused Areas#

Target Range#

Watch on YouTubeWatch on YouTubeThere is a target range accessible from the debug menu (File>Shooting Range). The area includes a starting room with all the guns and ammo in the game, a target range on the right from the starting room and a time-based target game on the left. With the Compound Update which came about a year after the game's release, the range was officially added into the game in a much more polished state, although the old one is still there.

Victorian Mansion#

This is an unused tile that can be spawned in via the debug menu. It is a Victorian style Mansion that appears to be undergoing renovations. It has a lounge, library, attic, and a dining hall. It looks close to being finished. It is a lot more open than most rooms in Receiver 2, and it has a very different art style, which may be why it was cut.

The tile has no item spawn locations whatsoever, and only has 3 enemy spawn points all of which are 360 turrets. 1: Top center of the Attic 2: Slightly inside the chair/desk of the Library 3: By the door and table inside the Dining Room. Though it has no item spawns at all, Cassette Tapes can still spawn underneath Turrets.

In the VR_Release_Candidate Beta of the game, it is possible for you to have the tile you spawn in be the Victorian Tile on any Rank, but it is not very common.

Watch on YouTube

Unused Weapons#

Receiver 2 sadly cut a few weapons from the game entirely, but evidence does exist for their planned implementation. Only the debug gun can be spawned, and limited information exists about the rest.

Debug gun#

This is used to test how bullets, it can be spawned via the debug menu. Just make sure that you are holding a pistol when spawning it in.

MP Compact#

Receiver2-Gen3.png Receiver2-mpcompact.png

A .40 handgun, was supposed to come with a flashlight that you could attach and possibly a thumb safety. A poster of it and the LC9 are found in the compound, and give a look into what it might've looked like in game.

Ruger LC9#

Receiver2-LC9-Poster.png Receiver2-rugerlc9.png

DAO (Double Action Only) pistol meant for Concealed carry, would have been an autoloader that the player could holster/unholster quickly without shooting themself.

Ruger LCR#

DAO Revolver chambered in .22 lr.

Ruger Standard Mark 1#

.22 lr semi auto handgun.

AR 15#

Americas rifle, chambered in .556.

AKM#

Receiver2-akm.png Receiver2-akm_AlbedoTransparency.png

Most produced rifle in history, chambered in .762. Its model and texture is present in the game, a high quality render is found here.

Unused Ammo#

Receiver 2 has unused ammo to go with its cut weapons. Fortunately for us it still remains spawnable and fully modeled.

.22 Long Rifle#

Receiver2-22lr-ammo-box.PNG Receiver2-22lr.png

Small rimfire cartridge. Was going to be used in the cut Mark 1 and LCR.

.40 Smith & Wesson#

Receiver2-40S&W-box.png Receiver2-40S&W.png

Large handgun cartridge. Probably was going to be used in the MP Compact. Its ammo box is repurposed to give 45 Long Colt for the Single Action Army.

556x45mm NATO#

Receiver2-556-ammo-box.PNG Receiver2-556.png

Intermediate rifle cartridge, was going to be used in the AR 15.

762x39mm Soviet#

Receiver2-762-ammo-box.PNG Receiver2-762.png

Intermediate rifle cartridge, was going to be used in the AKM.

762x54mmR#

Rimmed full power rifle cartridge. In real life it was used for the PKM, SVD, and the Mosin-Nagant. It might've been used for turrets, but strangely enough it can be chambered in any 9mm firearm (Although if you attempt to fire it in game it'll turn your semi auto into a "slide action"). It has the "Receiver 1 bullet glow".

Unused Enemies#

Watch on YouTube

There are a few unused enemies with varying levels of functionality. They can be spawned from debug mode using the "Level Generator Editor". You can also use "Ciarence's Unbelievable Modifications" from the Thunderstore mod page that brings back and patches most the unused enemies. Some of these enemies you will need to either manually spawn via the Level Generator Editor OR manually edit the "WorldGenerationConfigurations" JSON files.

Tripmine#

A small circular mine which would attach to a wall and is fully functional.

Information: You must walk from the mine roughly 2 meters away from the activation point of the laser before it goes off. It will not detonate instantly or after a certain period of time, only when you walk far enough from the activation point. The mine explodes into shrapnel, several bullets, from the circular body of the mine itself. However shooting the Tripmine body will not set it off, instead having it plop off the wall safely.

entity_type: 12, entity_type_name: "TripMineBot"

Bomb Bot#

A regular turret base with a large red bomb and a light on top of it. Shooting it multiple times will break the game if you do not have Ciarence's mod installed, causing some sounds to be inaudible and bullets to pass through everything.

