Beta Testing/Early Beta/Maps & Gameplay

"The past is forever buried in the yellow sand."This article details something that has been **cut from the game**, with no official plans for it to be released. As a consequence, information and material may be partially incomplete and currently under research.
Warning! This page contains content that may be triggering.Content warning(s) for this page: **graphic violence & gore**; **noose imagery**. If you are sensitive to these topic(s), please take caution while reading.

This page includes the **Map Selection and Gameplay Balance in Early Beta**, archiving both playable factions' gameplay attributes and map selection and elements. Only Arms Factory was available at this time, though it would undergo a major rework during this period. Few Tools and Abilities were introduced during this period to test the game's balance, and several of them would be scrapped before the beginning of closed public testing.

## Trailers

【胆小慎入】第五人格，坏女孩人物回忆，黑暗诡异An early teaser for the game第五人格 遊戲背景故事影片The game's first official trailer, previously available on *Identity V'*s official site. As this Trailer was released at the beginning of Late Beta, it contains several elements from Early Beta that were later cut or reworked

## General Info

### Connected Characters

Major Hunters:* Hell Ember

Major Survivors:

* Graveyard Girl
* Lucky Guy

The only playable map during this period was Arms Factory. The map was heavily featured in promotional and conceptual artworks, but few pictures and footage are available of its early in-game form.

### Overview

From what is available, it appeared covered in a thick layer of fog and would take place during night time, with a dark atmosphere and few lighting sources. The decorations and obstacles on the map resembled modern industrial and urban equipment, vehicles and clutter, much different from the map's 19th century style that would be adopted in Late Beta and onwards. It seems the map went through several iterations during this period, as available development screenshots and videos show very different versions.

#### First Version

A version of the map featured on development screenshots shows a completely different layout of certain areas. The factory appears much larger, with a balcony and second floor visible from the front. This building resembles the one featured in Leo's Memory, inplying it may have been reused for that map after official release. Further strengthening the resemblance is the presence of a faintly visible slope on the right front side of the building hidden behind obstacles, in the same position as the outside stairs ramp in the current map.

The rest of the map was also different. No ruined buildings were present in proximity to the Shack, and next to it was a small crop field. Several lamp posts were scattered throughout the map, alongside modern vehicles such as cars, pickup trucks and military tanks. The foliage was much more dense, with tall grass and a higher number of trees, and the obstacle placement does not resemble any later version of the map. In the screenshots, the only visible map elements are Pallets and the Exit Gates.

#### Second Version

The version of the map seen in the official Trailer and later screenshots resembles the later iteration of Arms Factory much more closely, with a noticeably smaller factory building with just one floor. Some areas resemble closely the layout later seen during Late Beta and after official release. The modern vehicles were kept, but the amount of overall details was reduced, with several of the ones visible in the earlier screenshots being absent. In addition, lightning strikes would occasionally illuminate the map.

It can be deduced that this is the version of the map later adapted for Late Beta and finally for the game's official release. More map elements are present, such as Execution Racks and Cipher Machines, but other ones are absent from available footage.

### Gallery

* First Version
* Second Version
* Official Art

Early Arms Factory from development screenshots. Notice the modern vehicles and a corn field near the shack, some of several details later scrappedNotice the much larger factory, visible in the lower cornerNotice the corn field and modern pick-up truck

第五人格 遊戲背景故事影片The game's first official trailer, previously available on *Identity V'*s official siteScreenshot from the game's official site. Leo approaches the shack in Arms FactoryHell Ember stands over a bleeding Lucky GuyTwo Lucky Guys, one dragging himself on the groundHell Ember using his shout ability with Lucky Guy nearbyLucky Guy running near the factory. Notice the pickup truck and van visible outside the Shack and factory, respectively.

Official artwork. Graveyard Girl can be seen running in the rainConcept artwork for Arms Factory. Lucky Guy can be seen holding a FlashlightGraveyard Girl approaching a gateGraveyard Girl in a flooded area
## Map Elements

Many map elements that are today staples of *Identity V'*s gameplay were first introduced during the early testing period for the only available map, Arms Factory. Their exact characteristics are unknown due to the limited footage available, but their functionality was identical to their later and modern iterations.

### Cipher Machines

The Cipher Machines worked in much the same way as they do in the modern game, with five needing to be fully decoded to be able to open the Exit Gates. However, the number of remaining machines was displayed at the right of the screen, and their original positions throughout Arms Factory are unknown. The appearance of the machines was identical to their current one.

### Execution Racks

*Main Article: **Execution Racks***

Execution Racks were introduced to the game with the purpose of allowing Hunters to eliminate Survivors. They appeared as rudimental metal structures anchored to the ground, with a protruding arm bent outwards from which a rope hangs. While no footage of the Execution Racks in action during Early Beta has been found, it can be assumed that they worked at least similarly to their counterparts from Late Beta.

