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Jill

@jill.scrungus.club
198 followers 303 following 2.6K posts

Sometimes gamedev Current focus is Psychonauts. I'm @ScrungusCrungus on the bird website jillcrungus.com/projects/psychonaut…

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Jill @jill.scrungus.club · 13/08/2026
Progress on the Astralathe refactor is still going well, but to keep myself sane I have been making sure to occupy myself with other projects inbetween. Most recently, I decided to revisit a project I've had on the backburner for a very long time now, a Silent Hill 4 project named x86Sacraments.
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Jill @jill.scrungus.club · 26/06/2026
It's been a while since I posted anything pertaining to Astralathe, because there's not been much news. Well, there is now news. I've been working on a complete ground-up rewrite of Astralathe, which I think I'm going to end up calling Astralathe 3.0.
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Jill @jill.scrungus.club · 19/06/2026
Apparently the Mojo Psychonauts screenshots page was broken at some point but is fixed now, which is great because it's a nice source of old P1 screenshots (all of which I have archived already and many of which are watermarked, but still!) "What’s that brain truck all about?!" That's Telekinesis!
Raz standing somewhere in the Asylum with his powers bubble open. Selected is an icon depicting a tow truck with a brain on the back. The screenshot is watermarked with a GameSpot logo.The raw image file for the same brain tow truck icon.
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Jill @jill.scrungus.club · 22/04/2026
I didn't have time to comment on it when it was posted, but this concept art that was posted by DF on this site is quite interesting. Not sure I've seen it before?
Concept art of the Asylum Grounds from Psychonauts. It shows a very open area, with various parts labelled.
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Double Fine @doublefine.com · 19/04/2026
🥳🎂Happy 21st Birthday to Psychonauts!🎂🥳 Snuck into the vaults and grabbed some original concept art (by the amazing Peter Chan) to share—what's YOUR favorite mental world in Psychonauts? 💚🧠🌀
Colorful concept art sketches for the Running of the Bulls area in Black Velvetopia (a level in the game Psychonauts). Patterned narrow alleys with tiny figures, posters and a rolling cart are featured.Concept art of the Asylum Grounds from the game
Psychonauts, showing an asylum building, paths, ponds, green gardens and labeled points of interest.Concept sketch from the Milkman Conspiracy level in the game Psychonauts. Suburban houses on curved and twisted elevated roads float among clouds.Comcept art of the finale for Mills's Dance Party from the game Psychonauts. Stylized figures dance on glowing yellow-orange discs around a central pink orb with two figures.
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Jill @jill.scrungus.club · 17/01/2026
"orbiting_enemy" is found among some of the oldest entities in the Psychonauts scripts we have. An early version of what'd become the thistles, the code predates a lot of the engine's later sensibilities. This basic fixup isn't perfect, but gives an idea of what it did. See below for more info.
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Jill @jill.scrungus.club · 16/11/2025
Finally finished Keeper. What a beautiful experience the whole way through. I didn't find everything, I might make an attempt to do so at some point in the future. But it's the kind of game that I need to sit with for a bit after finishing. I love that lighthouse, and I love that bird.
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Jill @jill.scrungus.club · 06/11/2025
A lot of particle effects in Psychonauts have this "Start pasting PE Room output here." comment. I can only imagine "PE Room" (Particle Effect Room? Particle Edit Room?) was some kind of tool that'd let them easily put together particle effects. A bit of a shame we don't have whatever it is.
Start pasting PE Room output here.
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Jill @jill.scrungus.club · 22/10/2025
I really need to get around to playing Keeper proper. It looks like such a beautiful game.
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Jill @jill.scrungus.club · 10/10/2025
Very surreal video to see. Proto-Eddie looks quite strange. Almost looks like 90's CGI despite being created in 2005. It's tragic that despite their aesthetic being part of the original pitch, Faction C got axed. Fletus deserves justice.
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Jill @jill.scrungus.club · 04/10/2025
I'd like to apologise for the lack of updates on Astralathe, or really anything Psychonauts related, as of late. I found myself being roped into helping with a project called "Primelock", serving as a "what if" mod of Valve's Deadlock if they'd never changed the theme from the sci-fi "Neon Prime".
