Jill
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jill.scrungus.club
Jill
@jill.scrungus.club
Sometimes gamedev
Current focus is Psychonauts.

I'm @ScrungusCrungus on the bird website

https://jillcrungus.com/projects/psychonauts/blog/
Pinned
Anyway here's the immensely scuffed mirror of my original Psychonauts RE index. Because it's all retweets it is VERY messy but you can still navigate it. Some posts may be missing, not a ton I can do about that, but some day it'll all get mirrored to my blog anyway.
bsky.app/profile/jill...
This thread will act as a main index for my Psychonauts reverse engineering efforts. I'm documenting everything in seperated threads, so this index is helpful for navigating around and seeing specific information:
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.
November 16, 2025 at 4:26 AM
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.
November 6, 2025 at 5:09 AM
I really need to get around to playing Keeper proper. It looks like such a beautiful game.
October 21, 2025 at 11:33 PM
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.
It's #ROCKTOBER this Monday 10/13 with @timoflegend.bsky.social!! If you need the Six Degrees of Schafer achievement, this is your chance to score it (and some wins) in Brütal Legend! 🤘

And don't miss the unearthed Brütal Legend pitch video we just posted on YouTube:

youtu.be/watch?v=r9di...
October 10, 2025 at 3:27 PM
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".
October 4, 2025 at 12:20 AM
Reposted by Jill
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:
September 9, 2025 at 12:19 AM
Reposted by Jill
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...

🤘 🖤
July 23, 2025 at 11:00 PM
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.
June 23, 2025 at 6:21 AM
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...
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,...
gitlab.com
May 28, 2025 at 8:23 PM
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.
May 28, 2025 at 7:41 PM
Reposted by Jill
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...
When Was Full Throttle Released?
It's a harder question than you think!
www.doublefine.com
May 19, 2025 at 9:29 PM
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.
May 5, 2025 at 7:47 PM
Believe it or not, this is what "progress" looks like when working on Astralathe.
April 25, 2025 at 5:09 PM
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...
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...
gitlab.com
April 22, 2025 at 7:21 PM
Reposted by Jill
Nothing a little editing magic can't fix
April 19, 2025 at 11:17 PM
Reposted by Jill
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!
April 19, 2025 at 4:23 PM
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.
April 19, 2025 at 2:31 PM
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.
April 6, 2025 at 3:45 AM
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!
Hooks · Wiki · Jill / Astralathe · GitLab
Extension library for Psychonauts that adds development features, mod support, bugfixes and more.
gitlab.com
February 21, 2025 at 5:59 PM
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...
Psychonauts 19th Birthday Celebration Video (2024)
YouTube video by Jill
www.youtube.com
February 13, 2025 at 12:29 AM
I've uploaded this here:
www.youtube.com/watch?v=4A_P...
February 13, 2025 at 12:28 AM
February 12, 2025 at 6:58 AM
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.
January 24, 2025 at 9:59 PM
Reposted by Jill
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
January 3, 2025 at 1:26 AM
Reposted by Jill
too beautiful for this world #cohost
December 31, 2024 at 5:00 PM