Downwell is a game about falling with style. And gunboots.
Some unused graphics and other stuff.
To activate Downwell's debug mode, do the following (as of the version of the game datestamped 2017/10/02):
- Use an archive tool (like 7-Zip or WinRAR) to open and extract the contents of Downwell.exe.
- Open data.win in a hex editor and change the byte at 0xF30B8 from 00 to 01.
- Delete or rename steam_api.dll.
- Run Downwell_v1_0_5.exe.
In more recent builds of the game, enabling debug mode will display the word "debug" on-screen along with a framerate counter. This isn't present in the (slightly older) screenshots that follow.
Once the debug mode is enabled, pause the game and press both direction buttons at once to open the debug menu.
The options on this menu are mostly self-explanatory. Selecting "upgrade" also clears the current stage.
In addition to the debug menu, various keys are also available when the debug mode is enabled:
- U: gain 2 HP, 2 charges, 10,000 gems, and (if underwater) 100 oxygen.
- T: spawns a random weapon over the player's head.
- Y: go to the next stage (with upgrade).
- M: go to the next stage (without upgrade).
- C: spawns the flash of light that occurs when defeating the boss.
- 1-5: warp to a specific area.
- 7: warp to the test room (see below).
- 0: does 100 damage to the player (unless you've been cheating, this will probably kill you).
- R: end the game and return to the surface.
- Z: toggle BGM on/off.
- G: toggle gunshot sounds getting cut off when defeating enemies.
- P: toggle fullscreen.
- L: toggle Tate Mode.
Test Room (rmEndOfDemo)
Pressing 7 with debug mode enabled warps you to the test room. The appearance depends on which area you warped from, but the contents are always the same. There is a heart balloon, the cat from the ending, and a tomato NPC that says "tomato" when interacted with. Two Flying Skulls were also added in a later update.
Picking up the cat triggers the ending sequence, like normal.
A feature that was shown in preview builds of the game (as well as an old blog post by the developer) was the ability to steal items from shops by jumping behind the counter and destroying their cases, which would cause the shopkeeper (and all future shopkeepers) to become hostile and start attacking the player, in true roguelike fashion.
While this feature no longer officially exists in the final version of the game, the item cases still do have a defined number of hit points (one million, to be precise), and all of the programming for the hostile shopkeepers and for breaking the item cases is still in the game. However, the item cases themselves are no longer considered "shootable", and their Game Maker object definition no longer has any shape data, effectively disabling the feature.
Changing the byte at 0x1ADDCC from 00 to 01 in data.win will cause all item cases in the game to be automatically destroyed, triggering the enemy shopkeeper behavior and allowing you to take the shop's entire inventory without spending any gems.
Enemy shopkeepers are invincible, extremely agile, and have a powerful attack that does up to 8 HP in damage with each hit. Once they turn hostile, they'll begin trying to pursue you as soon as you approach the entrance to a shop, even if you haven't entered the timevoid yet. You can lure them out of the shop in order to get easier access to the shop's items, but they'll continue moving around and posing a threat for the remainder of the stage.
Unused Surface Variants
Get full maps of some of these and maybe rip the idle animations.
Normally, the scenery you see on the surface is the same every time you play, with a bit of variation in the player character's starting point and idle animation. However, there are actually five different versions of the surface with completely different scenery in each one, and some programming meant to select one of them at random every time you start the game or return to the surface. Unfortunately, in the final version of the game, this code effectively short-circuits itself by always selecting based on a constant value instead of a random number.
By changing the byte at 0x13594C (for starting the game) and/or 0x12C8F4 (for returning to the surface) in data.win, you can choose one of the four additional versions of the surface:
- 0E: rmGroundRuin: features a small "ruins" area with some blocks and pillars. The player character can start off balancing on one of the pillars, holding onto the side of it, or sitting on one of the blocks on the ground.
- 0F: rmGroundGrave: a mostly empty area with a gravestone, which the player can start off kneeling in front of or sitting down next to.
- 10: rmGroundMeteor: a rugged area with several large chunks of rock from a meteor impact, with the player character struggling to lift one of them or balancing on top of one.
- 11: rmGroundDouble: features a second, much shallower well to the side of the normal one, with the player character attempting to dig down into it.
Other Unused Rooms
By changing the byte at 0x135658 in data.win, one of several unused rooms can be accessed in place of the previous test room when pressing 7 with debug mode active:
- 03: rmDebug
- 05: room11
- 07: rmTutorialMain
- 0A: rmBossFrog
- 0B: rmEnemyTest
- 0C: rmTrailer
Get full maps of some of these, especially rmTrailer.
This room is about the same width as the surface, and features several 1-way platforms with collectible versions of all of the upgrades. There's a small exit at the bottom which returns you to the surface.
This room is 3 screens wide, but uses flick-screen scrolling (like when moving between normal stages and timevoids) rather than the smooth scrolling featured in the previous room and the surface. The left and right screens are almost entirely empty except for the very narrow edges of the central area, but if you slip through the 1-tile gap between the top platform and the side walls, you'll fall down into a normal stage.
This room is a tutorial sequence presumably left over from preview builds of the game. There are a few things featured here which existed in said preview builds but not in the final game, such as non-shopkeeper NPCs, different looking gem clusters, and weapon boxes that you have to shoot or stomp to open.
Parts of the NPC dialog are displayed slightly incorrectly due to text formatting differences with the main game. There are also some adjacent text strings which are earlier versions of the text shown in the tutorial:
|press jump in
to shoot your
|Try to jump in|
to shoot your
|When you collect
a lot of gems
in a short period
|Collecting a lot|
of gems quick
will give you a
There are a couple of other adjacent text strings that seem to be intended for this room, but aren't actually shown:
M to skip level
N to skip to Limbo
U to get HP and gems
Z to toggle BGM
T to spawn item
W to change shader
R to reset
Y to upgrade
Another wide, smooth-scrolling room with nothing of interest in it. Based on the name, this may have been an early concept for a boss encounter.
This room is about two screens tall and returns you to the surface once you hit the (invisible, but solid) bottom.
Despite the name, this room contains no enemies.
Was there an actual trailer featuring this area?
This room starts with a three-screen-wide area similar to the surface. Going into the "well" takes you into a level featuring bits of background text that is mostly the same as that featured on the game's official website, although the website was later changed to refer the player character as a "young person" rather than a "young man".
Going too far into the stage will exit the game with a script error.