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shibaink.bsky.social @shibaink.bsky.social · 09/09/2025
Bc of Astralathe I've decided to hand redraw the model textures. I started with Raz, ofc, and have gotten through 1/2 of them so far. Behold HD Raz:
Radrawn Face, Upscaled clothes with hand touch-ups. WIP
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Double Fine @doublefine.com · 24/07/2025
To honor Ozzy's larger-than-life rock and roll legacy, we're making Brütal Legend *FREE* on itch.io: doublefine.itch.io/brutal-legend But this incredible deal will only last for 666 minutes, as the prophecy foretold. So get yourself clicking, before it disappears like a demon in the night... 🤘 🖤
An in-game render of Ozzy Osbourne, with the logo for Brutal Legend and text that reads, "Free for the next 666 minutes" and the itch.io logo in the bottom right corner
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Jill @jill.scrungus.club · 23/06/2025
With some determination, I've managed to staple on support for loading textures from PNG, BMP and for some reason JPG files. TGA also works, though was technically already supported by the engine.
Raz standing in the main lodge. In place of the "READ" poster featuring Sasha is a tacky wordart poster displaying the text "THIS POSTER TEXTURE IS LOADED FROM A PNG" with the same render of Raz repeated 4 times.
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Jill @jill.scrungus.club · 28/05/2025
I've just released version 2.1.1 of Astralathe. This is a minor update that just fixes a reported issue preventing the Microsoft Store release of the game from launching with Astralathe. gitlab.com/scrunguscrun...
gitlab.com
Astralathe V2.1.1 · Jill / Astralathe · GitLab
This is a release of Astralathe beta. This is a version bump to v2.1.1. This is a bugfix release which improves error handling when hooking fails,...
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Jill @jill.scrungus.club · 28/05/2025
The @offtherpg.com demo is very good, and I think all the updates are nice. I think the only new track I actually dislike so far is Flesh Maze Tango. Where the rest of the OST seems to aim to capture the same vibes as the replaced track, this one is really different and I don't really get why.
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Double Fine @doublefine.com · 19/05/2025
Full Throttle released 30 year ago today! How do we know that for sure? That's... a really good question! Our support-wizard @kestrelpi.bsky.social recently dug through the internet to figure out: hey, when exactly did this game release? Read about his adventure: www.doublefine.com/news/when-wa...
doublefine.com
When Was Full Throttle Released?
It's a harder question than you think!
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Jill @jill.scrungus.club · 05/05/2025
I've been working on a small side project recently, unrelated to Psychonauts. However, it's really been selling me on the potential for using Godot as a frontend builder for tools. Better than WinForms/WPF by a long shot. Considering it for a potential GUI for Oatmeal.
A screenshot of an Unreal Engine 4 behaviour tree being displayed in Godot. The selected node is a sequence node. An information panel on the right shows the details of the decorators for the node. It has a BTDecorator_RandomChance with a chance of 65, a 1.0 cooldown, a BTDecorator_InRangeOfTarget with a MinRange of 800, MaxRange of 2000, the blackboard key Target and LowerPriority flow abort mode. The final 2 decorators are HasAttacked not being set and DEC_IsInJump_C being false.
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Jill @jill.scrungus.club · 25/04/2025
Believe it or not, this is what "progress" looks like when working on Astralathe.
A screenshot of Ford Cruller standing outside his trailer. The textures on his clothes, broom and hands are miscoloured and broken-looking.
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Jill @jill.scrungus.club · 22/04/2025
I've just released a new version of Astralathe. This release brings some nice features such as autohooking (removing the need for the launcher) and a brand new Lua function hooking system for modders. The full details can be found on the release page here: gitlab.com/scrunguscrun...
gitlab.com
Astralathe V2.1.0 · Jill / Astralathe · GitLab
This is a release of Astralathe beta. This is a version bump to v2.1.0. This release brings some very nice new features that have been on...
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Bekoha @bekoha.bsky.social · 20/04/2025
Nothing a little editing magic can't fix
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Double Fine @doublefine.com · 19/04/2025
It's Psychonauts' 20th anniversary. 🧠🧠 🤯 What can you even say! It feels like yesterday butalso one hundred years ago. Double Fine took a big swing on our first game and let's be honest: we kinda nailed it? Thank you all for your love and support over the years. We love that you love Raz so much!
