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OMORI

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Title Screen

OMORI

Developer: OMOCAT, LLC
Publishers: OMOCAT, LLC, AGM PLAYISM (Win/Mac only)
Platforms: Windows, Mac OS X, Nintendo Switch, Xbox One, Xbox Series X, PlayStation 4, PlayStation 5
Released internationally: December 25, 2020 (Win/Mac), June 17, 2022 (Switch/XB1/XBSX)
Released in US: June 24, 2022 (PS4/PS5)


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Throw Yume Nikki and EarthBound in a blender, set it to liquefy, and you get OMORI. It's a psychological-horror RPG with a lovable cast of characters, colorful and vibrant worlds to explore, a great soundtrack from various artists, and plenty of hellish visuals and nightmare fuel for good measure. There's also the notoriously long development cycle for the game, but that's beating a dead horse at this point.

Waiting for something to happen?

Hmmm...
To do:
EVERYTHING.
  • Go over the whole page with a fine-toothed comb and see what content matches to what version; unused content may have been removed in updates (as is the case with the partial 2019 prototype).
  • Unused enemy troops and just enemies in general.
  • Unseen enemy sprites, such as emotions for the separate Slime Girls.
  • Many, many early backup events present in the map files but disabled.
  • Ungodly amount of unused and commented-out text.
  • Unused skills and animations for said skills. Basil in particular has an attack that goes unused and seemingly was for him being in the party.
  • Quite a few unused sprites left to cover.
  • Many unused sounds, which are documented here.
  • Document the (partial) August 2019 prototype leftover in v1.0.0's files in a Prototype subpage.
  • Document all the recently discovered stuff in the Japanese localization (playable Basil and such). Same goes for Korean and Chinese releases.
  • The 2018 demo.
  • 2019 prototype
  • Some stuff from 2014. Before the demo.
  • ...and the recently-released console/Xbox Game Pass versions, which have exclusive content that has yet to be brought to the Steam release. Maybe there's more unused stuff?
  • Quite a lot of prototype stuff and info on development in this interview with Omocat.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
OMORI00 Blank.png
Unused Graphics
SPIDER CAT! SPIDER CAT! Does whatever a SPIDER CAT can!
Omori keldog up.png
Revisional Differences
There's a lot of them.

Unused Cutscene

A strange cutscene, which appears to be a reference to a scene from Parks and Recreation, can be found in the game's directory for movie cutscenes. It depicts OMORI sitting on a bed, before cutting to "credits". The filename implies it was intended to have some sort of relation to the laptop in WHITE SPACE. This cutscene can also be found in the demo's files.

Unused Maps

99 Letter Sequence

A sequence of 7 rooms in BLACK SPACE that aren't used anywhere else in the game. Theoretically, it should be accessed through the holes in the ground that keys leave when collected, but the sequence requires 99 keys to be collected, a task that is obviously impossible to do as there's only 26. However, playing through the game's 2019 prototype reveals that these were originally meant to be most of the rooms you would go to in BLACK SPACE, albeit in a different, more nonlinear order. Why they were dummied out instead of being completely removed is unknown.

Map 305 (Friends Stump)

An early version of the BLACK SPACE room where BASIL is attacked by KEL and AUBREY, which uses the "black forest" tileset instead of the NEIGHBOR'S ROOM tileset. BASIL's dialogue is also different, talking about MARI instead of his PHOTO ALBUM, and you're immediately warped to Map 269 after he is bludgeoned by AUBREY.

Map 269 (BASIL's Respite)

A room filled with white egret orchids and weird SOMETHING creatures. Interacting with the tree stump on top takes you to Map 300, and walking into the beam of light on the bottom takes you to Map 268.