Information: With Ciarence's mod installed, the red cylinder is the base of the Bomb Bot, and requires 3 shots before it is "Disabled". Shooting the small, glass light on top is its main weak-point and will disable it in 1 shot. The Bomb Bot is a defensive enemy and will detect you if you are holding your firearm out, and will not detect if you have your gun holstered. If you have your firearm out for long enough, it will go red and start a countdown with beeps that slowly get faster until it explodes and instantly kills you if it's loaded. It will also instantly count down if you fire your gun at all within proximity of it. Though it will detect you and detonate with your gun, you can stand directly under the Bot OR crouched directly on top of it for safe shooting without it detecting you.

Its finished model as well as its concept art can be found on this ArtStation page.

Based on an unused explanation tape, the Bomb Bot was intended to be a nuclear bomb that would detonate after detecting the player and trigger an immediate game over. The bot could be disabled either by shooting the bomb unit itself or a device on top of the bomb, although it is unknown whether shooting the motion sensors (located on the sides of the bomb, according to the finished model) would disable the bomb.

The Bomb Bot has a few voice lines as well.

Threatening posture detected.

Player spotted.

Threat out of sight.

Player has ran out of view.

Initiating self destruct.

Bomb Bot is going to detonate. Threat Alleviated.

Player has disabled the Bomb Bot.

entity_type: 5, entity_type_name: "BombBot"

Power Leech Bot#

A large bug-like bot that attaches to a wall. The bot emits sparks and kills the player upon contact. Its intention is to drain the surrounding area or the entire tile of electricity, making it completely devoid of lights from the room.

Information: With Ciarence's mod installed, shooting the main body would detach it from its mounting point and turn the lights back on. Shooting the metal conductors poking out from it will disable it from harming you, but not detach or fully disable it from cutting the lights out. It doesn't affect any other enemies around it either. Despite its nature, it is slightly buggy. When reloading the tile that has been affected, the lights will be magically turned back on. Even if the Power Leech was left untouched.

entity_type: 11, entity_type_name: "LeechBot"

Boss Enemies#

To do:
These can be spawned in some rooms.

There are numerous boss enemies that were cut from the game, however incomplete versions of them remain in the game's code. These enemies include:

  • Evil Device - A simple, cut, ending to the game where you press the button on the console, and it ends the game with a small powerpoint of paper.
  • Sneak Bot/Stealth Bot (later implemented in 2.0.10 update as the Stalking Entity)
  • Sniper Bot - An unkillable enemy that spawns outside the normal map bounds, it has 2 spawns: One for a cut boss tower tile at the end of the game where you'd likely fend it off to get to an objective. And Two: Cut random event where you're locked into a certain area of tiles by impassible forcefield walls, having to avoid being shot by the sniper to find a button to clear the event.
  • Gunship - Except the unfinished model, the Gunship is fully functional. It spawns coming in from one side of the map perpendicular to the map generation, and will always pursue the player, scanning each tile and moving with the player from tile-to-tile. It cannot be alerted by flashlight, instead taking a random amount of time, a few seconds, before it locks in on the player immediately and begins firing. The Gunship DOES reload, but can never run out of ammo. If the player fires their gun at all, the Gunship will immediately alert onto the player no matter what, even through walls. But will not retaliate unless you continue shooting or it has visuals on you. It has 2 ways of dying: 1 shot on its camera will make it leave immediately, or shooting the 2 large square rotors on either side of its body 2 times each (Total of 4 shots total to disable it). It can only spawn from the Event System, if you use Ciarence's mod there will be a new menu under the Debug Tab from the Debug Menu, called "Events".

Unused Trophies#

Receiver 2 has in game trophies that you can find and earn, but some go unused and others were cut. Higher quality images can be found on this ArtStation page.

Spawnable Trophies#

The Trophies below are all spawnable from the debug menu

Cut Trophies#

These trophies (along with their associated weapons) were tragically cut from the game entirely

Unused Models#

Sneak Bot#

A basic, incomplete model of the Stalking Entity.

Tape Player#

A Receiver 1 style tape player. Note: Upon picking up this item the player is unable to drop, swap, or place it on a wall, it is glued to your hand.

Unused Tapes#

Tape audio can be found in \Receiver2_Data\StreamingAssets\Sounds\VoiceTapes\. A complete list of the cut tapes can be found here.