A picture of the original Psychonauts titles screen. Raz, miniature by comparison, runs around a massive brain in 3-D space. The brain is branded with yellow letters that say 'PSYCHONAUTS."
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Jill @jill.scrungus.club · 19/04/2025
Happy 20th birthday to Psychonauts. I stressed out a bunch over what I could do for the occasion to top last year but I couldn't come up with anything and decided to just not worry too much about it. I'll have cool stuff when I have cool stuff. I may have something interesting ready soon.
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Jill @jill.scrungus.club · 06/04/2025
I was looking through my bookmarks out of curiosity (because I love to bookmark stuff to remember it and then forget about it) and I saved all the tabs I had open while working on Psychonauts model conversion under a folder called "week of pain". Fitting.
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Jill @jill.scrungus.club · 21/02/2025
The next release of Astralathe will include a feature to make precise changes to scripts easier to do (no more replacing an entire script file to change 1 function). I wrote the docs ahead of time: gitlab.com/scrunguscrun... It's tentative so feedback on the docs and the system itself is welcome!
gitlab.com
Hooks · Wiki · Jill / Astralathe · GitLab
Extension library for Psychonauts that adds development features, mod support, bugfixes and more.
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Jill @jill.scrungus.club · 13/02/2025
I've uploaded the video I made for Psychonauts' 19th birthday last year to YouTube so it's no longer trapped in obscure places. I still look back on it fondly, despite it very much taking an excessive amount of blood, sweat and tears. www.youtube.com/watch?v=4ZM4...
youtube.com
Psychonauts 19th Birthday Celebration Video (2024)
YouTube video by Jill
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Jill @jill.scrungus.club · 13/02/2025
I've uploaded this here: www.youtube.com/watch?v=4A_P...
youtube.com
Psychonauts early custom level test - multi_prim_test (19th April 2024)
YouTube video by Jill
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Jill @jill.scrungus.club · 12/02/2025
Raz standing in a wooden room. There's a large, blocky window on the left casting a dramatic-looking shadow.
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Jill @jill.scrungus.club · 24/01/2025
multi_prim_test. This was a very early test level that I built while developing custom level support for Psychonauts last year. It originally started as just 2 differently textured platforms to test multi-primitive support in Oatmeal. This version was built on the 19th of April 2024.
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Bekoha @bekoha.bsky.social · 03/01/2025
One of the most visually interesting quirks of Silent Hill 4's interface font, partial lack of serifs on certain letters (i, u), might have been a happy accident by what they used to generate the font atlas, as both the original Bitstream's Transitional 521 and game's "smallfont" both have those
Cropped screenshot from Silent Hill 4's main menu, showing five buttons labeled "New Game", "Continue", "Load", "Options" and "Exit"Mockup of the same menu with the same buttons as on the previous image, but typed in Transitional 521. Image looks mostly the same, except for higher resolution and serifs on top of letters "u" and "i"Comparison between letters "u", "v", "w" and "x" in the game's "smallfont" on top and "bigfont" on bottom, showing that it's based on the same font, but serifs on "u" are present in the small version
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Terry Cavanagh @terrycavanaghgames.com · 31/12/2024
too beautiful for this world #cohost
eggbug
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Jill @jill.scrungus.club · 27/12/2024
I didn't have any kind of fun Psychonauts modding gimmick for Christmas, nor will I have one for the new year. That being said this year has been monumental for it and I still can't believe how far we've come. Let's see it we can top it next year, hm?
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Jill @jill.scrungus.club · 18/12/2024
Deadlock ended up being recorded as my most played Steam game of this year, but I know for sure that if had been launching Psychonauts through Steam while working on Astralathe and such, it would have certainly dethroned it. A shame, would have been fun to see it here.
The Steam Replay 2024 game card for Deadlock. It shows the game title along with the tagline "Jacob Lash is an asshole." The game had 24% of total playtime, 293 session played, a maximum 25 day streak and was first played this year.

The playtime graph shows some playtime in May followed by the highest point being in June. There is a dip for July and August before going back up for September and October. It dips again in November before rising to the second highest point in December.
