Game
Sister Location Super Custom Night

6 hours ago

Coming Very Soon: TRUE PERFECT MODE.


Hi everyone. It's time for a proper introduction.

On July 3rd, Phase 1 of The Perfect Update was released, and ever since the initial announcement, I've been teasing and preparing for the ultimate culmination for not only this update, but the entirety of Sister Location Super Custom Night. And now, Phase 2 of this update is almost ready for you all to experience.

Today, I will finally be revealing what makes the next step of this update so much more extreme than anything else before. It's time to talk about:

TRUE PERFECT MODE

TRUE PERFECT Mode is a difficulty option you can set on the menu. It's not particularly hard to tell the difference visually between the two.

perfectmenu.png
trueperfectmenu.png

As said in the initial Perfect Update reveal, think of True Perfect as the Very Hard Mode of Perfect Mode. However, saying it's just a harder difficulty option would be a very wide understatement, because once again the mechanical differences are a bit different.

First off, let's get to the first very major introduction of the mode, and it's visible right at the start of the night:

screenshot_2025-11-24_211539.png

The Multiplier

In this difficulty, almost everyone's movement speeds will be affected by a new multiplier that slowly builds up as the night progresses. At the start, everyone will have similar speed to how they currently are in Perfect Mode, but as the night progresses, they will keep getting faster up to a maximum of x1.5 their normal speed at 5 AM. Once you reach 5 AM, you must now survive that final hour at their fastest speed.

Is this insane? Uh, yea it's a little fast. I've made it a bit fair by making the current multiplier always visible at the top right, and the speed buff only affects movement, not kill timers. This does mean a couple characters, Afton and Minireena 1, aren't affected by this. However, let me be clear this is still a hell of a speed to keep track of.

And this is before the new character changes, which I'll get to in a bit. First though, there's a few extra things you should know mechanically about True Perfect Mode, specifically about how power works now:

  • Doors now also drain the total power you have in your office like the vanilla game. This means that not only do you have to keep track of your door cooldowns, you also need to make sure you are using them sparingly enough overall to survive the night.

  • If a door overheats, you don't rapidly drain power while your door recharges. Instead, the office immediately loses all power. This also applies to any empty shocks you make. You will be punished heavily for making even one mistake.

  • Power is now balanced based on character count. This makes every preset in True Perfect very power dependent. Especially the true Max Mode. Power will be beyond tight.

Now that is all covered, it's time to get to the really fun part.

The Characters

Previously, I did a daily update that revealed each of the characters new Perfect Mechanics, and I obviously intend to do that here too.

...Just kidding, I'm gonna be funny and reveal all of them now. You all have been waiting long enough to know what they all can do now, and I think it's only fair that you all get to know everything right off the bat.

Keep in mind, all of these mechanics are on top of the multiplier, so just know that the night gets insanely difficult by 5 AM. True Perfect 10/20 alone has been a special kind of hell for me to even attempt.

Enough rambling, here is every single character's new mechanic:

trueperfectbaby.png
trueperfectfunfreddy.png
trueperfectballora.png
trueperfectfunfoxy.png
trueperfectbonnet.png
trueperfectennard.png
trueperfectbidybab.png
trueperfectelectrobab.png
trueperfectyenndo.png
trueperfectlolbit.png
trueperfectminireena.png
trueperfectminireena2.png
trueperfectfreddy.png
trueperfectwitheredbonnie.png
trueperfectnightmarechica.png
trueperfectphantomfoxy.png
trueperfectafton.png
trueperfectomc.png

And that's all of them. To summarize my goals here, Perfect Mode was meant to be a test of dealing with the characters and their unique changes. True Perfect is meant to test you on every skill imaginable. Memory, Resource Management, Reactions, Multitasking, and Speed will all be tested here. To deal with even a few of these threats is quite a feat on its own.

So imagine if you had to deal with all of them.

dontlookaway.png

PERFECT CACOPHONY

This is the true finale. What it has all been building up to. One final challenge against the strongest versions of every character. 6 minutes of True Perfection.