Their number and position across Arms Factory is unknown. While unconfirmed, it's likely that Execution Racks could be permanently dismantled by Survivors through the use of a Toolkit.

### Pallets and Windows

Pallets and Windows appeared and functioned identically to their modern counterparts. The number and position of some of these assets are unknown, and considering Arms Factory's notably different layout, likely differed from the positions found in later versions of the map.

### Chests

Chests possessed the same uses as they do today, being found at fixed locations and allowing Survivors to search for a tool in them. While no clear footage of them exists, it's possible that they used the same design used up until the second Beta test, consisting of a green and bulky box.

### Lockers

Lockers appeared and functioned almost identically to their Late Beta versions.

### Basement

The basement had the same function as it does currently, appearing at a location and proving a hard area to rescue Survivors from, providing an advantageous area for Hunters to use and guard. While no footage of the basement in Early Beta has been found, it appears on concept art from the period, featuring many of the details thatwould go on to appear in its Late Beta counterpart.

### Crows

Crows were introduced, resting on obstacles throughout the map and flying away once a Survivor ran near them. It's however unknown if they were able to notify the Hunter with an indicator with when disturbed, as Listen was not yet implemented. In gameplay footage, they're also shown flying on top of a Survivor's head, likely functioning like the current Stillness Crows by notifying the Hunter.

### Exit Gates and Dungeon

Much like their modern counterparts, two Exit Gates were present in specific locations of Arms Factory, able to be operated once five Cipher Machines were completed. They behaved identically to their current counterparts, the only difference being that female Survivors originally used a different opening animation.

It is unknown if the Dungeon was featured in Ealy Beta builds of the game. However, it's present in Late Beta, implying it may have been designed during earlier testing.

### Gallery

Lucky Guy decoding a Cipher Machine outside of the shackScreenshot from the game's trailer. The Hunter's shack, with an Execution Rack on the leftScreenshot from the game's trailer. Crows resting on boxes outside of the shackGraveyard Girl near an opened gate. Notice the presence of obstacles inside the gate area, a detail not present in anyplayable versions of the mapA section of a Late Beta trailer containing footage from Early Beta. Lucky Guy enters a locker
## Game Balance

Few elements of gameplay for Survivors and Hunters from this period are known of. Due to the experimental phase of development, several character abilities were still in a rudimentary stage and would be reworked or outright removed in future testing versions.

### Survivor Tools

It is unknown whether survivors possessed abilities at this point in time, or relied entirely on the use of items and tools. Several items were featured in artworks of the time, and could presumably be aquired by searching through Chests, although no in-game footage of the items in use has yet been found. It's also unknown if any of the Survivors started the match with tools or not.

*Note: this list includes tools present during Early Beta based on limited information gathered from found footage and game files, and as such, may be inaccurate and/or incomplete.*

 First-aid Kit | Likely playable
* Its model and icon could be found in Beta versions' game files. It appears as a small kit with a red and white color scheme. Both icon and model are unused in Late Beta.
 Map | Likely playable
 Flashlight | Likely playable
 Toolkit | Likely playable
 "Dope"
* An unused icon could be found in Beta versions' game files. It displays two syringes, one containing red liquid and the other blue. It's plausible this may have been "Dope's" icon. The icon is unused in Late Beta.
 Scissors
* It's possible that the Tool was merely used as a placeholder icon and never actually meant to be implemented, as no other related material or code has been found.

### Hunter Abilities

The early testing period was characterized by the presence of Hunter abilities and perks that were experimental in nature, in order to test the game's balance and potential mechanics. Most of these were tested on Hell Ember, and they differed greatly from their later counterparts present in Late Beta. Information and footage about these is limited and can be found on official concept art and showcases dating to Early Beta.

*Note: this list includes abilities present during Early Beta based on limited information gathered from found footage and game files, and as such, may be inaccurate and/or incomplete.*

 Hell Ember | Black Smoke Vomit
 Scream Emission
* Featured in gameplay showcases, as well as the game's trailer.
 Invisibility
* A similar concept was later used for The Ripper's Hidden in Mist, during Late Beta.
* No gameplay footage of it in Early Beta has been found.

#### Gallery

Leo's planned abilities on a concept sheetLeo's invisibility and shout abilities in game, as seen in the official trailer
## Unreleased Features

A number of features related to gameplay were partially shown in available screenshots from the time that would never actually appear in gameplay showcases or game footage. Additional materials hint at the existence of other features, however their details, functionality and implementation status during early testing are unknown and currently impossible to confirm. The below section is archived based on these limited details and as such, may be inaccurate and/or incomplete.

### Hunter Weapon Selection

Leftover files suggest a Weapon Selection system was implemented before public testing, though it's unknown to which extent before being ultimately scrapped. The system allowed the hunter to select a Weapon from an arsenal of available ones and bring it in the match. Each Weapon seems to have possessed a durability value, but it is currently unknown what caused this to decrease or how new Weapons could be acquired once the currently held ones ran out of durability. The available image also implies the system was tied to a deduction progress, but its details are unknown.