Map 300 (Stump Area)

A room filled with tree stumps (and trees), more SOMETHING creatures, and "puddles" on the ground. Interacting with the bottom-middle stump softlocks the game since it tries to take you to a map that doesn't exist. Looking at the teleport script internally reveals that this was meant to take you back from a BLACK SPACE pocket, yet due to being made for an earlier version of the game it's always active instead of taking you back to Basil's Respite. Interacting with the other stumps gives empty dialogue from the other characters, albeit using their faceless portraits. Looking through the game's text shows that corresponding to these stumps are messages that seemingly were intended to appear when interacting with said stumps:

It's just not good enough.

She just needs some rest.

You shouldn't have looked.

She just needs some rest.

This isn't real.

Can you tell us the truth?

This is the only way.

Map 373 (Red Space Unused)

Some fingers lying around and a swarm of RED HANDS in the top of the map that take you back to BLACK SPACE. That's all, at least in the final game.

Map 268 (Treehouse in the Lake)

A larger room that has the treehouse smack-dab in the middle surrounded by puddles and white egret orchids. Going inside the treehouse takes you to Map 269, while in the top-left and bottom-right corners of the room are a 3×3 cluster of doors that all take you to Map 293 and a RED HAND near a stump that takes you to the alternate version of BLACK SPACE.

Map 293 (Dark Path)

A looping vertical path surrounded by streetlights, reminiscent of MEMORY LANE. Walking north and looping twice will warp you to Map 294, while walking south will warp you back to Map 268.

Map 294 (BASIL Something)

Completely empty. Going to the borders of the room takes you back to Map 268.

(Source: OMORI Discord)

Unused Enemies

Download.png Download Unused Enemies in VAST FOREST
File: OMORI_EnemyTest.zip (40.5 KB) (info)

All of these enemies, except for the FEAR bosses, are functional to some extent and can still be spawned in a battle. For quick testing, a mod for use with the GOMORI Mod Loader is available, which replaces all FOREST BUNNY encounters in VAST FOREST with a random unused enemy encounter.

(Source: Original TCRF research)

SPIDER CAT

It appears that the SPIDER CATS encountered near the LOST FOREST were at one point planned to be a traditional enemy instead of an obstacle you have to outrun in the final game. The only incomplete part about this enemy is the fact that it drops no EXP or CLAMS. Has corresponding unused graphics.

Stats Skill Skill description
HEART: 200 ATTACK Basic attack.
JUICE: 100 DO NOTHING Wastes a turn.
ATTACK: 33 SPIN WEB Lowers the SPEED of a random party member.
DEFENSE: 5 SCUTTLE SPIDER CAT rolls around and becomes HAPPY.
SPEED: 30
LUCK: 15
EXP: 0
CLAMS: 0
Drop Item: None

BABY SPIDER

A small spider, meant to appear with the SOMETHING IN THE WALLS boss and does in fact spawn with it in the prototype. Has a few different versions, including a stronger variation meant for the rematch. Has corresponding unused graphics.

Normal

Version of the enemy meant for the normal SOMETHING IN THE WALLS encounter.

Stats Skill Skill description
HEART: 1 ATTACK Basic attack.
JUICE: 1 DO NOTHING Wastes a turn.
ATTACK: 1
DEFENSE: 1
SPEED: 90
LUCK: 10
EXP: 0
CLAMS: 0
Drop Item: None

Rematch

Version of the enemy meant for the rematch against SOMETHING IN THE WALLS in the LOST LIBRARY.

Stats Skill Skill description
HEART: 1 ATTACK Basic attack.
JUICE: 0 DO NOTHING Wastes a turn.
ATTACK: 40
DEFENSE: 1
SPEED: 90
LUCK: 10
EXP: 500
CLAMS: 100
Drop Item: None

Placeholder Version

Named "SOMETHING" and located right under the boss in the enemy database. Has no skills defined and uses placeholder stats. Is also duplicated under the rematch version of the SOMETHING IN THE WALLS boss.

