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A-SYNC INTERACTIVE ANALYSIS_
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SYSTEMS_AND_STATS

Subject Monitoring Parameters - Technical Reference

PRIMARY_STATISTICS

Health

HEALTH

VITAL

The value representing Victor's physical condition.

Health is lowered when Victor is injured. Maximum Health may also be limited by illness or infection.

Health may be restored by eating and drinking.

CRITICAL: When this number falls to zero, Victor "Dies". Maximum Health can be increased by consuming ManMeat.

Stamina

STAMINA

PHYSICAL

This value represents how long Victor can sprint before getting tired and having to return to walking speed.

Victor is not an athlete. So you will have to upgrade his stamina during the course of your adventure.

Stamina experience is earned each time you exhaust Victor by completely depleting his Stamina.

When Stamina XP reaches its current level's threshold, Victor's Max Stamina will be increased by one.

Sanity

SANITY

MENTAL

This value represents Victor's mental health.

The lower Victor's Sanity gets, the more strange things will appear in levels.

Losing Sanity also increases Chromatic Aberration, Motion Blur, Saturation and the intensity of VHS Noise that appears on-screen. Victor will also have different vocal reactions based on Sanity level.

Some things can only be seen when in the right state of mind.

Sanity Spiral

THE_SANITY_SPIRAL

Victor's sanity is represented by a spiral icon in the UI. At first, it may only appear as a white slash - easy to overlook. As sanity decreases, more of the spiral becomes visible, eventually revealing a right angle, then the full spiral shape.

Sanity Loss: Exploring, collecting items, and listening to tapes may affect sanity - for better or worse.

Permanent Insanity: Each time Victor "dies," his maximum sanity is permanently reduced. These lost segments are replaced by red - insanity that cannot be recovered through normal means.

CURE: Permanent insanity can only be removed by destroying a Smiler with the Phase Emitter.

Infection

INFECTION

CONDITIONAL

This stat only appears after Victor inhales Green Mold spores or consumes contaminated substances, raising his infection level above 0.

Infection causes a reduction in maximum Health. The higher the infection, the lower Victor's health ceiling becomes.

WARNING: Each time Victor "dies" the infection also grows. Use Antiseptic or Disinfectant to reduce infection.

Capacity

CAPACITY

INVENTORY

This value represents how many items Victor can carry in his inventory.

Victor starts with limited carry capacity. Find bags and pouches throughout the Backrooms to increase your Capacity Rating.

TIP: Inventory management is crucial for survival. Prioritize essential items and upgrade capacity when possible.

SURVIVAL_STATISTICS

If Survival mode is enabled, players will have to keep track of the following stats:

Nourishment

NOURISHMENT

SURVIVAL

Represented by a stomach icon that fills and depletes depending on how much food Victor has consumed.

Nourishment slowly drains over time. But can be replenished by eating and drinking.

Hydration

HYDRATION

SURVIVAL

Represented as a glass of water in the UI.

Hydration depletes faster than Nourishment or Energy. But can be refilled by drinking Almond Water or slightly by soaking in a pool.

Energy

ENERGY

SURVIVAL

Represented by a closing eye in-game. Energy represents how long Victor can stay awake before taking hits to Health and Sanity.

Energy can be replenished by sitting or laying down.

All Survival stats will reduce Victor's Health if they fall below 0. If any of these stats fall below 0, the next time they would decrease Victor will lose Health instead.

SAVE_SYSTEM

Transliminal records your progress each time you open a menu, collect something, or reach a new level. When the game begins to save, a Save Icon floppy disk icon appears in the bottom left corner of the screen.

Games will load back into the last Level players have visited. Or if players have not yet exited a doorway or elevator, the game may load back into that entry method - sometimes into a different level.

It is recommended to at least step foot into a level before quitting if you wish to load back into a level you have arrived at via an entry method. For example, if you take an elevator to Level 4 Offices but never step into the level itself before quitting the game, next time you load it will load you into the elevator - but which level the elevator ends up on very well could be different.

WEATHER_SYSTEM

Levels that take place "outdoors" or have windows looking outside feature a dynamic weather system. Weather states cycle seemingly at random, affecting visibility, danger level, and available encounters.

DAY

WEATHER

Bright conditions. Generally the safest time to explore outdoor levels.

NIGHT

WEATHER

Darker conditions with reduced visibility. More dangerous entities may appear. In some levels, special UI elements appear during night (such as the Baby Counter in The Playgrounds).

STORMS

WEATHER

Rain and thunder affect outdoor levels. Reduced visibility and ambient noise may mask approaching threats. Lightning flashes can briefly illuminate dark areas.

RED_TIME

WEATHER

The sky turns an ominous crimson. Extreme danger. Powerful entities become active during Red Time. In The Playgrounds, Mother's Fingers - black tornadoes forming a massive hand - descend to hunt you.

WARNING: Avoid Red Time unless prepared for combat or quick escape.

WEATHER CONTROL: In some levels, weather can be manually changed. In The Playgrounds, Tic-Tac-Toe games on jungle gyms control weather: 3 O's toggles Day/Night, 3 X's triggers Red Time.

HOLIDAY_EVENTS

Transliminal features real-world holiday integration. During certain holidays in the real world, special assets and decorations appear in-game.

CHRISTMAS

HOLIDAY

During the Christmas season, decorated Christmas trees may be found throughout many levels of the Backrooms. A notable tree appears in The Heart of Electrics hub area.

Holiday events are tied to your system's date and activate automatically during the appropriate time of year.

HALLOWEEN

HOLIDAY

During the Halloween season, skeleton decorations appear throughout the Backrooms. These spooky props may pop out of lockers and storage containers, playing eerie recorded messages in distorted digital voices.

Don't worry - unlike most things in the Backrooms, these are just decorations.

> End of systems documentation.