Lethal Company
Lethal Company |
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Developer: Zeekerss This game has unused areas. |
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! |
Lethal Company is a 4 player co-op "horror" game where you and up to 3 other people land on a variety of moons and delve deep into the bowels of strange, procedurally generated facilities in search of scrap to sell to reach your profit quota while working for The Company. Despite having a scary initial appearance the game is finely designed in such a way that it is inevitably hilarious when things go horribly wrong for you and your friends.
Contents
Unused Moons
As of Version 50, there is one unused Moon. This is 44-Liquidation, a S++ difficulty moon mostly covered by water. The interior of this moon is most commonly Mansion. Its possible weather conditions are Rainy, Stormy, Flooded and Eclipsed. This moon does not support outdoor enemies, as the exterior is always flooded on water.
Unused Items
There are several items in the game data that are inaccessible by normal means.
Binoculars
Binoculars. Likely used to zoom in and view distant locations, though seems like it would have limited use given most of the gameplay takes place indoors.
Mapper
Mapper. This item would have served as a handheld version of the ship's map. It can actually be "bought" in the terminal, though it isn't actually present in the terminal's purchasable items list and will instead register as buying a shovel. It's possible that the reason why it got scrapped is because the camera system that is already present in the game would have rendered this item pointless.
Box
There is an unused item called "box" with its internal item asset being named "CardboardBox". What purpose it would have served is unknown - it has no prefab registered to it and it crashes when trying to spawn it in.
Unused Audio Files
There are also two unused audio files called v50Scuba1.ogg and v50Scuba2.ogg. These audio files might possibly suggest that there were plans of adding some kind of scuba gear that didn't make it into the game.
Audio | Title |
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v50Scuba1.ogg | |
v50Scuba2.ogg |
Unseen Models
The trailer for the game shows a planet and a moon in space with the ship. This moon and planet is apparently Experimentation. While it's never fully properly seen in-game, they still exist in the scene and are loaded at runtime whenever you load into a new moon. These models will change texture depending on which moon you're currently orbiting, meaning they will have different textures for the three different solar systems we can travel to. The camera at the back of the ship is actually pointed at these models, but due to how dark the scene is, they are not fully visible on the camera monitors. You can still catch a small sight of them, though.
Missing Company Line
Upon selling scrap to The Company, one of a total of 10 different voice lines will play at random through the speaker at the desk, labeled Mic1.ogg through Mic11.ogg. The sound Mic5.ogg is skipped over and is not present in the game's files. At the time of writing, what this line may have been is unknown.
Unused Cat Icon
This icon, named caticontest.png, is used in the Test Room as an icon for the door to the interior.
Unused Test Room
The ship contains an otherwise hidden and unused Test Room, complete with a small exterior filled with various colored blocks, platforms, fake buildings, doors, and a unique interior containing several small rooms, a staircase, a scaffold, and a pit. Falling into the pit inside the interior section of the test room will result in the player falling indefinitely due to their location being below the reset plane. The cat icon mentioned above is used for the door's interact icon.
Unused Offense Ladder
The level 21-Offense contains a ladder just outside the main playable bounds. By jumping around a fence on the opposite side of the map to the ship's landing location that fails to extend all the way into the wall, the player can easily reach this ladder, which is fully functional despite not leading anywhere. Whether this ladder connects to old level geometry that's been disabled or was just an unintentional duplicate placement of the ladder that is used remains to be uncovered.
Experimentation Interior
The main building of Experimentation has a full interior that is not intended to be explored. However, it's possible to enter it via cheats or through the use of a jetpack to get into a small doorway-sized hole in the side of the building.
The area is barren and all the lights have been removed, but it appears to match up with the area seen in the game's original teaser announcement. The main room of this area would've been part of the game's original intro sequence and would've held the elevator which players used to descend into the main gameplay area though no gameplay elements survive in the final game. The interior has both an upper section and a lower section. These sections are meant to be connected by a set of catwalk stairs, which are invisible in the final game but the collision remains. It's not known what purpose the explorable areas of this interior would have served in the final game.
Internal Names
Internally, several monsters have different names to what they ended up being called in the final release.
- Thumpers are called "Crawlers".
- Snare Fleas are called "Centipede".
- The Bracken is called "Flowerman".
- Eyeless Dogs are called both "MouthDog" and "ToothDog".
- Ghost Girl is called "DressGirl".
- Coil-Heads are called "SpringMan".
- Manticoils are called "Doublewing" and "DoubleWingedBirds".
- Circuit bees are called "RedLocust".
- Forest Keepers are called "ForestGiant".
- Old Birds are called "RadMech".
- Tulip Snakes are called FlowerSnake
Unused Enemies
Lasso
Code and assets exist for an unused and seemingly unfinished enemy known as "LassoMan" internally and as "Lasso" in its bestiary log and scanner title. It has a power level of 2 and a max count of 2.
The code is incredibly buggy, roughly derived from an earlier version of the Thumper's code. While it has basic AI, it is incapable of hurting players due to the fact that the timeSinceHittingPlayer
variable, which must be greater than 0.5 for the enemy to do damage, is never incremented. If it could attack the player, it would do 40 damage, the same as the Thumper. Unlike the Thumper however, the cause of death listed for players killed by this enemy is listed as "Strangulation".
As of the current version, LassoMan is present in the spawn tables for Dine, Rend and Titan but has its rarity set to 0 in all cases, meaning it will never spawn.
The model has animations for idling, moving and "pulling" (suggesting planned unique behaviour) though only the idle animation is actually connected in its animation controller, meaning it is the only one that will ever be used.
A bestiary log does exist for the creature though it's clearly unfinished and lists only a name and danger level, cutting off before the scientific name. Since the creature never spawns, it can't be scanned and so this entry is never viewable ingame, though entering "lasso" into the terminal does inform the player that no data has been collected on the creature as it would for any normal unscanned creature.
LASSO Sigurd's danger level: 30% but it kinda freaks me out Scientific name:
Test Capsule Enemy
A test enemy consisting of a flat plane with the Obunga texture assigned. An attached audio source is set to constantly loop the sound file radio1.ogg at 0.2 pitch. As the name suggests, this enemy was created to test enemy behavior and was initially a simple capsule, as seen in this dev video. While the sound loop is likely a reference to the file of the same name from Half-Life 2, the actual sound effect in the files is different, likely to prevent any potential copyright issues.
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