Dev LEVELS

Usually, in Unreal Engine, each dev gets a folder in the content folder to organize their own stuff. It's not different for LN2's case. So there are lots of puzzlepiecesystems leftover of a bunch of dev levels, but i'll be only talking about the interesting ones. (Or else i'd be just putting random test levels)


As i've mentioned in the Pale City section, there were going to be way larger shopping areas and even a shopping mall section.

They were planning to bring back the leeches.


The school is so ruthless that they had a Punishing Room and a Detention Room with CAGES. I wish they kept that in the final game.

There was going to be a Hunter chase in a bridge.

There was going to be a Mask Shop in the Pale City(?) and it had nomes and a diorama(?) in it.


There was supposed to be a section where you'd drag six, similarly to that one concept art.

These are all levels that, according to the name, were based on the concept art made by Jonas Berlin. Unfortunately, judging by which levels those are, we didn't get to see the concept art for them. (maybe the patient hall one)

But, seems like the locker corridor concept art in the artbook was actually based on a level made just for the concept art.

In the piano puzzle, six was supposed to get the key. Instead of us like in the final game.

Tobias Lilja had some levels to test the audio for the radios i've mentioned in the TV-related section of the Unused Audios.

We were supposed to interact with the Stuffed Kid found at the Hunter's Cabin and even Pull his head out.