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Dev LEVELS

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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)

ShoppingArea
ShoppingArea

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

Leeches

They were planning to bring back the leeches.

Punishing Room
Detention Room

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.

Hunter Bridge

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

Mask Shop

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

DragSix
DragSix

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

Jonas

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)

Jonas

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

Pianopuzzle

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

Radio

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

StuffedKid

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

THIS PROJECT WAS MADE BY FV0RT3X.
this is not official.

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