The Hibernator Alpha 0.5.3-0.5.X

I will be changing how I post updates on Mushroom because I got a few complaints about too many changelogs 😅 (Sorry about that, daily updates should not equal to daily posts). Please refer to this post for any future 0.5.X updates.

Alpha 0.5.3 (July 9th, 2026):

Alpha 0.5.3 is here with more PDWGS improvements and fixes!

Additions
– Added PDWGS Structure Prioritization (Some Structures placed earlier than others) & Tile Locking (Once a structure is placed, then tiles are un-editable) to fix Cafeterias not guaranteed

Changes
– Changed how I debug the game & How Developer Mode works (I will NOT be going into detail)
– Cafeterias and Pod Rooms are now prioritized and locked

Fixes
– Fixed alertHibernator() fires when no Hibernator exists
– Fixed Alert icon shows when Hibernator is dead
– Fixed Eye alert directly manipulates Hibernator state without checking active
– Fixed Cafeterias not guaranteed
– Fixed Ensure Hallways Connected unbounded loop
– Fixed Inventory slot array length mismatch after respawn with backpack upgrades

 

Alpha 0.5.4 (July 11th, 2026):

Alpha 0.5.4 is here with mainly changes how Advanced Mode works. Unlocking is the same to prevent confusion. I also changed how a certain limit in Infinite Levels mode is bypassed, and one feature that was originally going to be in this update is postponed. (Yes, I know this is vague.)

Additions
– A new trigger is added, to unlock the certain limit
– Added 2 new secret achievements
– Added a toggle to toggling if players want to bypass the limit

Changes
– Separated unlocking Advanced Mode and bypassing a certain limit in Infinite Levels mode
– Advanced Mode now grants some usage of previously private Developer Tools (as cheats) and early in-development experimental features

 

Alpha 0.5.5 (July 14th, 2026):

Alpha 0.5.5 is here with a few QoL changes and improvements!

Additions
– Added new random posters that spawn in Building and industrial layouts
– Added a confirmation dialog when deleting a saved run
– Added “Copy to Clipboard” button in the error popup

Changes
– Save System (Beta) now restores darts on save load
– The Eye’s rotation is now paused while blinded
– Changed swap caption for better clarity

Fixes
– Fixed time tracked when opening certain overlays that pause the game
– Clear all data now properly clears all the data
– The achievement summary widget on the title screen now correctly updates and no longer requires a reload

Removals
– Removed the starting room posters because they break the fourth wall and doesn’t fit with the lore

 

Alpha 0.5.6 (July 14th, 2026):

Alpha 0.5.6, a part hotfix, part refactor update is here! I had to ship this update quickly because I became aware of an exploit. I will continue the refactor in 0.5.7, and whatever’s planned will be pushed.

Additions
– Added GameStateManager, which manages game states
– Added EntityManager, which manages entity states
– Added EnemyAI, which is a basic and generic AI for enemies (currently unused)

Changes
– Threat Level: 0 mode will no longer save scores, as it was in the same pool as Classic, but the scores were overall higher than Classic, inflating the scores
– Changed code to use entity states
– Refactored game code
– Refactored handleInput to use stateManager

Note: This update preserves save compatibility

 

Alpha 0.5.7 (July 15th, 2026):

Alpha 0.5.7 is here with the rest of the refactor and further exploit fixes!

Additions
– Added a Delete Save Confirmation popup in Save System (Beta)

Changes
– Custom mode scores will no longer be saved
– Moved Hard Mode, Single-Hibernator mode, Advanced mode into separate score pools
– Completely refactored the code, with several new files added
– Split Input Handling
– Extracted Player class into player.js
– Extracted World class into world.js
– Extracted Renderer (or RaycasterRenderer) into renderer.js
– Extracted UIManager into ui.js
– Refactored MazeGame to an Orchestrator
– Moved Player Movement Logic into Player
– Moved Shooting Logic into Player
– Moved World Generation into World
– Moved Rendering into Renderer
– Moved UI Updates into UIManager
– Renamed some files
– Copy Error info button in the error popup now has proper styling

Fixes
– Further fixed score inflation exploit by making the score-related changes

Note: This update is compatible with older saves

 

Alpha 0.5.8 (July 16th, 2026):

Alpha 0.5.8 is here with a new enemy and couple of QoL improvements! You can now play Hide and Seek! Fun fact: I originally teased that back in January this year 🙂

Additions
-Added Teddy, he is a character, who wants to play hide and seek. If he sees you, he’ll will count to 5, before seeking you for 39.5 seconds. If you get touched, he’ll steal one item, or if no items, then 15 Scrip, or if no Scrip, then 5 health. If you have less than 5 health, then he’ll leave you with only 1 HP left. Countdown is displayed on the screen in big, red, bold letters. You can’t miss that one! Teddy also uses the files teddy.mp4 in assets\music\music\teddy\teddy.mp4, and teddy.png in assets\textures\characters\teddy\teddy.png. Fun fact: teddy.png was also created in January!
– Added 1 Achievement: Teddy’s Best Friend”: Complete Teddy’s minigame 5 times in a single run.
– Added a timer to Speedrun Mode

Changes
– Added a entry to the help screen detailing Teddy

Fixes
– Fixed Mobile Control having no reload button. But it can still reload by if ammo runs out, then fire, it’ll auto-reload

 

Alpha 0.5.9 (July 19th, 2026):

Alpha 0.5.9 is available now with Terminals, more improvements to the Save System (Beta) and score calculation, and various fixes!

Additions
– Added Terminals, which serve as a lore-dump
– Added a “version” field to saves
– Added unused code

Changes
– Classic score now takes into account Scrip, giving a bonus
– _ensureHallwaysConnected max passes is no 59 instead of 20

Fixes
– Fixed a memory leak to do with reuestAnimationFrame
– Fixed a memory leak with setInterval not being cleared
– Fixed a memory leak with event listeners
– Fixed AudioContext never being suspended on game exit
– Fixed minimap crashes when tiletype[y] is undefined
– Fixed final level Scrip bonus missing
– Fixed Custom mode ignores user‑specified generator count
– Fixed Hibernator health bar not checking active state
– Fixed certain tiles can become unreachable
– Fixed Teddy doesn’t clear lastSeen coordinates, leading to unexpected behaviour
– Fixed eye’s timer not reset
– Fixed audio node isolations
– Fixed Teleporter teleporting player to unsafe cells
– Fixed clipboard having no fallback
– Fixed secret not clearing tileType
– Fixed non-existent audio stopper being referenced

 

Link: The Hibernator by wimpycat01 (https://wimpycat01.itch.io/the-hibernator)

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