So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:
Things you CAN NOT do:
- Drop, Scrap or otherwise dispose of any item once it's picked up.
- Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
- Access the following items while in present time: Lockpick.
- Destroy or interact with the group of three Mannequin's on the second floor
- Interact in any meaningful way with any Mannequin, static or movable/destructible.
- Interact with the headphones on the second floor during the VHS recording.
- Access the headphones while in present time.
- Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
- Move said fusebox in the VHS recording.
- Reliably see the ghost in a particular spot every time.
- Obtain the fuse if you complete the VHS recording fully.
(You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
- Interact with the sink in the VHS recording
- Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
- Keep the Lockpick within the same VHS playback after unlocking the locked drawer.
Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.
10) Attacked - After using the phone the game waits for you to be in an area with enough room to spawn in family man and enough space to play back the attack animation, if you leave the room with your back to the wall and walk to the second floor, walking directly through the middle of the room allows for enough space, thus you will be attacked, equally walking through the kitchen, livingroom or in the center of the area by the front door will get you attacked when facing in a direction that allows enough room for the spawn-in, the only way to prevent this is to make it back to the livingroom at watch the VHS tape, this works because when entering the VHS tape all character entity triggers are reset and only key-item flags are retained, such as 'have fuse?' 'fuse used?' 'Stair switch used?' 'Phone used?' hence why no matter how many times you watch the tape, if you have escaped the phone room after using the phone, you will only ever hear a tone - This means that you can only ever hear one voice message per play through as the game intends for you to die and trigger the end of the demo if you use the phone.
Likewise, the status of 'end demo' is flagged if you try to exit the back door, where family man will spawn in regardless of any other flags or phone use, this nearly ties up the situation where in the current game build only has two possible outcomes - Attacked while leaving the back door, or attacked after answering the phone.
Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)
Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.
Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.
Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone
Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone
Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone
Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone
Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door
None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.
Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.
Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.
The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).
Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
Equally many of the 'hints' given by Capcom either turn out to be misunderstandings or
flat out fabrications, too., and with the game explicitly stating that no support for the title is available, it's a tough call.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.
Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.