Everything After the Update to Mushroom

As Dr. T was working on the update, I also have been working on The Hibernator, except that I couldn’t post on Mushroom, but no worries, here’s every update continuing from Alpha 0.6.1

Short Summary:
– Alpha 0.6.2-5
– Alpha 0.7.0 Pre-Release 1-5 and Alpha 0.7.0
– New revamped future roadmap
– Soundtrack (Partial) on YouTube
– Retroactive naming of major updates

Let’s start with the actual game updates

Alpha 0.6.2 (August 17th, 2026):

Alpha 0.6.2 comes with more balance changes, a new Random Event, and some experimentation!

Additions
– Added the Fog Random Event. A heavy fog descends on the maze.
– Added migration for thee new changes in this update
– Added experimental WebGL Babylon.js rendering, though it is not used yet, and is pretty broken.

Changes
– Survival Mode now awards Scrip when completing every 5 waves, and enemies in Survival Mode now drop 5-12 Scrip.
– Infinite Levels mode now scaled Scrip
– Health Boost and Speed Boost prices are now capped at 259
– The Eye can now respawn every 2-3 levels or waves in Infinite Levels and Survival Mode
– Flashlight Battery now no longer resets upon level change.
– Multiple Eyes can now spawn in one level 

Fixes
– Hid the pointer lock error, as I have no idea how to fix it and it’s pretty annoying
– Removed unnecessary or inaccurate comments in the code

Alpha 0.6.3 (August 18th, 2026):

Alpha 0.6.3 is here with various polish, stability updates, infrastructure improvements, and bug fixes! This release introduces high DPI support, UI orchestration and lazy-loaded libraries, fixes Teddy audio issues, stuck movement keys and redundant game loop running. The Babylon renderer has also received minor improvements, though it remains unrecommended for general use.

Additions
– Added new logger.js that manages console logs
– Added ui_orchestrator.js that manages core event wiring and setup, screen navigation and overlay management, key bindings, settings, form handling, clipboard, bug reports, error popups
– Added libloader.js that lazy loads libraries
– Added storage.js that manages localStorage and gives warning when unavailable
– Added high DPI and Retina Display support

Changes
– All code files except for root html relocated to subfolders code/js/ and code/css/
– Improved collision helpers
– Improved mobile responsiveness and scale
– Further improved pointer lock error handling
– Libraries are now lazy loaded
– Refactored the renderer
– Cleaned up console
– Improved the Babylon renderer, but is still experimental and unstable (Not Recommended for General Use)

Fixes
– Fixed Teddy’s audio still playing when the game was paused
– Fixed stuck keys on window blur
– Fixed the game loop continuing to run in the background when returning to the menu

Removals
– Removed redundant rendering and frame-orchestration paths

This update maintains save compatibility

Alpha 0.6.4 (August 19th 2026):

Alpha 0.6.4 is here with more QoL changes, accessibility settings, and improvements!

Additions
– Added gamepad/controller support (Beta) and gamepad.js
– Added a first-launch screen with accessibility settings
– Added a Copy Error Info button in the level generator error screen
– Added muzzle flash
– Added toggles for muzzle flash and controller rumble
– Added more key rebinding support
– Added more Custom Mode sliders
– Added support for holding/toggling sprint, flashlight, and minimap
– Added Accessibility tab in options, where it contains all accessibility settings
– Added separate reset buttons for Options categories
– Added Reset tab in Options, where it contains all reset buttons

Changes
– Improved bullet rendering
– Improved text scaling to add more supported text
– Bullets are now gray
– Generator wire puzzles now have symbols
– Improved Babylon.js renderer, but it is still not stable enough

Fixes
– Fixed incorrect flag when dying in exit hallway
– Fixed generator timer not stopped when unintentionally closed
– Fixed Inventory contents not cleared when unintentionally quitting the current run

Alpha 0.6.5 (August 22nd, 2026):

Alpha 0.6.5 is here with some final improvements and polish before moving on to A0.7.0!

Additions
– Added a new generation type Starting Room to hardcode the game to generate the starting room instead of overwriting a maze, this fixes several issues
– Added a new setting to save text size
– Added descriptions for all the settings tabs

Changes
– Introduced more minor improvements to the Babylon.js rendering system
– If the exit is unreachable, then the game will now set the tile below the farthest reachable tile to the exit
– The game will now check for orphaned tiles and actively try to connect them to the reachable tiles
– The game will now save all settings except for text size; text size can be saved separately using the setting
– Switched placement of the Story and Achievement buttons

Fixes
– Fixed the text size not updating correctly
– Mostly fixed the level generator errors

Removals
– Removed Show/Hide Data Management Options button, Data Management Options will now always show

Alpha 0.7.0 Pre-Release 1 (August 23rd, 2026):

Alpha 0.7.0 Pre-Release 1 adds a new generation type, 2 new random events and a new deadzone accessibility slider. It also improves controller support and Babylon renderer, and changes how levels 2-3 choose Generation Types. It also fixes a pesky turning bug.

