Risk of Rain 2
|Risk of Rain 2|
This game has unused animations.
|This game is still under active development.|
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
|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.
* Document scrapped void fiend behavior in Dev Thoughts
Risk of Rain 2 (commonly abbreviated as RoR2) is Hopoo Games' 2020 sequel to their 2013 action platformer and rougelite Risk of Rain. Now a 3rd person shooter, you return to the planet of Petrichor V and have to survive against the various enemies in the game by collecting the game's large library of items.
- 1 Subpages
- 2 Developer Console
- 3 Disabled Stage Objects
- 3.1 Commencement (moon)
- 3.2 Commencement (moon2)
- 3.3 Scorched Acres
- 3.4 Void Locus
- 3.5 The Planetarium
- 3.6 Sky Meadow
- 3.7 Siren's Call
- 3.8 Aphelian Sanctuary
- 3.9 Hidden Realm: Bulwark's Ambry
- 3.10 Hidden Realm: Bazaar Between Time
- 3.11 Hidden Realm: A Moment, Fractured
- 3.12 Unused Physmats
- 3.13 Unused Surface Definitions
- 4 Unlockables
- 5 Unused Buffs
- 6 Unused Item Displays
- 7 Unused States
- 8 Cut Busy Behavior
- 9 Emotes
- 10 Unused Characters
- 10.1 Assassin
- 10.2 Hauler
- 10.3 GolemBodyInvincible
- 10.4 Paladin
- 10.5 Pot2
- 10.6 Potmobile
- 10.7 Potmobile2
- 10.8 Scout
- 11 Unused Areas
| Unused Enemies|
All the guys Hopoo couldn't finish.
| Unused Items|
Even the UES couldn't ship these.
| Unused Text|
Needs an entire tome to fill.
| Unused Abilities|
Artificer had a much more elemental loadout.
| Unused Objects|
Why is there a TANK?
| Unused Materials|
Take a picture, it'll last longer.
By pressing RoR2 Wiki or you can type help into the console. A list of combinations for different keyboard locales is found below.+ + you can open up the game's developer console, there is a full list of commands on the
Disabled Stage Objects
These screenshots were taken on a lower quality setting with an outdated graphics card, needs higher quality screenshots.
There are disabled GameObjects in the stage, seems like its usually leftover from development.
HOLDER: Skybox/OOB Objects/Distant Dunes/Abyss Fog/
Gameplay Space/HOLDER: Start Temple/TempleBase/Water/Underwater Lights/
Gameplay Space/HOLDER: Start Temple/TempleBase/Add-Ons/PillarHolder (3)/MoonPillarHuge
Gameplay Space/HOLDER: Bridge/Floating Islands/Island 1: Cauldrons/HG_Q2_OuterRing_Terrain_002/LunarPod Flavor Props
Gameplay Space/HOLDER: Bridge/Floating Islands/Island 1: Cauldrons/HG_Q2_OuterRing_Terrain_002
While this GameObject is used, it mysteriously has an Animator component.
Gameplay Space/HOLDER: Bridge/Floating Islands/Island 2: Buds/STREAMLINE STUFF TO UPDATE!!/
Outdated graphics card causes the water to be pink, update with a new screenshot
Gameplay Space/HOLDER: Bridge/BRIDGE, Section 3/MoonElevator/
HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 1: Quarry/Q1_MiddleRing/Q1_Tower (1)
HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4: Starting Temple (used) HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4: BridgeParent (used) HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4_InnerRing HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4_MiddleRing HOLDER: Gameplay Space/HOLDER: STATIC MESH/Quadrant 4: Starting Temple/Q4_OuterRing
Unseen Skybox Textures
Weather, Eclipse/Skybox Assets/Sphere, Moon/ Weather, Eclipse/Skybox Assets/Sphere, Moon/Sphere, Other Moon
Looking up, we can see an eclipsed moon, and a second smaller moon.
