🚨 Lab Update — First Playable Sections
A new build is up with the first playable Lab areas.
These rooms introduce the Lab’s infiltration loop: guards, silencers, wakeups, alarms, and lethal machinery.
🧪 New Content
• Lab Corridor (Intro)
Introduces security guards
Introduces the silenced pistol
Guards can wake up others and trigger Lab alarms
Lab alarms activate all guards and make them aggressive
• Three Lab Sections (Pistons)
Moving pistons (vertical + horizontal)
Up/down and left/right motion
Pistons kill anything caught between them
Early infiltration routes, timing, and noise windows
• Vertical Shaft (Early)
First shaft section playable
Vertical piston pattern + reset behavior
👁 Enemy Behavior
Guards react to vision, noise, and proximity
Wakeup chains + Lab alarm system
Silenced pistol suppresses noise
Guards turn if passed from behind
Patrol variants + early SWAT formation
Computer guy adjusted for red button scenario
📦 Systems & Polish
Screen shake now analog (0–100%)
Explosion radius visuals synced
Dust & water now purely visual (reduces computation)
Falling block lanes stabilized
Activated rooms visually signaled
Emoji clarity improved
🐛 Fixes
Jump overshoot on low FPS fixed
Detection through no-collision objects fixed
Bullet travel inconsistencies fixed
Boss room health reset fixed
Be Fast or Room Alarm Goes Off