Fallback Tape#

This is a fallback, invalid tape. If you hear this, something went wrong.

A placeholder tape intended to be used in the event of an invalid tape file being loaded. This audio is used throughout multiple unused files, which are:

  • Aum.ogg
  • CreepyBot.ogg
  • Superhot.ogg
  • Invalid.ogg
  • Ruger_Controls.ogg
  • Ruger_LCR_Variants.ogg
  • Ruger_Magazine_Compatibility.ogg
  • Ruger_MK1.ogg
  • Ruger_Rimfire.ogg
  • Ruger_SlideStop.ogg
  • Ruger_Standard.ogg
  • Shatter.ogg
  • SniperBot.ogg
  • SoothingWords.ogg
  • ThisIsTheTime.ogg
  • Tripmines.ogg

Placeholder Compound Tapes#

This is some text about the first Receiver compound Mindkill event.

A placeholder tape intended to contain information about the Mindkill, this tape can be found in the cut Receiver Compound level.

Placeholder Enemy Tapes#

Taser drones... Armored turrets. *sigh* Security cameras.

A bunch of placeholder tapes which simply state the name of a type of enemy. Presumably, these would have been intended to explain each enemy to the player and would appear during the cut Receiver Compound level.

Unused Death Tapes#

These tapes would've been given to the player after dying in a certain way or they could find them in the world like the rest of the tapes. They go over deaths that the player will experience at one point or another.

Unless you're an expert athlete, it's dangerous to fall more than a few feet. This seems to be especially true after the MindKill.

The player can only fall a few feet without rolling their ankles. In combat, it's vital to understand the difference between concealment and cover. In civilian buildings, you can use any wall or a piece of furniture to conceal yourself from view, but there's almost nothing you can use that will provide real cover from rifle fire. Those rounds can go through many layers of dry wall, wood, glass, and sheet metal, and still have enough energy to go through you.

Bullets will pass through weak objects (Glass, cardboard, drywall, etc.).

When holstering firearms, it's important to focus on what you're doing, or the trigger can catch on something.

The game has a "negligent discharge mechanic" where if you don't hold on the holster key long enough you'll shoot yourself.

Unused Lore Tapes#

These would've been used to give more context to the player about the world, they might've been removed because they showed too much or the lore was altered.

‎ Before you are able to officially enter the ranks of the Receivers, special training is required. Some of this training may be physical, ensuring you will be able to withstand the demanding effort required to ready you for The Threat you will face. Other training will be oriented around improving your mental fortitude and ensuring that you understand the importance of what lies ahead of you. We are going to use some special phrases, but there is no reason to be intimidated by them. Because of our system of training tapes, you will understand them all in no time. Once you complete the assessment and demonstrate your resolve, we will induce you into our ranks. Even with preparation, not everyone will successfully receive the call, but those who do will from then on being known as Receivers.

Everything we know about The Threat and the MindKill comes from Receivers in other realities who fought their way to a threat transmitter and used it to broadcast a warning. Every time that happens, The Threat's next victim has that much more information and can be that much more prepared. The first Receiver had no warning at all, but managed to reverse engineer The Threat's transmitter and broadcast a warning. Since then we have received many transmissions and recorded them onto many tapes and use them to develop more advanced MindTech you no longer need to be a radio engineer to figure out how to send the next message. If you can recover enough MindTech tapes, you can use them to focus your will and transmit a message with the last of your consciousness.

They've started shooting back. If you're hearing this be advised that The Threat is sending some kind of automated sentry turret. There's only a couple and I managed to sneak past them, but you're going to need to start training with weapons. I think, I...

This tape was probably sent by the first Receiver to warn others about the threat mentioned in the cut "Mission" tape.

We have not yet found a way to effectively fight The Threat. The best we can do is use their technology to spread a warning to other realities and hope that eventually somebody finds a way to stop it before it consumes everything. The only theory that we have is that they have found a way to colonize parallel realities, presumably to take their resources. Imagine if we had access to another planet, exactly like our own with the most precious metals already extracted and refined.

In the field, we learned that the most effective way to clear a room is to destroy the building. Now, if you can't do that, then hose the room with a vehicle mounted 50cal. If you can't do that, then stack up outside at 3 am with MVGs frag the room and go in fast to clean up. But you're asking what to do if you were alone with a pistol and no other gear, we don't train for that. We would never get in that position. That's just a way to give your enemy of free pistol.