Additions
– Added Laboratory Generation Type: Pale green white walls, branching corridors, large chambers
– Added Item Scatter Random Event: Items relocate to new tiles
– Added Wall Slide Event: Random walls slide to the side
– Added Controller deadzone slider ranging from 0 to 40, default 18

Changes
– Changed how levels 2-3 chooses generation type: The game now chooses between non-building and non-starting-room generation types to generate, and level 3 does not repeat the same generation type level 2 has. Uses seeded RNG so same seed produces same generation type
– Improved Babylon.js renderer
– Improved Controller Support

Fixes
– Fixed the bug where if a player is turning the mouse quickly, the game will flip the angle the player is facing

Alpha 0.7.0 Pre-Release 2 (August 29th, 2026):

Alpha 0.7.0 Pre-Release 2 is finally here with Advanced Mode now officially out of beta! With more additions and improvements! Some bugs also have been fixed!

Additions
– Added Wall Texture Support (This time there’s no beta!) – Brick, metal, lab, stone, concrete, shop, recycler
– Added better ceiling and floor rendering
– Added option to toggle between 256*256, 128*128, 64*64 textures
– Added a light map dirty flag to improve performance
– Added Inventory scroll wrap
– Added new Enrage state for the Hibernator, which *1.5 speed and damage, and only if time limit is up in Advanced Mode
– Added a new Master Key, which only spawns in advanced Mode after the generators have been completed, with a Guardian Eye guarding it, which is unblindable, and can immediately spot the player
– Added Overclock: Sacrifice 20% Max Flashlight Battery to instant complete the generator, only in Advanced Mode
– Added Recycler: Convert extra resources into other stuff, only in Advanced Mode
– Added Core Preset in all modes’ run setup screens: Standard – 3 Cores, reset each level, Arcade – 3 Cores, doesn’t reset each level, Hardcore – 1 Core
– Added four new Achievements: Ascendant – Complete Advanced Mode, Purist – Complete an Advanced level without using Overclock, Beat the Clock – Finish an Advanced level without triggering Enrage, Key Master – Retrieve a Master Key
– Added ammo.png and healthkit.png

Changes
– Improved Advanced Mode – The Hibernator is buffed from Hard Mode. level 1 has 7 generators, level 2 has 9-10, level 3 has 12-15. Generator puzzle timer is now 12 seconds. Added 2 more bullets and two more darts for the player at the beginning. 5 minute time limit. Moved to Mode Selection Screen. Still requires product key. Only Hardcore scores are saved. Score breakdown displayed on victory screen. Another shop now also spawns in the maze if in Advanced Mode
– Changed how flashlight is displayed, it now displays current/max if max is not 100%
– Changed audio paths from assets/music to assets/audio
– Survival Scrip now scales with wave
– Improved Teddy pathfinding to use BFS, and will now come in contact with the player to start the minigame
– Teddy’s reward will now scale
– Improved Controller support
– Improved collision handling

Fixes
– Fixed Connectivity carving through any tile
– Fixed reachability checks hardcoded exit
– Fixed Advanced Mode high scores being broken
– Fixed camera turning 180 degrees after pointer lock

Removals
– Removed a redundant path check

Note: This update’s improvements with the level generation changes and the implementation of any amount of generators in each level caused a 0.004% chance of a Level Generator error, previously was near complete elimination

Alpha 0.7.0 Pre-Release 3 (September 5th, 2026):

Alpha 0.7.0 Pre-Release 3 is finally here with a new puzzle, more secrets, balances, and fixes!

Additions
– Added new generator puzzle type: Math – solve a simple equation
– Added new secret
– Added new [REDACTED] system to view more logs, currently disabled
– Added chocolate.png

Changes
– Generator puzzles are now determined by seed and cell coordinates, making it fixed per generator
– Changed how secrets are [REDACTED]– Boosted and balanced Boss Mode stats so it is now harder

Fixes
– Fixed Recycler interaction bug
– Fixed shop spawning in maze even if mode is not Advanced Mode
– Fixed Adrenaline Rush erasing the Recycler stamina upgrades
– Fixed stamina not being cleared between runs
– The rate of the generator error is now 0%

Alpha 0.7.0 Pre-Release 4 (September 18th, 2026):

Alpha 0.7.0 Pre-Release 4 is here with new Drones, endings, a bunch of fixes, and no more frame rate dependencies!

