Overblood Debug Menu Guide

Version 1.0. Updated 12-30-2025 – Written by Jason Dvorak.
PSX Overblood Debug Menu Guide Section Banner Intro

Introduction

Overblood is one of those wonderful games that you fall in love with regardless of public reception. It’s been one of my favorite games on the PlayStation thanks to its quiet atmosphere and character development. In late 2025, Bo over at Rings of Saturn discovered that the game’s Debug Mode, once locked behind a GameShark code, could be naturally accessed via a code.

I wanted to give it its proper due here because it’s crazy to use. You can give yourself any item, jump to any room in the game, and more. I’ve mapped out everything I could for this first go around.

How to Use

After enabling the programmer’s cheat at the main menu, you’ll be presented with the Debug Menu before the game starts. Once you’re in-game, holding R2 and pressing Circle will access it. Accepting a choice with Cross or backing out with Circle will bring you back to the game.

CAUTION: Certain active elements don’t mix well with each other and can cause issues. This can break the game or soft-lock it. This is especially true if you try to change rooms while in a fight or a timed mini-game.

What’s Left to Do?

If I’m feeling adventurous, likely map out room changes and animations. I do want to write a guide for the game, so I might tie it into this debug guide.

PSX Overblood Debug Menu Guide Section Banner FAQ

Step 1. Activate Debug Mode.

At the main menu, enter the following code: Up, Down, Up, Down, Left, Right, Left, Right, L1, L2, R1, R2,  Up, Down, Left, Right. A sound will confirm, along with an on-screen message. Press Start, and a new mini menu will appear before the game starts.

Controls for the Debug menu:
  • Up, Down = Move through the list
  • Left, Right = Leap several spots in the list
  • Cross = Accepts Choice
  • Circle = Escapes back to game
  • R2 + Circle = Once a choice is made, R2 + Circle will activate the debug menu.

Once in Game

  • Press R2 + Square several times will give you different tactical data from the game code running.

Tactical Debug Info

  • Event
    Tied to door usage, maybe item usage
  • Memory
    Locations in RAM that are currently being used for various elements
  • