SURVIVAL DIFFICULTY:
Class: Debug
- Altering Reality
- Unsecure
- Virtual Hazards
ACCESS ACTIVATED…1%…13%…26%…39%…54%…70%…85%…98%…99%… SUCCESSFULLY ACTIVATED.
LEVEL'S TYPE: N/A.
SURVIVABILITY: VARIED.
LEVEL'S CONSISTENCY/ STABILITY: EXTREMELY LOW.
NON-EUCLIDEAN GEOMETRY: HIGH.
LIFE PRESENCE: NONE.
Description
Tainted with unstability and glitches, The Debug is a place where broken digital matter can gradually decompose any living matter that comes into contact with it.
The Debug is described as a series of procedurally-generated simulations of digital matter where anything can be devised. Most likely, one will see that the level is an in-construction and unfinished state. The objects, environments, and skyboxes all appear out-of-bounds and can be stitched together poorly which gives inconsistency to the level’s appearance. Also, each simulation is an individual but interconnected manifestation which will be explained below.
A local phenomenon named “The Debug” appears as a series of simulated manifestations. Simulated manifestations are an area of space which simulates The Frontrooms, memories of a person, or more simply, random scenery. However, the manifestations share some notable properties such as glitches, inexplicably altered environments, overloading of various image effects, and much more. Apart from already simulated biological organism, it seems that no life or organic matter is native to The Debug. As the level is so volatile, it is not suitable for any kind of organic life to grow or evolve. No weather or day-night cycles can be observed. This is because they are simply manifestations are just simulations of real events. Time dilation is rare but impactful to the manifestations, as during dilations, more manifestations will be generated until the dilation stops.1 Leaving manifestations are not entirely impossible, but require an adequate amount of navigations to do so. Exits might be found during a random event, although there is a very slim chance of spawning one. Even if a wanderer spots something resembling an exit, there is no guarantee that it will allow one to leave the existing manifestation.
Manifestations
There are 3 types of manifestations that each contain special properties.
Type 1: Random Manifestations
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The manifestation in question, which is a factory that is under the pixelation effect.
Manifestations classified as random are the most common. A remarkable thing that all wanderers can witness is that the scenery created in the manifestation cannot be recognized. All images are unfamiliar and are created randomly which only contributes to how unrecognizable they are. With how common these are, they are also the most stable and can hold cohesively the environment together without too many notable anomalies.
Type 2: Memorized Manifestation
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The manifestation revealed to be a village that the photographer inhabited in The Frontrooms, albeit affected due to the Posterization effect.
These manifestations are much rarer and usually cover up a small area. Upon entering, one will
immediately feel a calm, nostalgic feeling of their memories. These feelings will grow tremendously fast if one spends an adequate amount of time; these can cause the irreversible
loss of one's senses.
The scenery and environment in these manifestations are nearly identical to one's childhood
memories. However, if one cannot recall even a single memory, the manifestation will appear as
a blank, white block. Despite being identical to one's memories, glitches and warps occur very
often, which poses a significant threat if one takes their time here for too long, but they are > still somewhat navigable.
Auditory hallucinations occur frequently in these manifestations with wanderers reporting
sounds resembling the voices of their loved ones. If a wanderer hears these sounds for too
long, their feelings of isolation can increase at an alarming rate. One might fall unconscious if
they overstay their welcome during a manifestation.
Type 3: Abstract Manifestation
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The scenery takes place as the infamous Bliss, although some noticeable distinctions can be seen.
Manifestations feature the exact details of a computer screen background from the 90's
computers. Due to this, the textures that make up the place are very fake and uncanny. Adding
to the unsettling environment is the lighting, it is unnaturally placed between curves and creates
mind-boggling views, along with that, the light seems to be immovable and fixed at a specific
location.
Visual hallucinations occur here with a high frequency. When traveling around, at the edge of
one's eyes, one can see a shadowy figure that teleports as they walk. Despite this, the figure
does not appear to hold any hostility towards any wanderers. Occasionally, shadowy arms can
be seen protruding from the ground. These arms are ephemeral in nature and can vanish in an
instant.