Additions
– Added Drones – Utility Drone: A neutral maintenance drone. Wanders the maze. Interact (E) for Scrip/Battery/Alarm (gamble). Shoot it for an explosion (damages player + enemies). Follow it to be led to a generator or Scrip. – Scrambler Drone: A drone that jams the player’s flashlight and HUD when it’s nearby. Doesn’t alert the Hibernator, just disrupts your tools. – Lure Drone: A drone that emits sound, attracting the Hibernator away from the player’s location. Can be used strategically to clear a path. But when Hibernator gets to the Lure Drone it will claw it, destroying it.
– Added utility.png, lure.png, scrambler.png as drone textures
– Added EMP Grenade: A throwable item that disables all drones in a 3-tile radius for 5 seconds.
– Added an ending to beating the game
– Added an ending to beating Boss Mode
– Added a green crosshair to indicate if anything is interactable
– Added Dot and Dot Inverted crosshairs
– Added Brightness Slider in Options
– Added 3 new Achievements – Drone Whisperer: Interact with a Utility Drone, Demolition: Detonate a drone, Lights Out: EMP 2 drones at once

Changes
– Improved the [REDACTED] system for lore delivery
– Improved the Controller Support
– Improved Touch Support
– Terminals now try and keep 4 tiles’ clearance from generators, vending machines, shops and the recycler to prevent overriding interacts
– Beta-Testing will now only show on title screen or submenus accessed from the title screen
– Version string is now a constant, which fixes several version incorrect bugs
– Boss Mode now is Hardcore, meaning only one life to beat it
– Reworked the Credits screen to be more like a credits screen
– Split Alarm sound into 5 different sounds
– The default move speed for Custom Mode is now x1.0 instead of x1.5

Fixes
– Fixed Achievement notification popping up on startup
– Fixed mastery Achievement logic to now require a clean solve instead of any solve
– Fixed _tutSlotSwitched not reset
– Fixed Sprint “Toggle” mode not working
– Fixed Flashlight “Hold” mode not working
– Fixed Speed Boost doing nothing
– Fixed Custom Mode Player Speed option doing nothing
– Fixed Custom Mode Damage Slider doing nothing
– Fixed stale Help Screen numbers
– Fixed Custom Mode Custom Hibernator Hearing Range is off by a factor of 64
– Fixed Custom Mode Hibernator Respawn doing nothing
– Fixed duplicate Under Pressure Achievement
– Fixed Reset All in Options only resetting some key bindings, and undefining the rest
– Fixed Flashlight max value bleeding through runs
– Fixed audio never resuming
– Fixed Overclock leaving stale HUD
– Fixed Sensitivity display hardcoded to 5
– Fixed setTimeout race for HP and scrip
– Fixed lingering victoryRating
– Fixed Reset Audio calling the wrong method
– Fixed second and later placement pass generators unlit
– Fixed Boss Mode walls rendering as black when wall textures are enabled, it will now render as Metal, same as Industrial Generation Type
– Fixed missing Core Preset setting in Run Setup
– Fixed generatorSolved sound not being defined
– Fixed Speed Boost overriding custom move speed
– Fixed Battery ceiling ignored after Overclock
– Fixed playerSpeed leaking between runs (No more Custom -> 2x speed -> Classic!)
– Fixed missing Help screen info
– Fixed Laboratory Generation Type missing from Custom Mode Generation Type dropdown
– Fixed Custom Mode level 4+ reusing level 3’s Generation Type
– Fixed multiple frame-rate dependencies

Removals
– Removed Achievement Summary dead code
– Removed dead recursion stubs

Known Issues
– When downgrading and the new Dot or Dot Inverted crosshair is applied, the game will freeze because of unrecognised crosshair
– Darts deal damage to D.A.V.E. and Corrupted Robots
– Non-utility drones block interaction prompts

Alpha 0.7.0 Pre-Release 5 (October 1st, 2026):

Alpha 0.7.0 Pre-Release 5 is here with CIIS, updates and refinements to the lore, Drone overhaul and fixes! This is hopefully the last Pre-release of Alpha 0.7.0 so it should release soon!

