There are more unused levels, including, but not limited to:
An early version of the main menu, using an older logo made out of level blocks. (main_menu_backup)
Rooms used in the trailers, including the room where SQUID explains the main mechanic of the game. (TRAILER_EXPLANATION)
Disclaimers for playtest builds. (disclaimer_playtest, disclaimer_data)
A fusebox that uses those fuses that were only seen in SQUID's broken heart room from the ending, which lets the player mess up the level lighting, the sound pitches, the trap limit, and the trap size. It only really works in the demos. (secret_fusebox)
Copy me levels, which were most likely templates for the main levels. (level_winter_copy_me, dark_copy_me, disco_copy_me, etc.)
underw_dark_copy_me is a fragment of an early version of D01.
Unused sprites, along with equally as unused objects.
Unused story dialogue, labelled as UNotes, essentially laying out an earlier plot to the one we have now.
Document the 2018 Demo and the Winter Demo in their own prototype articles.
Speaking of, there are 3 prototypes dating from around the beginning of the development of the game released by Yän, back when the game was simply titled Goodbye AI or Did You Snail?. Document those as well.
There's like 119 different devlogs detailing nearly every aspect of Will You Snail?'s development. Try to document them in a prerelease article.
Run and jump like a Snail has never done before: At a reasonable pace, while being plagued by procedurally-generated traps deployed by Face from Nick Jr's evil cousin.