PERFECT CACOPHONY specifically is the reason why this update has been taking so long to be made, because PERFECT CACOPHONY will have one very important key difference (apart from one other thing I will get to later).

Every hour, a unique theme will begin to present itself more and more. The further the night goes, the more intense the visuals and audio will be. To say getting far in this mode is tense would be an understatement. How intense, though?

...Well, this is a surprise I will keep secret for just a little longer, so secret that the screenshots I teased yesterday were just a red herring (pun intended) for what color the mode really is by the end. Just know that at this point in development, the night is complete and once the time comes a little peek into what to expect will be presented. I've put a lot of effort into making the mode feel special and worthy of being The Ultimate FNAF Challenge.

Which brings me to something very important.

The Difficulty

Ever since the planning phase of not only PERFECT CACOPHONY, but the original The Perfect Run, the difficulty was always meant to be nestled right underneath Frogger's Max Mode. I personally still think its a pretty cool mode that stands the test of time, especially for how unique it is.

However, a lot of people have expressed wanting to see this mode go above and beyond, and especially with how the landscape for max modes has changed quite a lot over the course of the past year its clear PERFECT CACOPHONY has a lot of competition now.

I have come to a consensus with a group of people I trust with this kind of thing (including @Frogger25 themselves), and its clear now what must be done.

All bets are off, where it ends up is where it ends up, there will no longer be any limitations to how hard the mode will be. And it all comes down to one final unique change PERFECT CACOPHONY will have over the rest of the True Perfect presets:

PERFECT CACOPHONY will start at x1.5 and the final hour will be at x2.0.

Yes. This is physically possible. I have reason to believe it definitely is. Power will obviously be adjusted for this night specifically, but it will still be very very tight.

Hopefully this will live up to the expectations of the mode, both visually and difficulty wise.

This does bring up one final important thing to touch up on before we wrap up for now.

What about the private version?

I mentioned in the previous True Perfect post that there was going to be a private version of this mode for @Brodude5747 to verify, however some important decisions have been made about that version that I will clarify here now since it's important for this version of PERFECT CACOPHONY.

Brodudes PERFECT CACOPHONY is no longer 'PERFECT CACOPHONY'.

What I mean by this is the private version will no longer be replacing the public version when it is verified, which effectively means you all are straight up getting PERFECT CACOPHONY in its full potential. The private version will instead act as its own mode that will be placed in Perfect Mode's Extra Nights menu, where The Perfect Run used to lay dormant.

So, uh, yea, the game will eventually have six modes total. Which I will admit is extremely overkill.

To help dampen this a little bit, that version will have it's own unique theme and slightly different mechanics, and also will not be started for a good while. This will likely be the last time for a very long time I'll talk about this version that I have personally dubbed 'PB', since I plan to silently develop it way later on.

And to those wondering, yes FNAF 2 SCN is a major reason why it's being done like this. Also I need a break from SL SCN. It's all I've been working on for the year and I need to do something new for once. Been fun but I'm beyond excited to do FNAF 2 SCN, you all have no idea.

And difficulty wise? Don't worry, if PC ends up somehow not being the absolute hardest, PB sure as hell will be and it won't even be close.

Conclusion (Also When is it Coming Out?)

To conclude, I want to first say that despite being this far in development, everything shown prior is still subject to change. There is still more to be developed and finished so I will need a little more time before PERFECT CACOPHONY can go public.

And let me reemphasize that once the update is finished, it will go into a very brief testing phase for bugs before it goes public, meaning the mode will be up for grabs for verification.

But when will it be released?

...Well, I don't have a specific date yet, but with where I'm at in development, it will definitely be finished by December. The latest I will allow the update to be released will be December 20th, which will be the third anniversary of Sister Location Super Custom Night (crazy how fast time flies).

I want to thank you all for waiting this long, and I ask for a little more time to make this update as perfect as I can possibly make it. I will be answering questions about True Perfect Mode when I see them in case there's anything I forgot to mention.

Back to work I go! I will likely be posting again when the update is nearly completely finished. 'Til next time!

-Ceres



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