This game has unused areas.
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...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Fully document debug features
Document the unused compound level
It is possible to enable the debug menu by pressing CTRL-F12 while on the start screen and accessible while the game is paused.
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.
There are a few unused enemies with varying levels of functionality. They can be spawned from debug mode using the Level Generator Editor.
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.
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 will multiple times will break the game, causing some sounds to be inaudible and bullets to pass through everything.
Based on an unused explanation tape, the Bomb Bot was intended to 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 the motion sensor on top of 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.
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
- Stealth Bot
- Sniper Bot
A basic, incomplete model of the cut Sneak Bot/Stealth Bot boss enemy.
Tape audio can be found in \Receiver2_Data\StreamingAssets\Sounds\VoiceTapes\
A fallback 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
A placeholder tape intended to contain information about the Mindkill, this tape can be found in the cut Receiver Compound level.
Placeholder Enemy Tapes
A bunch of placeholder tapes which simple 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
A tape explaining the cut bomb bot enemy.
Unused Ending Cutscene
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.