Get a screenshot with the ArchEntry as well
SMSkyboxPrefab/MoonHolder/MoonMesh SMSkyboxPrefab/MoonHolder/ShatteredMoonMesh (used)
HOLDER: Boss Encounter/BossChest/
HOLDER: Environment/HOLDER: Terrain/SGTerrainDirtSecret
Lake Base Water
Hidden Realm: Bulwark's Ambry
HOLDER: Skybox/ArtifactWorldSkybox/WorldRelative/GroundMesh, Super Distant
Hidden Realm: Bazaar Between Time
Void Reaver Masters
HOLDER: Arena Entrance/Trigger/NullifierMaster
There are three copies of the CharacterMaster GameObjects (component which controls the character bodies) for the Void Reaver inside of the gameobject trigger to spawn the portal. It's possible that upon opening the portal, the Void Reavers would spawn and attack the player. It's likely that this was removed to make the bazaar a sort of "safe place".
LunarShop (Used) BlueprintShop SeerShop (Used) CauldronShop (Used) DroneShop
As remnants of the unused features of the bazaar, there are multiple gameobjects named for the shops they would have held.
Hidden Realm: A Moment, Fractured
It emits a strong green light.
Unused Surface Definitions
Huntress used to be unlockable, but with the release of Bandit, Bandit took her unlock condition.
Newt, the Bazaar Between Time shopkeeper, does not drop a logbook and lacks a lore entry.
While this buff is used by the Alloy Worship Unit, this buff was originally used by the Engineer's Targeted Shield ability. This buff grants 100% of the user's max health as shield.
This debuff causes the whole area around to become enveloped in shadow except for a small area around the victim. It reduces their "visionDistance" to a distance of 15 or lower, which affects players and monsters.
This was likely used for the previous version of Railgunner's Polar Field Device, given that the name of the internal name of the skill is "RailgunnerBodyFireMineBlinding".
This debuff causes sounds to become deafened.
This buff blocks one hit of damage, spawns an effect, then removes the buff. This buff is provided by Captain's unused Plating Beacon.
Engineer would have provided this buff to his teammates with his unused Targeted Shield ability. This buff grants 50% of the user's max health as shield.
This buff is used by the unused Risk of Rain 2/Unused_Enemies#Ancient_Wisp. This buff provides +40% movement speed.
This buff gives +100% attack speed. If you have the "Immune" buff and you don't have the GoldEmpowered buff, you will reject damage. It's unknown why that condition is implemented.
This buff has no effect coded.
This buff is given by Loader's unused Static Charge ability. With this buff, her melee attacks deal 200% damage, stun enemies for 1 second, and has a different impact effect.
This buff causes Loader's hits to chain lightning to nearby enemies on hit for 30% damage with a proc coefficient of 0 up to 3 bounces within a range of 20m.
calculate correct regen
This is the buff that was applied when Bison Steak was Fresh Meat. This grants increased regeneration.
Causes the victim's movement speed to be slowed by 30%.
Unused Item Displays
The Artifact Reliquary's true body is just a large, transparent sphere. Despite this, it has elite item displays available, though they're not setup to actually show any display.
Get item displays
Void Infestors are unable to infect players and (as of Survivors of the Void PC Patch v18.104.22.168) "mechanical" characters like turrets. As a result, there are voidtouched item displays for mechanical characters now left unused.
These are unused states that don't have an associated ability.
Mithrix has an unused spawning state where he gets off his throne. In addition, there is an unused throne modeled present in the scene that is inactive. The throne can be found in the addressable paths: "RoR2/Base/Brother/mdlBrotherThrone.fbx".
It plays the unused "Throne" and "ThroneToIdle" animations.
> RoR2/Base/Beetle/EntityStates.SleepState.asset This is a shared state that only the beetle has access to. When entered, the body is meant to play the "Sleep" animation. This is part of the cut "Act Busy" behavior. However, upon activation the Beetle neither plays an animation or is able to exit the state.
Squid Polyp Deathstate
Squid Polyps have an unused death state.
Beetle Queen WeakState
The Beetle Queen has an unused "Weak" state.
Beetles have an unused mainstate.
Commando has an unused mainstate.
Upon entering the state, the user is granted the "Cloak" and "CloakSpeed" buffs. After 3 seconds, the user exits the state and the buffs are removed.
This plays sets the model's animator's "fly.rate" field to be based on the user's current velocity. Their rigidbody direction is set to the user's aim direction. While in this state, the user is able to use their other skills, though its likely that using another skill would exit this state.
RoR2/Junk/Core/RoR2.GameEndingController+CreditsState.asset RoR2/Junk/Core/RoR2.GameEndingController+EndingCutsceneState.asset RoR2/Junk/Core/RoR2.GameEndingController+GameEndingControllerBaseState.asset RoR2/Junk/Core/RoR2.GameEndingController+PostGameReportState.asset
"GameEndingController" is an effectively empty NetworkBehaviour. All classes are empty, except for "GameEndingControllerBaseState which only gets the "GameEndingController" component and does nothing with it.
Cut Busy Behavior
Monsters were supposed to have "act busy" states that the player would interrupt. Ghor, a previous developer of Risk of Rain 2 at the time:
yeah. the idea was that sometimes you'd discover monsters in "act busy" states that made it seem like they were in the middle of something before you showed up pace of the game turned out to be too high and time available too low
There were pinging and surprised emotes planned for the survivors and monsters, respectively. However, the work to make an animation for every character proved to be too much. The associated component is "CharacterEmoteDefinitions, and there's an unused field in InputBankText for emoteRequest. From Ghor, a previous Risk of Rain 2 developer:
AI would use it early on to play surprise animations when an enemy spotted you for the first time only beetles and lemmies had the anims though, I think two enemy spotted animations and zero player emotes yeah, but there were no emotes ever made I think pinging used to be an emote but there was no animation associated with it unfortunately it would've been too much work to do emotes for every character
This causes the user to play the "EmoteSurprise" animation.
The user plays the "EmotePoint" animation based on attack speed, though the state is exited after 0.5 seconds regardless.
Multiple survivors from the original game didn't make it into the sequel, some like Bandit and Loader were re-added in updates while Sniper had a spiritual successor in the Survivors of The Void DLC in the form of Railgunner. However there are remnants of these survivors in the game's files still.
RoR2/Junk/Assassin/animAssassin.controller RoR2/Junk/Assassin/AssassinBody.prefab RoR2/Junk/Assassin/idrsRoboAssassin.asset RoR2/Junk/Assassin/AssassinBodyFireGrenade.asset RoR2/Junk/Assassin/AssassinBodyPlaceMine.asset RoR2/Junk/Assassin/AssassinBodyPrimaryFamily.asset RoR2/Junk/Assassin/AssassinBodySecondaryFamily.asset RoR2/Junk/Assassin/AssassinBodyUtility.asset RoR2/Junk/Assassin/AssassinBodyUtilityFamily.asset
Not to be confused with the unused enemy known internally as Assassin2, Assassin is a survivor created to test melee survivors. It is a blocky skeleton with two daggers on each hand.
This character has unused materials.
Primary: Slash Combo
The Assassin swings once, rotates the other blade, and then swings again.
RoR2/Junk/BackupDroneOld/BackupDroneOldBody.prefab RoR2/Junk/BackupDroneOld/BackupDroneOldBodyGun.asset RoR2/Junk/BackupDroneOld/BackupDroneOldBodyPrimaryFamily.asset
RoR2/Junk/Bandit/animBandit.controller RoR2/Junk/Bandit/BackstabSpark.prefab RoR2/Junk/Bandit/BanditBody.prefab RoR2/Junk/Bandit/BanditCrosshair.prefab RoR2/Junk/Bandit/Characters.Bandit.asset RoR2/Junk/Bandit/idrsBandit.asset RoR2/Junk/Bandit/mdlBandit.fbx RoR2/Junk/Bandit/mskBanditSpine.mask RoR2/Junk/Bandit/mskBanditUpper.mask
The Bandit has existed since development, and was the most complete unused survivor. With the popularity of a community-made mod which expanded upon Bandit, Hopoo Games kept the unused survivor in-game and intact to keep the mod alive. The in-game Bandit is internally "Bandit2" to distinguish. Bandit plays mechanically similar to how he did in Risk of Rain 1.
RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.FireShotgun.asset RoR2/Junk/Bandit/BanditBodyFireShotgun.asset RoR2/Junk/Bandit/BanditBodyPrimaryFamily.asset
|8||2 Seconds||166%||83%||Gets less accurate if you spam shots|
Secondary (Lights Out)
RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.FireLightsOut.asset RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.PrepLightsOut.asset RoR2/Junk/Bandit/BanditBodyLightsOut.asset RoR2/Junk/Bandit/BanditBodySecondaryFamily.asset
His secondary acts the same as RoR2 Bandit's default special, Dealing the same amount of damage and resetting all of your cooldown timers, However it has a 7 second cooldown if you miss, opposed to RoR2 Bandit's 4 seconds.
RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.CastSmokescreen.asset RoR2/Junk/Bandit/EntityStates.Commando.CommandoWeapon.CastSmokescreenNoDelay.asset RoR2/Junk/Bandit/BanditBodyCloak.asset RoR2/Junk/Bandit/BanditBodyUtilityFamily.asset
His utility does 266% in a smallaround him, stunning enemies while also turning him invisible, and it repeats this attack when you exit invisibility. It has a 9 second cooldown compared to the final's 6 second, despite the invisibility having the same timespan.
His special shoots out a shot of thermite that sticks onto enemies, dealing 30% damage per tick for 10 seconds with a cooldown of 7 seconds.
RoR2/Junk/Bomber/BomberBody.prefab RoR2/Junk/Bomber/BomberBodyFireBarrage.asset RoR2/Junk/Bomber/BomberBodyFireRocket.asset RoR2/Junk/Bomber/BomberBodyPaintMicroMissiles.asset RoR2/Junk/Bomber/BomberBodyPrimaryFamily.asset RoR2/Junk/Bomber/BomberBodyRoll.asset RoR2/Junk/Bomber/BomberBodySecondaryFamily.asset RoR2/Junk/Bomber/BomberBodySpecialFamily.asset RoR2/Junk/Bomber/BomberBodyUtilityFamily.asset RoR2/Junk/Bomber/EntityStates.Commando.CommandoWeapon.FireRocket.asset
Bomber uses Commando's body as a base.
This has unused objects.
RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBody.prefab RoR2/Junk/CommandoPerformanceTest/EntityStates.Commando.CommandoWeapon.FireBarrage.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyBarrage.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyFireFMJ.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyFirePistol.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyPrimaryFamily.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyRoll.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodySecondaryFamily.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodySpecialFamily.asset RoR2/Junk/CommandoPerformanceTest/CommandoPerformanceTestBodyUtilityFamily.asset
RoR2/Junk/Sniper/EntityStates.LockSkill.asset RoR2/Junk/Sniper/EntityStates.Sniper.Scope.ScopeSniper.asset RoR2/Junk/Sniper/EntityStates.Sniper.SniperWeapon.FireRifle.asset RoR2/Junk/Sniper/EntityStates.Sniper.SniperWeapon.Reload.asset RoR2/Junk/Sniper/SniperBodyFireFMJ.asset RoR2/Junk/Sniper/SniperBodyFireRifle.asset RoR2/Junk/Sniper/SniperBodyPrimaryFamily.asset RoR2/Junk/Sniper/SniperBodyReload.asset RoR2/Junk/Sniper/SniperBodyRoll.asset RoR2/Junk/Sniper/SniperBodySecondaryFamily.asset RoR2/Junk/Sniper/SniperBodySpecialFamily.asset RoR2/Junk/Sniper/SniperBodyUtilityFamily.asset RoR2/Junk/Sniper/SniperBody.prefab
A port of the Sniper is also in the game. Unlike Bandit his model is clearly unfinished, simply being a textureless variant of Commando. His base stats are 12 damage, 110 HP and 0.6 regen. His primary has 4 ammo and deals 133% damage, but his utility reloads up to 12 bullets into his primary. His secondary zooms you in, giving you between 166% and 1200% damage based on how long you charge and uses the same ammo as your primary, it also shows you how far away the point you're looking at is in meters. His utility preforms a roll and reloads 12 bullets for his primary, has a 4 second cooldown. His special has a 1 second cooldown and seems to do nothing. Shooting certain parts of enemies gives you a damage bonus, but there is no way to tell where besides brute-force testing.
After Survivors of the Void, the scope changed from a dark texture to a bright white.
RoR2/Junk/HAND/animHAND.controller RoR2/Junk/HAND/HANDBody.prefab RoR2/Junk/HAND/idrsHand.asset RoR2/Junk/HAND/EntityStates.HAND.Overclock.asset RoR2/Junk/HAND/EntityStates.HAND.Weapon.ChargeSlam.asset RoR2/Junk/HAND/EntityStates.HAND.Weapon.FireWinch.asset RoR2/Junk/HAND/EntityStates.HAND.Weapon.FullSwing.asset RoR2/Junk/HAND/EntityStates.HAND.Weapon.Slam.asset RoR2/Junk/HAND/GravekeeperHookProjectile.prefab RoR2/Junk/HAND/HANDBodyFire Winch.asset RoR2/Junk/HAND/HANDBodyFullSwing.asset RoR2/Junk/HAND/HANDBodyOverclock.asset RoR2/Junk/HAND/HANDBodyPrimaryFamily.asset RoR2/Junk/HAND/HANDBodySecondaryFamily.asset RoR2/Junk/HAND/HANDBodySlam.asset RoR2/Junk/HAND/HANDBodySpecialFamily.asset RoR2/Junk/HAND/HANDBodyUtilityFamily.asset
HAN-D was a melee survivor in the original game who can actually be see in the back of the character select screen in RoR2, he was likely replaced with MUL-T as they share visually and thematic similarities. The base stats of the unused character are 20 damage, 300 HP, 1 regen, and a grand 3 armor (around 3% damage resistance), he also seems to move a little faster. These are insanely higher than all the other characters and are closer to Heretic's stats than the rest of the cast. His primary is a slow hammer swing dealing 225% per hit. His secondary is a projectile that deals 250% on impact. His utility appears to do nothing while his special deals 400% damage in an AOE, sending out what seems to be a Beetle Guard projectile for 250% damage against whatever it hits and knocks it forward.
RoR2/Junk/Enforcer/EnforcerBody.prefab RoR2/Junk/Enforcer/EnforcerBodyFireBarrage.asset RoR2/Junk/Enforcer/EnforcerBodyFireFMJ.asset RoR2/Junk/Enforcer/EnforcerBodyFirePistol.asset RoR2/Junk/Enforcer/EnforcerBodyPrimaryFamily.asset RoR2/Junk/Enforcer/EnforcerBodyRoll.asset RoR2/Junk/Enforcer/EnforcerBodySecondaryFamily.asset RoR2/Junk/Enforcer/EnforcerBodySpecialFamily.asset RoR2/Junk/Enforcer/EnforcerBodyUtilityFamily.asset
The Enforcer is one of the most unfinished out of the ported RoR1 characters. His model is a white rectangle that clips into the floor. He has 12 base damage, 60 HP, and 0.6 regen. His primary has 6 ammo and does 166% damage with each shot reloading individually. His secondary seems to do nothing and has 12 charges, but it spends multiple at a time. His utility is a basic roll and his special seems to be suppressive fire but it's bugged and just hits your own character doing effectively nothing.
A Stone Golem with a large amount of health. Despite the name, it is not invincible.
