Poppy Playtime

Poppy Playtime

Bugs & Things [Chapter 4]
Hello there. I've played through Chapter 4 twice now fully and repeated several individual parts up to about five times. I made a list of all of the bugs and inconsistencies I encountered in case they help others with the same problems OR, in the best of cases, it goes toward helping the devs make a few patches. If any extra info is needed, such as specs or solutions, don't be afraid to ask. I used different specs and settings for each play of the game.

[This post might contain spoilers!]

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-- The first of Riley's journal entries is not itself highlighted like all other collectibles are and cannot be picked up by just using “E”. You must use your hand. I also strangely got [Thank you] as a subtitle when I got this note for the first time.

-- If you reload a checkpoint, load a save, or die at any point, a persistent, but not constant bug occurs where the volume decreases with each death or reload until the game is completely silent, regardless of the sliders or personal device settings. I could only fix these by quitting all the way out of the game and rebooting.

-- The "Read Note" option exists for every item you pick up including the non-readable ones like air filters, VHS tapes, and key cards.

-- The chase music often does not stop after a chase is complete. I'm not sure why it only occurs with chase music, but it could have something to do with the way the game transitions between being chased and not. This happened to me with the first Yarnaby chase towards PSaurus, the proper Yarnaby Boss chase, and the Doey Boss fight into the “???” area.

-- Sometimes Doey will stretch across the first gap towards the prison and disappear. You can still walk on him, but he’s invisible. This happened while I was playing the RES tape on epic quality.

-- In the small cutscene where Kissy pulls you into the wall, right before taking off for the showers, you can see Kissy's teeth under her bottom lip.

-- The Project Overview: Safe Haven notes in the infirmary do not have a back side. If you rotate them to their back, the notes become invisible.

-- Several soccer goals appear and disappear randomly throughout Safe Haven. One is in the appropriate place but won't show unless you back up a certain distance. When you get too close to the net, the goal disappears. There is another in the generator room and a third under the little store's counter. In the scene where Doey turns into a monster, there is another goal present only for the first few seconds of the scene before it disappears.

-- There are two "Toy 7s": the first is a Hoppy you meet in the showers; the second is a DogDay in the infirmary that says he "won't last much longer". There are also two "Toy 5s": the first is a PickyPiggy near the soccer net; the second is a Catnap in the infirmary asking if we have any food. There also seems to be two “Toy 2s”, the first being either the Hoppy or the Bubba near the store and the second being the injured toy in the Hoppy VHS tape, but I just assumed this was the same toy.

-- Reloading or returning to an area with collectibles respawns all the collectibles even if you've already grabbed them. This occurs mostly in the infirmary and the area with Doey's cutout.

-- The character present in Ritterman’s infirmary VHS tape and in the official credits is named “Warrenbach” despite his name being revealed several times as Darwin Silva. There IS a “Warrenbach”, but his name is “Cyril”.
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Showing 1-15 of 17 comments
-- In the mine cart puzzle area just outside of where Doey's cutout is, there is a bug that allows you to pull Barry into position "too hard", making him bounce out of place instead of locking in and forcing you to reload the entire section. The puzzle believes he is both in place (since you can't move him after this) and out of place (since none of the other carts unlock). My tips for recreating this bug are to play on epic quality with your gamma all the way up, have your flare hand out and flashlight on, and grab the cart with your left hand while sprinting down the middle track. This bug only occurred once.

-- In Cole's third journal entry, his name is spelled "Coal" at the top, just that once.

-- The coloring on subtitle names is extremely inconsistent. Many characters do not have colors, including some major characters (namely Hoppy in her VHS tape), and though all small toys in the Safe Haven (the ones labeled "Toy") have about the same amount of importance, only some of them have colored names. A lot of the colors in smaller characters are similar or are hard to differentiate, and none of the small toys' colors have anything to do with the toys they are (Bubba is peach, for example, and Hoppy is brown).

-- The sounds that trigger Yarnaby are extremely imbalanced. The sound of you sliding into a hiding spot will trigger him almost always, but using your GrabPack to flip switches, pick things up, and power panels, as well as switching power currents via buttons, swiping key cards, and slamming a large ramp into the ground fall on apparently literal deaf ears.

-- This bug mostly occurs when listening to VHS tapes, but the subtitles rarely match up with the audio. In characters, it happens most often with Doey, and the words he says don't match up with the animation of his mouth. It sort of reads like a bad dub. If in either case the subtitles get too far ahead of the audio, entire sections of audio skip in order to catch up.

-- The plugs in this game will fly out of your hand and glitch irreparably into the floor if you take them too far or turn any corners with them. You must reload the save to fix this problem. They also don't seem to like coming with you - you have to sort of "tease" them to get them to work. Grab them with your hand, retract the hand, walk a few feet away, then retract the hand again, and do so until the cord eventually extends. I had this bug while playing on several qualities and settings.

-- If you, like me, mistakenly try to use the swing bar over the Baba Chops Encounter Pit after already completing that fight, the game will make you do it again, but the elevator will be raised and you will have no way of getting out.

-- Unsure if this is a bug or a secret, but the "on felted feet" poem is different on the image of the poem from the actual words when you read it.

-- Not sure if this is a bug per se, but after redirecting the gas mixture and returning to see what happened, you see at least two pipes with the Red Smoke in them heading towards the Safe Haven - but the gas in them is red, not green.

-- The second time you visit the room with Doey's cutout to arrange the gears and open the door, the gears that are already moving will sometimes not collect. It will be impossible for you to move any gear other than the small one between the last two pegs.

-- If you die during the initial Doey chase, the game will reload you right at the end of the cutscene, but it doesn't allow you to have control and properly start running until Doey has already caught up with you, leading to a constant death loop only fixable by re-watching the entire cutscene. This bug has happened every single time I played this section, If you die after reaching the mining area, this bug occurs in the same fashion but starts after using the zip line.
-- Approaching the Doey fight after playing the entire game on epic quality dropped me down to about 13 fps on average. No matter what settings I adjusted, windows I closed, or reboots I executed, my frames were permanently crap for no reason. The only thing that fixed this for me was dropping every setting I had to the lowest possible setting, which gave me about 30 fps (enough to get through the fight). Once I reached the "???" section, my frames returned to normal.

-- Doey frequently loses sight of the player despite being right behind them. Ignoring the fact that his eyes are on top of his head at this point and the poor guy probably can't see, this causes Doey to lock onto the player and leap out of the ground no matter where they are. And I don't mean that he pops up nearby or in a place you didn't expect - I mean he explodes from underneath your feet and kills you out of nowhere.

-- The liquid nitrogen canister dispensers will make an alert noise during the fight whenever they reload a canister, but if you return to the dispenser, no canister is available.

-- Doey frequently gets stuck in the gaps under the swing bars if he's close enough behind you when you use them. There is no way to get him out unless you restart the fight.

-- Unsure if this is a bug or a feature, but when you freeze Doey solid, you can run straight through him like a ghost.

-- Sometimes approaching the exit door after the Doey fight too soon after it opens causes the red and blue hand panels to flicker on and off, which makes it really difficult to activate the final Doey cutscene. You have to time your hand shots exactly when the panel flickers on, and if you do it right, it will allow your hand to stick. The panels work properly after the cutscene.

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SUGGESTIONS

-- I think it would be a good idea to include how to put things down in the initial tutorial of the game. We used to be able to do this just by re-engaging the hand, but now we have to hold the buttons down. I found this out by accident a third of the way through.

-- We need to slow the sheep down, or at least make it so it can't insta-lock on you from the moment you take your first step. Baba Chops being at Mach 5 with thermal vision and heat-seeking vomit is a bit unfair, especially considering we're running around in the dark with one working arm. Also, in reference to the Baba Chops Encounter bug above, I suggest maybe allowing the elevator to come back down after a time or making the swing bar a one-time use (maybe pull it into the ceiling?)

-- Almost none of the swing bars in this chapter allow you to pull yourself up as well as swing on them, which made areas like the Doey fight and the post-Secondary-Labs area a little frustrating after falling. If not all bars can be made to allow both actions, maybe it could be differentiated via using different colors.
maffo Feb 16 @ 2:16pm 
Hi, my friend encountered an issue: if he dies to the first challenge of The Doctor in the prison, he has to start it all from the beginning. Is it normal?
umi Feb 22 @ 11:12am 
I died after leaving the safe haven for the first time and the game put me into the menu, there was only new game, options, credits and quit. Is this normal?
NK Feb 28 @ 5:51pm 
The generator has this invisible wall when you try to fix it
That hasnt happened and this is my 3rd run
There is also a bug generated in the patch 4 update where yarnaby will not spawn at the two big doors in no mans land, he scratches you and then the doors open and close but he doesnt come thorugh. The textures are also bugged and really low res for some reason (i can confirm this wasnt the case when the game first released), you can see this especially on the metallic textures.
Last edited by Just a smol cat; Mar 1 @ 6:28am
Spooky Mar 4 @ 9:02pm 
the frames problem!! still have this after the recent patch, barely made it through the Doey fight with 30 frames. It also happened around the first time Yarnaby appeared and Doey helped you move pass him. Noticed I have inconsistent frames throughout the whole rest of the game, but it usually fluctuates between 70-100.
I’m having a consistent bug right now where you after you first meet Doey and he reaches down to hand you the battery, but there is not battery in his hand. I have reloaded saves, restarted the game, with the same outcome of there being no battery in his hand to progress.
Currently have the problem that when you first enter the doctors domain, so the room with the saw, that the hand for the grab pack you need to progress is under the floor,
During the Doey fight I basically lose control of the grab hands when I try to use them they just shoot in a random direction, the flares shoot straight up. When I try to move I'm basically catapulted into the tunnel ceilings or just straight up off the map every 3 seconds. I've tried resetting the checkpoint and restarting the game to no avail. This is literally game breaking and needs IMMIDIATE attention.
Originally posted by ConvexGhost13:
I’m having a consistent bug right now where you after you first meet Doey and he reaches down to hand you the battery, but there is not battery in his hand. I have reloaded saves, restarted the game, with the same outcome of there being no battery in his hand to progress.
Did you find a fix for this?
Originally posted by Hollowquinn:
During the Doey fight I basically lose control of the grab hands when I try to use them they just shoot in a random direction, the flares shoot straight up. When I try to move I'm basically catapulted into the tunnel ceilings or just straight up off the map every 3 seconds. I've tried resetting the checkpoint and restarting the game to no avail. This is literally game breaking and needs IMMIDIATE attention.
im so glad i'm not the only one having this problem. really bummed about it rn
Last edited by CrispyCMoney; Mar 15 @ 3:44pm
I’m having a huge bug rn where in the morgue scene where your hand freezes and you have to get the new one by cutting the cord then picking it up. The hand that you’re supposed to get from the room is stuck under the floor, I can see the cord I’m supposed to cut goodness straight down from the body bag it’s in and into the floor, I can’t progress at all, I’ve tried restarting the checkpoint, loading the game again, and restarting the game (program and progress) all together.
Originally posted by Nocturne22:
I’m having a huge bug rn where in the morgue scene where your hand freezes and you have to get the new one by cutting the cord then picking it up. The hand that you’re supposed to get from the room is stuck under the floor, I can see the cord I’m supposed to cut goodness straight down from the body bag it’s in and into the floor, I can’t progress at all, I’ve tried restarting the checkpoint, loading the game again, and restarting the game (program and progress) all together.
Did you find a solution ? Me and my friend couldn't finish the game because of this bug...
Ratty posted A video on how to get past the Blue hand bug I did it and it was super easy Thank you Ratty
Last edited by KookieThaMonsta; Mar 30 @ 2:52pm
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