Nikius_456

Newbie
May 4, 2024
27
18
13
yo guys, i finished the game in normal difficulty, did all the shit and collected all the shit for the true endind but... How do i now get the true ending?
 

Regs H-Bot

Newbie
Jul 12, 2022
81
88
29
The True ending is the one with Special Graphics that play during Credits.
Also is there a Post credits scene? if so then that's the true ending.
i.e. The true ending will replace the regular ending if its conditions are met.
 
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Icyclub

Member
Aug 21, 2023
124
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73
ok so the first levels second fragment thing is fucking sneaky but i FOUND IT Screenshot 2025-08-07 164034.png
there this damned sneaky path u can partially see the platform Screenshot 2025-08-07 164043.png
 
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ManThePlower

Newbie
Sep 11, 2023
19
11
127
I mean, we could technically mod the game to add her.
easier said than done, even a simple texture swap from Hasumi would require finetuning for the status effect changes on the body, like the Hypno Visor
but in theory it would prob be feasible. Just lots of effort required.
 

asakoshura

Member
Sep 17, 2020
214
176
143
easier said than done, even a simple texture swap from Hasumi would require finetuning for the status effect changes on the body, like the Hypno Visor
but in theory it would prob be feasible. Just lots of effort required.
So you're saying it's possible.
edit:
I am serious. Currently working on game already, but given there was already a mod that did a total difficulty and AI adjustment, then technically, could have something where you have her replaced with the doctor, at least on a skin level.
 
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Refon

New Member
Aug 26, 2025
2
1
3
Having seen the scenes from the game before and the fan art of it, I finally found time to play it myself and oh boy, I am pleasantly surprised.

UPD: On the first day I got the normal end and bad ones. On the second one, I've got the true end and few remaining achievements. Such a fun little game.
 
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TokenFoxxed

Newbie
Sep 11, 2020
25
53
23
given there was already a mod that did a total difficulty and AI adjustment, then technically, could have something where you have her replaced with the doctor, at least on a skin level.
Pretty curious about that, did someone manage to get the game to run under unity ? Source-code wise it's fairly trivial, biggest issue is the framework (Anima2D) used to make the spine animations that don't play fair. While it's not technically infeasible, some part of the framework (namely the binding between meshes and bone impact) aren't working well when re-compiling it. While I blame an old version of the now-dead Anima2D for this kind of issues, it shouldn't be seriously hard to re-create that part of the game.
I personally think at some point I'd learn Godot a bit more and see how hard that would be to "port" the bones to the Godot built-in one (that looks promising ! See the image bellow).

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Previously I've (half-ly) been successful at porting the player model into Dragon Bones

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Which allows to use the model in dragon bones runtime (bad, slow) or export as spine 3.2 (better). Then 3.2 could be upgraded to spine 3.8 and the 3.8 version is afaik the only one we're able to run "for free" (arr yarr) while having widely available runtimes.

Re-using the game code is also an option, as all the animations works so far:
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But the game is such spaghetti-code level that maintaining it would be a lot like caring over an old-time lost game.
Plus my real concern apart from the complexity is use of IP characters that are still used (hakkaku wrote about willing to re-use hasumi in a future game !) so at this point I fear it may be better to just roll a new, heavily inspired, game from it.

I do like this game that are still to this day one of my favourites, and seeing people work on it make me happy!
 

x-san

Member
Jan 30, 2022
115
38
119
Pretty curious about that, did someone manage to get the game to run under unity ? Source-code wise it's fairly trivial, biggest issue is the framework (Anima2D) used to make the spine animations that don't play fair. While it's not technically infeasible, some part of the framework (namely the binding between meshes and bone impact) aren't working well when re-compiling it. While I blame an old version of the now-dead Anima2D for this kind of issues, it shouldn't be seriously hard to re-create that part of the game.
I personally think at some point I'd learn Godot a bit more and see how hard that would be to "port" the bones to the Godot built-in one (that looks promising ! See the image bellow).

You don't have permission to view the spoiler content. Log in or register now.

Previously I've (half-ly) been successful at porting the player model into Dragon Bones

You don't have permission to view the spoiler content. Log in or register now.

Which allows to use the model in dragon bones runtime (bad, slow) or export as spine 3.2 (better). Then 3.2 could be upgraded to spine 3.8 and the 3.8 version is afaik the only one we're able to run "for free" (arr yarr) while having widely available runtimes.

Re-using the game code is also an option, as all the animations works so far:
You don't have permission to view the spoiler content. Log in or register now.
But the game is such spaghetti-code level that maintaining it would be a lot like caring over an old-time lost game.
Plus my real concern apart from the complexity is use of IP characters that are still used (hakkaku wrote about willing to re-use hasumi in a future game !) so at this point I fear it may be better to just roll a new, heavily inspired, game from it.

I do like this game that are still to this day one of my favourites, and seeing people work on it make me happy!
good luck with that bro
 
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asakoshura

Member
Sep 17, 2020
214
176
143
so dumb question, but is there a group yet for the new game, or am I just an idiot who can't find it?
 
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