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This page is rather stubbly and could use some expansion. |
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The Eternal Cylinder is a survival adventure game where players control creatures called Trebhum trying to survive while being pursued by a massive rolling cylinder.
Unused Features#
Game Modes#
There was going to be more ways to play, as evident by developer statements and leftover functionality
NG+#
New Game Plus would've been unlocked after beating the game. It resets your save, and creates a new one from the beginning of the game, but:
- Your active Trebhum stays with you, the rest go into the cloud
- All Dead Trebhum stay in the cloud
- The mutation tree is unlocked by default, and your mutation tree progress stays
- All upgrades and your minerals stay
- The compendium is unlocked by default
- Tutorial is skipped
Endless#
Endless mode would've been unlocked by typing "ENDLESS" on the main menu, and also existed as a button in the Play menu. The actor which detects ENDLESS being typed is not present in the main menu, and the Endless button is disabled. It likely would've been unlocked after beating the game. It creates a new save in slot 2, where:
- You spawn already with Trebhum
- The mutation tree and compendium are unlocked
- The world is endless, as the name might hint at
- The cylinder rolls slowly through the world, like how it worked in the original prototypes of the game
- You spawn with an empty stomach
Split-screen Multiplayer#
A very primitive version of Multiplayer remains in the game. It splits the screen, and grants control of up to 3 other Trebhum to players. These Trebhum still act as NPCs, though do not resist.
Trebhum Formations#
Trebhum formations would have allowed you to guide your Trebhum into a formation (as you might've guessed) to scare predators and prey alike. It was stubbed very early on. Its GUI remains accessible, as it's key binding still exists, though it's barely functional, and only has controller support.
Unused Areas#
Several unused maps exist in the game files:
Name |
Image 1 |
Image 2 |
Description |
|---|---|---|---|
/Game/Maps/Tests/Trebhum_buildings.umap |
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As the name implies, it contains buildings used throughout the game, and models of fauna without any AI. |
/Game/Maps/Tests/TestTrebhumCustomization.umap |
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An unimplemented customization menu. Allows you to choose from most mutations, skin colors and patterns. Pause menu can be opened via tabbing out, and the main menu with esc, suggesting this would have been an option. |
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/Game/Maps/Tests/Test_Peninsula1_AnchorRef.umap |
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Does not load, instead uses the Error tile, being just smoke. |
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/Game/Maps/Tests/test_ghaaarcrush.umap |
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Flat area filled with Great Ghaaar, used for testing the cylinder crushing them. 4 towers are present, but the cylinder phases through them. This map, minus the Ghaaar, was used by developers to gauge how different Cylinder speeds feel. |
/Game/Maps/Tests/Test_FriendTriggers4Plateau.umap |
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Does not load, instead uses the Error tile, being just smoke. |
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/Game/Maps/Tests/Test/test_pickables.umap |
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Map used to test items, collecting Trebhum, and mutations. If you don't switch Trebhum, you cannot pick anything up. This seems to be an issue when you use any map other than the default in most editions. |
/Game/Maps/Tests/placeholder/placeholder_flat_terrain_far.umap |
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Does not load, instead uses the Error tile, being just smoke. Likely used for placeholder_flat_terrain |
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/Game/Maps/Tests/placeholder/placeholder_flat_terrain.umap |
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Flat land which looks to be a test for the LOD system, the terrain is bumpy in the distance, likely thanks to placeholder_flat_terrain_far. AI is broken here and doesn't move. |
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/Game/Maps/BiomeTesting/Custom/CustomBiomeDataTest.umap |
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Endless terrain without towers. Varies between game editions - in the current steam release, you spawn in a massive tundra, but in the steam demo you spawn in a savanna near a desert. Cylinder is always rolling. This appears to have been used in a version of the Endless Mode. |
Unused Mutations#
The Trewhaala eyes mutation is a scrapped mutation intended to complete the Trewhaala mutations. It is only accessible via console commands. It was originally planned to be the second mutation of the Trewhaala series, as its fragment is known as Trewhaala fragment #2, which makes sense as the other three Trewhaala fragments have the numbers 1, 3, and 4.
"King eyes" pre-break |
"King eyes" post-break |
Mutation on a trebhum |









