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Receiver 2

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Title Screen

Receiver 2

Developers: Wolfire Games
Publishers: Wolfire Games
Platforms: Windows, Mac OS X, Linux
Released internationally: April 14, 2020


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


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.
Hmmm...
To do:
  • Fully document debug features.
  • Document the unused compound level.

Debug Menu

Receiver2-DebugMenu.png

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

Target Range

There 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.

Unused Enemies

There are a few unused enemies with varying levels of functionality. They can be spawned from debug mode using the Level Generator Editor.

Tripmine

A small circular mine which would attach to a wall and is fully functional. When triggered, the mine explodes into several bullets after a few seconds.

Bomb Bot

A regular turret base with a large red bomb and a light on top of it. When the player is within range, the light on the bot will flash on and off, and nothing else appears to happen. Shooting it multiple times will break the game, causing some sounds to be inaudible and bullets to pass through everything.

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.

Power Leech Bot

A large bug-like bot that attaches to a wall. The bot emits sparks and drains the player's health if they get too close.

Boss Enemies

Hmmm...
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
  • Sneak Bot/Stealth Bot (later implemented in 2.0.10 update as the Stalking Entity)
  • Sniper Bot
  • Gunship

Unused Models

Sneak Bot

Receiver2-UnusedSneakBot.png

A basic, incomplete model of the Stalking Entity.

Unused Tapes

Tape audio can be found in \Receiver2_Data\StreamingAssets\Sounds\VoiceTapes\.

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, such as Aum.ogg, CreepyBot.ogg and Superhot.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.

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.

Placeholder Textures

Unused Ending Cutscene

Hmmm...
To do:
There's other unused ending cutscenes.

In 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 Events

In 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.