Stats
HEART: 1
JUICE: 1
ATTACK: 1
DEFENSE: 1
SPEED: 1
LUCK: 1
EXP: 0
CLAMS: 0
Drop Item: None

STRAY DOG

The STRAY DOG was seemingly meant to appear in FARAWAY TOWN along with the CROW in the RECYCULTIST dungeon. Has corresponding unused graphics.

Stats Skill Skill description
HEART: 50 ATTACK Basic attack.
JUICE: 25 HOWL Does nothing.
ATTACK: 5
DEFENSE: 3
SPEED: 15
LUCK: 10
EXP: 0
CLAMS: 0
Drop Item: None

CROW

Meant to appear in the RECYCULTIST dungeon in FARAWAY TOWN along with the STRAY DOG. Has corresponding unused graphics.

Stats Skill Skill description
HEART: 40 ATTACK Basic attack.
JUICE: 20 GRIN Does nothing.
ATTACK: 5 STEAL Has a 75% chance of stealing a random item from your inventory and a 50% chance of dropping it on defeat. This skill, however, is not present in the list of moves the CROW can use.
DEFENSE: 3
SPEED: 30
LUCK: 10
EXP: 0
CLAMS: 0
Drop Item: None

Unused Music

white_space

While this IS used for your first time in WHITE SPACE, it's significantly slowed down in-game. This was used in the demo.

battle_brewin

A suspenseful theme to be used somewhere before or during a battle.

Gameover

A rendition of the game over track, but with a much calmer softer soundfont.

Gameover2

Another rendition of the game over track, with a chiptune soundfont.

Cutscene_books

It's nearly identical to the bookcase cutscene track, but the section with BASIL's theme is sped up.

placeholder_aubrey_maybe

A placeholder theme for the HOOLIGANS fight, evidenced by the final theme sounding identical, but more polished.

fat_cemetary_2

A version of the Cemetery ambience with DUET playing softly in the background.

event_tense

Supposed to be used in an early version of the Treehouse cutscene.

bs_loop2

Apparently titled Look, according to the OST entry. Despite being a part of the OST, this isn't used anywhere.

My_Time_TrailerSpedUp

It's bo en's "My Time". More specifically, the exact version used in OMORI's first trailer.

evil

VOLUME WARNING. It's literally just every single music track from the game merged into one.

Unused Items

Weapons

Name Image User Description HEART JUICE ATTACK DEFENSE SPEED LUCK HIT Notes
HERO'S TROPHY OMORI-hero's trophy.png AUBREY HERO's most prized possession.
Inflicts SAD on HERO.
0 0 10 5 0 0 100 When AUBREY has this weapon equipped, HERO starts SAD in battle. This takes priority over the LOL SWORD and any emotion-altering CHARMs that HERO has equipped.
BAGUETTE OMORI-baguette.png AUBREY Made of bread.
It's harder than it looks...
0 0 10 10 0 0 100 This seems to have been intended for BREAVEN; it's unknown why it went unused.
ROLLING PIN OMORI-rolling pin.png HERO The most efficient way to roll dough. 10 0 12 12 0 0 100 Like the BAGUETTE, this was most likely intended to be obtained in BREAVEN.