Each Weapon granted a specific trait to the Hunter, and possessed specific values related to four Personality Tendencies. It is currently unknown what these parameters influenced, but they were displayed on a four-axis radar chart on the Weapon's page. The displayed tendencies were:

* Toughness
* Cruelty
* Deceit
* Vigilance

While no footage of this system outside of the screenshot found in the game files exists, the game's trailer shows Hell Ember carrying weapons other than the Chainsaw outside of matches. Whether this is evidence of the planned implementation of the Selection system, or was done purely for cinematic effect, is however unknown.

*Note: The following list is based off of limited material, and as such may be inaccurate and/or incomplete.*

 Farm Chainsaw
 Bone Sickle
 Makeshift Axe

At some point during early testing, it was decided that Hunters would not be able to switch their weapons and abilities. The Farm Chainsaw would first become Hell Ember's tool before being replaced by the Bone Sickle, and the former was instead given to Smiley Face. The Makeshift Axe would appear temporarily in the Hunter faction matching icon, but no character would use it in-game. Its design was later repurposed as the Spiked Blade used as Gamekeeper's weapon during Late Beta.

#### Gallery

The Weapong Selection interface, as shown in a screenshot found in the game files. The page on the right shows the attributes for the chainsawScreenshot from the game's trailer. Hell Ember holding a blade, looking back at the seated Survivors in the matching room, with a chainsaw laying on a crate next to him
### Survivor Tool Selection

Available screenshots of the player's Diary menu feature a section dedicated to the currently equipped Tool directly on the character's page, alongside a durability indicator. This implies Survivors were originally able to swap out between a selection of available Tools and bring them into matches. It also suggests that Tools could eventually be lost once their durability expired, and acquiring new ones would thus be necessary.

Clicking on the Tool's icon opened a new interface that displayed its attributes, a short description and related details. Three values were linked to the Tool, however it is currently unknown what these parameters influenced. The displayed values were:

* Unarmed Skill
* Covert Ops
* Tenacity

A deduction progress was also displayed in the top right section of the menu but further details are unavailable. Additionally, a price was displayed below the Tool's details, suggesting players may have been able to purchase new Tools by using Shards to replace their lost ones.

*Note: The following list is based off of limited material, and as such may be inaccurate and/or incomplete.*

 Flashlight | *It is designed to provide illumination by consuming batteries, and can make the Hunter unable to move for a period of time by shining the light frontally.* | **Power Limit**: 1234
**Power Conumption**: 7/sec
**Stun Duration**: 5 sec
 First-aid Kit | Unknown
 Scissors

Right below the Tool section are displayed three additional items, each with its own unique icon but no visible name: a metal bucket, a dedical container and a syringe. While the purpose of these is currently unknown, it's likely that they may have been related to the equipped Tool in some way, potentially granting additional functionalities or gameplay effects. It's however unknown how the player would have obtained them.

At some point during early testing, it was decided that Survivors would not be able to switch their Tools outside of the match, but would instead start each game with a specifically assigned one. Their durability was also altered so it only applied to the currently played match, resetting with each new one, instead of its loss being kept once the match was finished. The Flashlight would become Thief's Tool during Late Beta, while the First-aid Kit would instead be replaced by the Syringe, and given to Doctor.

#### Gallery

Layout of the Diary at some point during Early Beta from a development screenshot. Notice the Tool section, displaying a Flashlight, and the three icons below it.Footage of the selected Tool's details. While the used icon is that of the First-aid Kit, the description and attributes match the Flashlight's functionality.
## References

1. ↑ 1.0 1.1 https://web.archive.org/web/20170903165834/http://id5.163.com:80/index.html
2. ↑ 2.0 2.1 https://bumi.artstation.com/projects
3. ↑ 3.0 3.1 3.2 3.3 https://www.9game.cn/dwrg/1795066.html Archived screenshots from the official website
4. ↑ 4.0 4.1 4.2 https://www.zcool.com.cn/work/ZMjkwMDU1MDQ=.html Arms Factory Early Beta Concept Artworks
5. ↑ 5.0 5.1 https://kknews.cc/zh-sg/game/66laajm.html
6. ↑ 6.0 6.1 https://bbs.nga.cn/read.php?tid=22381471&rand=678 Archived comments by Nekooxi on the artworks
7. ↑ https://web.archive.org/web/20170905220940/http://id5.163.com/yfshr.html Official website's Suspects and Victims section
8. ↑ https://nekooxi.lofter.com/ All related material was erased from the profile
9. ↑ 9.0 9.1 https://zhuanlan.zhihu.com/p/112252729 Article on the development of UI for the game, which includes early designs for the Diary