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Jill @jill.scrungus.club · 06/12/2024
🧵 I was idly messing around in Psychonauts and managed to find a mildly interesting bug. In this case, I was messing around in Ford's lab and happened to bump the cobweb loom. I got a line from Ford but... his dialogue portrait isn't there.
Raz standing at the bottom of Ford's lab. The game is in widescreen. Dialogue with no portrait saying "You break that equipment and I'll WEAVE YOU into" is onscreen.
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Bekoha @bekoha.bsky.social · 05/12/2024
Massive leak from a parallel world
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Jill @jill.scrungus.club · 03/12/2024
I found a couple of bugs I missed in Astralathe 2.0. I've just pushed a couple new versions to fix them. Funny enough, 2 were emotional baggage related and all of them were widescreen related.
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Jill @jill.scrungus.club · 02/12/2024
There was an issue with one of the downloads for the Astralathe 2.0 release on GitLab that made it 404 that I've just fixed. I opt to blame GitLab for this one, because they changed their link format for attachments which made it annoyingly harder to attach builds as artifacts
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Jill @jill.scrungus.club · 01/12/2024
🧵 I was planning on releasing version 1.9 of my Psychonauts modding and enhancement plugin, Astralathe, very soon. To my surprise it turns out that today I'm actually going to be releasing version 2.0 instead. Astralathe beta 2.0 is available right now from the GitLab releases page. (Linked below)
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Jill @jill.scrungus.club · 01/12/2024
🧵 I was planning on releasing version 1.9 of my Psychonauts modding and enhancement plugin, Astralathe, very soon. To my surprise it turns out that today I'm actually going to be releasing version 2.0 instead. Astralathe beta 2.0 is available right now from the GitLab releases page. (Linked below)
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Jill @jill.scrungus.club · 28/11/2024
As a small follow-up thread, the most common reasoning for this I've heard (including from developer Erik Robson) is that it might've been a precaution to avoid potential stigma in Japan. The four-fingers situation over there's a bit complicated.
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Jill @jill.scrungus.club · 28/11/2024
🧵 How many fingers does Raz have? Can you remember off the top of your head? To narrow it down - does he have 4 or 5? Maybe you can figure it out by remembering how many fingers another character has? Ford? One of the P2 interns? I promise this is going somewhere interesting (at least if you're me)
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Jill @jill.scrungus.club · 27/11/2024
I have been analysing the fingers of Psychonauts characters for 4 hours
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Jill @jill.scrungus.club · 24/11/2024
🧵 The kids' cabins area is really small. While decently dense on account of being filled with a bunch of platforming elements so you can explore it and learn, it's generally quite simple. Surely such a tiny, relatively unremarkable area of the camp can't contain many secrets. Right?
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Jill @jill.scrungus.club · 18/11/2024
Even in the final game, the main Lua script responsible for handling basically everything Raz-related is simply called "Dart". On top of that, all his textures are under a folder called "Textures/Characters/Dart", labelled "newdart".
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Double Fine @doublefine.com · 18/11/2024
Did you know that Raz wasn't the original hero of Psychonauts? That was D'Artagnan or "Dart." He made it far in the design process. From running and jump cycles to tightrope walking, we have a folder packed with many of those early animations. Look at his hat flop as he runs!
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Jill @jill.scrungus.club · 15/11/2024
I should write a tool to let me write posts and threads threads in one UI and then crosspost them simultaneously to both BlueSky and Mastodon as well as generating a Jekyll blog post.
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Jill @jill.scrungus.club · 15/11/2024
In this post I talk about how TK changed during development. In the final game, there's actually a handful of Lua functions for changing how TK works. While some do nothing, we can actually get a partial glimpse into TK's older functionality by disabling the targeting requirement. It's kind of neat.
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Jill @jill.scrungus.club · 14/11/2024
Waterloo World is a neat level. When you boil it down, it is largely a standard item puzzle level with some novel platforming, but its scale gimmick and theme makes it very memorable. But there's a timeline where we got something very different.
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Jill @jill.scrungus.club · 14/11/2024
I've been in the process of using BlueArk to mirror all my posts from The Awful Website™ to here. It's... not perfect. A bit scuffed, but functional as an archive for the most part. For some reason for embedded tweets it *did* post them as reposts but also included the Twitter link to the post?
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