Charms

Headspace

Name Image Description HEART JUICE ATTACK DEFENSE SPEED LUCK HIT Notes
3D GLASSES OMORI-3d glasses.png Now has one more D than 2D glasses.
DEF +3
0 0 0 3 0 0 0 -
BABY CHICKEN OMORI-baby chicken.png You can't be sad while holding a baby chicken.
HEART +30, Wearer starts HAPPY in battle.
30 0 0 0 0 0 0 When equipped, wielder starts HAPPY in battle.
CACTUS OMORI-cactus.png Spiky on the outside, soft on the inside.
DEF +3, ATK +3
0 0 3 3 0 0 0 -
BOTTLE CAP OMORI-bottle cap.png Pretty neat.
HEART +10
10 0 0 0 0 0 0 -
FLOWER CLIP OMORI-flower clip.png A nice gift.
DEF +2, Wearer starts HAPPY in battle.
0 0 0 2 0 0 0 When equipped, wielder starts HAPPY in battle.
LUCKY TOKEN OMORI-lucky token.png Prevents TOAST if wearer has more than
1 HEART. LUCK +10
0 0 0 0 0 10 0 Despite what the description says, this always works regardless of how much HEART the wielder currently has, meaning that they are effectively immortal.
MONOCLE OMORI-monocle.png Designed for the rich and people with one eye.
ALL STATS +1
1 1 1 1 1 1 1 -
MUSTACHE OMORI-mustache.png The pride of every gentleman.
ATK +5, LUCK +10
0 0 5 0 0 10 0 -
OVEN MITTS OMORI-oven mitts.png Fashionable and practical.
DEF +13, HEART +30
30 0 0 13 0 0 0 Possibly intended for BREAVEN, like the BAGUETTE and ROLLING PIN.
PET ROCK OMORI-pet rock.png DELETE 0 0 0 0 0 0 0 Not to be confused with the used FARAWAY version.
TEDDY BEAR OMORI-teddy bear.png DELETE 0 0 1 5 0 0 0 Not to be confused with the key item used in a HEADSPACE quest, "A GOOD LISTENER". Judging by the description, this was likely removed early in development.

Faraway

Like most other FARAWAY CHARMS, none of these CHARMS have any effect on the wielder's stats.

Name Image Description Notes
SEASHELL NECKLACE OMORI-seashell necklace.png You can almost feel the sea breeze. Not to be confused with the used version, which increases the wielder's HEART, JUICE, and DEFENSE; this version has no effect on the wielder's stats. Note that the used version is internally grouped alongside the HEADSPACE CHARMS (despite only being obtainable in FARAWAY), while this version is grouped alongside the other FARAWAY CHARMS.
RABBIT FOOT OMORI-rabbit foot.png No rabbits were harmed. -
TEDDY BEAR OMORI-teddy bear.png Better when you hug it. Not to be confused with the key item used in a HEADSPACE quest, "A GOOD LISTENER". Judging by the description, this was likely removed early in development.

Oddities

Japanese Localization Leftover

Yes, a singular leftover. Present in the game's languages folder before Japanese localization was added, was a "jp" folder containing only a single file named "[00]ItemsObtained.HERO" (a renamed .yml file). Inside this file is the following text:

message_0:
    text: >
        あなたは\v[49]を見つけました!

message_1:
    text: >
        You got \v[49]!

message_2:
    text: >
        It's a PRESENT!\! Take it?

Notably, this file does not match up with anything in the "en" folder, which is used, implying that this is a leftover from earlier in development.

Darth Plagueis

The Graphics._createAllElements function contains several commented-out test strings - including, weirdly enough, the Darth Plagueis the Wise copypasta:

// "Tetas calientes que nunca se acaban\n\rY continan para siempre!" [Spanish text that says "Never ending hot tits \n\rAnd they continue forever!"]

// Graphics._passStringToClipboard("'Did you ever hear the Tragedy of Darth Plagueis the wise? I thought not. It's not a story the Jedi would tell you. It's a Sith legend. Darth Plagueis was a Dark Lord of the Sith, so powerful and so wise he could use the Force to influence the midichlorians to create life... He had such a knowledge of the dark side that he could even keep the ones he cared about from dying. The dark side of the Force is a pathway to many abilities some consider to be unnatural. He became so powerful... the only thing he was afraid of was losing his power, which eventually, of course, he did. Unfortunately, he taught his apprentice everything he knew, then his apprentice killed him in his sleep. It's ironic he could save others from death, but not himself.'")

// Graphics._passStringToClipboard("Y̶͘Ò̶Ȕ̸ ̴̓L̴͂E̴̽F̷̽T̵̈́ ̴̀Ḿ̷Ē̸ ̵̎T̸̉Ó̴ ̵͆D̸̏I̷͝E̵͠!̸͗!̸̈́!̵̾")