If one decides to stay here for a significant amount of time, one will experience the sensation of
being flat. This effect creates the feel of traveling through a 2D screen and wanderers
themselves are not affected by anything physically. The vision may also be affected due to the
effect, as one's view will progressively stretch in or out until they are in a 720 x 480 resolution. It is unknown if the eyes themselves are biologically influential. The effect will stop after the
wanderer leaves.
It is unknown whether or not the material in the level is destructible. This is because of the inconstant nature of the simulations; the material is ever-changing every now and then. The level has been described as "very trippy" and can be incomprehensible to a wanderer. This can cause difficulties while exploring simulations as well, due to inconsistent surfaces to travel through. Also, due to the ever-changing material state the space outside the simulations simply can not be reached from any direction.
Non-Euclidean geometry happens regularly in simulations, although it is relatively insignificant. Objects can be in the corner of one's eye and then cross one's point of view at an incomprehensibly fast speed. Quantum fluctuation can result from non-Euclidean geometry. For example, matter will occupy the same space as other matter or sometimes, there are objects within the same objects with the same mass and size. Due to this non-Euclidean nature, compasses, maps, or any directional-related objects will fail to function normally.
THE_HUB.png
The Debug Hub
The Debug Hub is a complex of secret sections that can be unexpectedly accessed during one's simulation. This section contains 3 main areas.
The Hallways
The hallways are notably stable, having easily recognizable textures and an environment that remains relatively inert. The walls, ceiling, and floors of these hallways are made of blue bricks trimmed with clean wood. The hallways are lit by overhead lights that put off a yellowish light. Elevators can sometimes be generated in these hallways and they have similar motifs to the rest of the hallways. Doors and some other transitional structures can also be generated in these hallways. The hallways have an undetermined size, as they seem to be procedurally-generated for each person who enters. Furthermore, the hallways are not affected by the level's nature, meaning that the hallways are quite stable and pose few risks. Despite this, The Debug Hub sometimes can cause Debug Rooms to glitch in as placeholders.2
The elevators have 8 to 24 buttons that are marked with a random icon or letter on each button. Upon pressing the buttons, the elevator door will close and one will be transported into another simulation or, extremely rarely, another level. Other transitional structures may also lead to another simulation, with a small chance of bringing one to another level.
Debug Rooms
THE_DEBUG_ROOM.png
Debug Rooms are special types of rooms that have a chance to generate whenever The Hallways are glitching during the procedural generation. These rooms are purely seen as transitional spaces which contain little to no furniture or windows. If they do, they will be glitched, abnormal objects instead. These rooms usually consist of 1 to 3 doors; one being designated for the entrance. Enter any of the non-entrance doors that will usually lead one to the Blue Screen of Death or, if one gets lucky, another level. However, doors can rarely lead back to another portion of The Hallways if one tends to overstay in these rooms. The entrance of Debug Rooms can be found randomly while wandering in The Hallways during its glitched phase. Entrances can also be found behind the doors along the hallways, but the chance is extremely low.
The Blank
The Blank are areas where the simulations have yet to be created, being blank spaces with no textures or defining features. These areas have much worse glitches than typical simulations. These areas are very unstable; having little to no Euclidean properties and appearing very broken or sometimes being impossibly stretched out. Due to the lack of exploration of this area, information about it is scarce. The zone can sometimes be accessed by simply walking through Debug Rooms, but this is unconfirmed as none of the wanderers who have been here can describe how they got there.
The Debug Hub and its various sections can not be entered by no-clipping, rather, only two entrances have been found:
- After spending a random amount of time within a simulation (the shortest amount of time being 20 minutes), a person will fall unconscious and wake up in a random spot in The Debug Hub.
- Using a randomly appearing green or cyan portal in a simulation will send one to The Debug Hub.