RoR2/Junk/Paladin/ccpPaladin.asset RoR2/Junk/Paladin/PaladinBody.prefab RoR2/Junk/Paladin/EntityStates.Paladin.DashSlam.asset RoR2/Junk/Paladin/EntityStates.Paladin.LeapSlam.asset RoR2/Junk/Paladin/EntityStates.Paladin.PaladinWeapon.BarrierUp.asset RoR2/Junk/Paladin/EntityStates.Paladin.PaladinWeapon.FireBigRocket.asset RoR2/Junk/Paladin/EntityStates.Paladin.PaladinWeapon.FireRocket.asset RoR2/Junk/Paladin/PaladinBigRocket.prefab RoR2/Junk/Paladin/PaladinBodyBarrierUp.asset RoR2/Junk/Paladin/PaladinBodyLeap.asset RoR2/Junk/Paladin/PaladinBodyPrimaryFamily.asset RoR2/Junk/Paladin/PaladinBodyRocket.asset RoR2/Junk/Paladin/PaladinBodySecondaryFamily.asset RoR2/Junk/Paladin/PaladinBodyUtilityFamily.asset
RoR2/Junk/PotMobile/idrsPotMobile.asset RoR2/Junk/PotMobile/PotMobileBody.prefab RoR2/Junk/PotMobile/EntityStates.Pot.PotWeapon.FireCannon.asset RoR2/Junk/PotMobile/PotMobileBodyFireCannon.asset RoR2/Junk/PotMobile/PotMobileBodyPrimaryFamily.asset
RoR2/Junk/PotMobile2/PotMobile2Body.prefab RoR2/Junk/PotMobile2/PotMobile2BodyFireCannon.asset RoR2/Junk/PotMobile2/PotMobile2BodyPrimaryFamily.asset
Bomber is an "original" character that is unfinished in the files. He has 16 base damage, 220 HP, and 0.6 regen. His primary fires out a 200% damage fireball that explodes in anon contact with anything. His secondary does nothing and his Utility is just Commando's roll. His special is just the suppressive fire skill from Commando but with a longer 13 second cooldown. He also shares a model with Commando. It is easy to tell this character is very unfinished and likely was scrapped pretty quickly
The Warden was a scrapped survivor in early access that unfortunately can't be played in-game. Hopoo revealed a lot of information about the character in their Dev Thoughts #27 Q&A including concept art and what skills they would've had. The survivor was an experiment to see if they could rely on outside help for designing characters. His energy gimmick is noticeably comparable to the corruption meter on Void Fiend and he likely would have been a very mobile survivor in combat with his 3 charges of Power Vault and his energy on damage and hit to let him use Power Vault more.
RoR2/Junk/Engi/EngiBeamTurretBody.prefab RoR2/Junk/Engi/EngiBeamTurretMaster.prefab RoR2/Junk/Engi/EngiBeamTurretBodyPrimaryFamily.asset RoR2/Junk/Engi/EngiBeamTurretBodyTurret.asset
There is an AI in the game for an Engineer beam turret, while there is seemingly no corresponding ability to place this turret it can still be spawned in. Its AI has a really hard time tracking, slowly turning towards the enemy, making it very hard to get value out of on anything that's not a big target. They're also completely textureless during their building animation.
Primary The beam deals around 37% damage per tick and seems to tick a little under 5 times a second dealing 175% DPS. It also inflicts the 50% slow debuff. These stats are very similar to the proper mobile turrets Engineer has, and they were likely the original design before they refined the damage numbers and made them able to walk.
An alternate beacon for Captain, this one has two charges that each give you 5 guaranteed blocks. You can't take another charge if you already have any blocks. This one is really powerful when used in combination with items like Safer Spaces or Tougher Times, basically giving you 5 layers of guaranteed protection underneath whatever the items block for you. With how abusable this could be for experienced players that don't get hit often it's clear to see why they scrapped it.
A test room made up of random blocks, rocks, and other geometry. A Lunar Chimera Golem spawns on the stage by default but there isn't natural spawning after that. When you hit the teleporter monsters like Imp Overlords, Imps, Beetles, Lemurians, Alloy Vultures, Bighorn Bison, Mini Mushrums, Grandparents, Parents, and Elder Lemurians spawn.
A test scene, made of a massive grey plane and some basic geometry including a moving sphere. Natural spawns are disabled but the teleporter is able to spawn Beetle Queens, Stone Titans, Stone Golems, Lemurians, and Beetles. There are groups of Beetle Guards set inactive in the scene.
There is a stage named 'voidoutro' where you can see an early cutscene that would've played after the Voidling boss. It seems like this is actually from the original design for the boss fight where Voidling would sit in the middle of the arena. It was cut due to lack of time, to be more distinguished from the Mithrix ending, and to avoid potential lore implications that the team would have to follow with.
- Dev Thoughts 27 - Hopoo Games Q&A + more! - https://www.youtube.com/watch?v=r3nI1HqkL9A&t=2193s