While the audio was unused most of this is found in a note that was left behind by an unknown soldier.

Your third eye flickers open and sees the true reality for the first time. Physically you sit where you began, yet your astral self walking the path in Reality A, is near the end of the journey. Everything to this point was to prepare the groundwork for this. Yet even at this stage, many will recoil, unable to accept the final insights. Thought patterns silently ingrained by The Threat lying dormant will assert themselves. It is still possible for all progress to be lost if the insights are rejected. You have heard the alarm and with great effort you can fully awaken or...you can ignore it and go back to sleep. You stand at the threshold.

Probably removed for being a bit redundant and so that the final level only has you collecting three tapes instead of four.

Bomb Bot Tape#

Bomb bots are a nuclear bomb with a motion sensor attached. If the motion sensor is triggered by what its algorithms determine to be a human, the bomb is armed for detonation. These bots can wipe out an entire city in a single explosion. Shooting the bomb itself will not set off an explosion and will disable it with enough bullets. But, the most effective way to destroy a bomb bot is to shoot the apparatus on top of the bomb.

A tape explaining the cut bomb bot enemy.

Unused Textures#

Unused Shooting Range Texture#

A human target to shoot at, probably cut due to the Threat only manifesting Killdrones, and not other humans, as enemies.

Unused Ending Textures#

These would have probably been found in the compound, but for unknown reasons they were cut.

Placeholder Textures#

Unused Endings#

Unused cutscene#

Watch on YouTubeIn the release version, the ending consists of a final message before the game closes itself. However, there is an unfinished ending cutscene that can be accessed from the debug mode (Debug>Load Level>Receiver2WinScene). This was patched out after v2.0.0, but the files for it still remain in the game's code.

The ending consists of a simple sequence showing 3 drawings by a child named Audrey without any audio, before transitioning back to the first level. The drawings illustrate the work that her dad does as a Receiver. It is unknown what the ending was intended to convey, although it is possible that the child was intended to be the main character's daughter.

Unused ending tapes#

The game originally had three different endings based on player choice.

Ending A: "One With The Threat"#

We have been called The Threat, but like a toddler playing with a loaded gun, the true threat is Humanity. The ease with which humans are manipulated shows that they are not prepared to wield the incredible power that they have stumbled upon by accident. Through these last decades we have existed closely with humanity. We have developed a love for your weakness. We have come to be the same thing. The MindKill is nearly complete. You are the last one left and already we feel a humanity shaped void in our being. Perhaps if we had intervened sooner we would have prevented this outcome. With this experience, in the next million years, we can better guide whatever grows to fill this void. It is not a complete loss. You alone understand enough to be absorbed. We... we... we welcome you.

The bad ending, it was probably achieved by shooting all the tapes in the final level.

Ending B: "Recronstruction"#

You are awake. We can finally speak to you directly. You are like a glowing sun casting the light of a new dawn on the world below. Wherever your light falls, The Threat withers and retreats. While the patterns of the humans lost in the MindKill have been swept away, their loss was not in vain. You have attained a higher state for all humanity. If you so will it, you can dream this new world to be as you see fit. If you reach out, you can contact the survivors. The other Receivers await your enlightened wisdom.

The good ending, you only shot one or two tapes, but otherwise you listened.

Ending C: "Cleansing Light"#

Do you feel the light? Open your eye and see, for you have awakened. The Threat is in retreat. We have managed to collect and stabilize many of those affected by the MindKill and with your power you can rebroadcast their connection to Reality B. While much has been saved, the world as you know it will be changed. With those we have saved, you can rebuild a shared existence. In addition to living in Reality B, you are now able to realize your true potential in the vast new world of Reality A. With what you have learned, you will be able to teach your fellow Receivers, who in turn will be able to teach the other survivors. We are in uncharted territory and what the future holds is unknown… exactly as it should be.

The best ending, you listened to all the tapes.

Unused Events#

Watch on YouTubeIn the first release version of the game (2.0.0), the debug menu can be used to access some events which were left out of the final game. Many of them are non-functional, but those that do work include two variations of a boss fight against a gunship, a "sniper bot" that can't shoot at the player, another boss event against the sniper bot, and one that spawns a room with a game-winning button. A "stealth bot" event is also present but doesn't seem to function properly, however it's possible that this event was used later for the functionality of the stealthy robot added in the 2020 Halloween update.

References#


  1. Receiver 2 on Steam↩︎