THE_PLANE.png
The Debug Plane
The Debug Plane is a flatland that extends endlessly in all directions with no end on the horizon. The environment of the plane is uninhabitable as there are no resources that can be found. The surface of the plane is completely smooth, with no roughness or imperfections being observed. Additionally, the sky seems to be fixed and stretches to infinity. The effects seem to not have an impact on The Debug Plane, similar to The Debug Hub.
The material making up the surface seems to be a hard metal that is divided equally into smaller squares which are exactly a meter on each side. Inside each square are 16 smaller squares that are also equally subdivided. The large squares follow a checkboard pattern with dark gray tiles coming after light tiles.
Even though The Debug Plane is deemed to be outdoor, no weather has ever been observed and the sky is in a perpetually sunny state.
This area can be accessed via wandering in simulations that take place outdoors. Additionally, using a tunnel in a simulation may lead one here as well. If one finds a crack in The Debug Plane it may be used as a means of escape which takes the wanderer back to where they were prior to entering the flatlands.
Blue Screen of Death
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Blue Screen of Death is a special place, which has geographic terrain and landscapes entirely comprised of blue along with error codes that one would typically find in crashing computers.
Its landscape is a solid, unknown material that is a jarring, deep blue, along with the varied elevations. Over the landscape, numerous amounts of physical numbers and letter characters can be found and interacted with, however, they can sometimes be 2D like normal characters on a screen. Object shadows exist, but they are very slight and can be hard to see making exploration much more arduous. Between some of the landscapes, there are integer strings that always fluctuate and vibrate. These strings are not evenly placed and can be randomly connected. Nonsensical objects flying around can also be seen, usually purely basic 2D or 3D geometric shapes, such as circles, spheres, squares, cubes, and abstract shapes. The main threat of this area is the decomposition.
This area is thought to be in a "deletion threshold" and vanishes in real-time. Due to this, anything within deletion zones will be erased, including wanderers themselves. The deletion will become more and more prominent. It is unknown where one will go if they are erased.
Wanderers normally can not access this area, as it is only supposed to contain failed manifestations that will never generate and will be hidden from wanderers. However, on some special occasions, one may unexpectedly find themselves here. the chance gets higher when wanderers' entry is The Blank. Furthermore, the programmed scenery has a chance to appear as Blue Screen of Death more often than any of its variants. While exits can be found when one tries to open anychunk strings across the landscape, most will lead to another manifestation or, if one is lucky, a different level.
Properties and Effects
The level's nature is seemingly cryptic and obscure in many ways, the following occurences are happenings that have been reported thus far.3
Bases, Outposts and Communities
Due to the level's propensity for isolating wanderers and its unstable nature, there are no bases, outpost, or communities within this level.
Entities
The Generator
The Generator is thought to be the entity that controls this level, lacking any kind of physical body.
The motives and behaviors of The Generator remain unknown as it never reveals itself. Regardless, it can perform remarkable actions within a simulation such as changing the layout, altering the lighting, removing entire areas, modifying existing decor, adding nonsensical objects, and other reality warping actions. Notes from the being can be rarely be found throughout the level which give credence to the entity's existence, but these notes are usually hidden in spots where wanderers are likely to not go.
Entrances And Exits
Entrances
With the level being mostly unexplored, only a few notable entrances have been discovered.
- Level 512: After the termination, wanderers can find themselves here.
- Level 600: This is a blank space. It does not exist.
- Level 902: It has been reported that one can randomly no-clip while exploring the tunnels and end up in The Debug.
- The Blue Channel: The level warped gradually into a glitched state and eventually became a part of The Debug.
Exits
Surprisingly, there are many exits scattered around the level. However, most of them require
significant effort to get to.
- Interacting with a nonsensical object will lead one to Level 789.
- If one decides to stay on a in-progress-of-collapsing simulation, one will wake up on Level -0 or on very rare occasions, Level 400.
- Using any transitional entry in The Debug Hub will most likely lead one to Level 322. If this transitional entry is a sewergate however, it will lead one to Level 34.
- Getting access to a portal might be the way to the unexploredddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd
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