Additions
– Added the CIIS (Character Inter-Interaction System) in ciis.js: Utility and Scrambler drones tuck away when Hibernator is near, Hibernator destroys Scrambler Drones, Eye rotates away and Teddy stops counting when the Hibernator is near and has line of sight, Scrambler Drones confuses the Hibernator, Lure Drone’s pulse also pulls Teddy while seeking or rushing, Corrupted Robots on the D.A.V.E. tile get slowly repaired in Boss Mode

Changes
– Story and Help screen are now tabbed for better navigation
– Mode Cards can now be double-clicked to launch a run in the mode
– Updated Story screen
– Updated the metal texture (used in Industrial and BOSS Mode)
– Changed Hibernator Claw Damage to 40 instead of 20
– Updated the [REDACTED] System
– Overhauled the Drones: Utility and Lure Drones now require 2 hits to kill instead of 1, added hit feedback, if Utility is damaged, then false-alarm odds rise 18%→45%, if Lure is damaged, then lure duration drops 2s→1s, lowest priority interaction, Lure and Scrambler drones are no longer interactable
– Changed the two “total games played” achievements to “total games won”
– Revamped Flashlight and hidden mechanics: Player will no longer be hidden if flashlight is flickering
– Made Teddy faster
– Tutorial now places a single generator in the level independent of PDWGS

Fixes
– Fixed Darts damaging D.A.V.E. and Corrupted Robots
– Fixed Non-Utility Drones blocking interactions
– Fixed wall slide sealing relocated exits
– Fixed Survival not generating Laboratory Generation Type
– Fixed stale exit door position in maze generation causing errors
– Fixed Arcade Core Preset not working
– Fixed exploit about ammo and death
– Fixed crash on victory on Hard and Single-Hibernator modes
– Fixed PDWGS corrupting Tutorial layout
– Fixed Advanced Mode custom starting material not being preserved on level change
– Fixed skipping ending requiring 2 key presses, and added a one second cooldown when initializing to prevent spam-skips
– Fixed Teddy not moving
– Fixed Teddy stale dist in rushing/rushCount
– Fixed Teddy not being reset on respawn
– Fixed Teddy audio ignored music mute
– Fixed Teddy win-check broken
– Fixed player spawning in incorrect position in Tutorial
– Fixed Tutorial items stacking
– Fixed Hibernator state carryover in Tutorial
– Fixed Entities persisting in Tutorial
– Fixed Overclock free-skip exploit
– Fixed index.html not having a closing bracket
– Fixed Silent Steps incorrect caption

Removals
– Removed the victory breakdown after BOSS Mode
– Removed unused _genPuzzleTypeFor reference

Alpha 0.7.0: Systems Interlinked (October 5th, 2026):

The release of Systems Interlinked, Alpha 0.7.0 is finally here with some balance changes and fixes, along with another update to the Story Screen!

Changes
– Balanced the Teleporter cost to 80 Scrip
– Changed the Story screen
– Balanced Teddy to be even faster
– Sprinting now emits noise regardless of the 3-second rule of walking
– Changed D.A.V.E.’s invulnerable time to 250ms instead of 500ms
– Scrambler Drones now drop a battery upon death

Fixes
– Fixed multiple run-based Achievements only checking the last level
– Fixed Star Rating only checking last level
– Fixed Teddy ignoring hiding and darkness
– Fixed Boss Mode melee Corrupted Robots attacks not routing through death code, making them unable to kill the player
– Fixed melee Corrupted Robots attacking through walls
– Fixed run-wide shot totals being double-counted on the winning level

Now, the retroactive naming of updates:

Here’s the new update names:

Alpha 0.1.0: Into the Fog
Alpha 0.2.0: First Unlocks
Alpha 0.3.0: Worlds Rewired
Alpha 0.4.0: Locked and Loaded
Alpha 0.5.0: Compounding Rage
Alpha 0.6.0: Shifting Shadows
Alpha 0.7.0: Systems Interlinked

I have also revamped some future roadmaps:

The Hibernator 0.7.1-0.7.3 Roadmap

The Hibernator 0.8.0 Roadmap

I’ve been revamping the roadmap for the future (the old 2026 roadmap is unaffected), so here’s the complete thought-out roadmaps for the next few updates, 0.7.1-0.8.0! as a sneak peek!

Hopefully someone can decode these well, I have major stuff planned. 🙂

And finally, a part of The Hibernator Original Soundtrack is now up on YouTube!

The_Hibernator_music_soundtrack

It’s still not complete, but I’ll add some and the rest of it in the future!

For now, here’s the playlist!

I couldn’t find the playlist link, but it’s in: https://www.youtube.com/@wimpycat01Dev/playlists

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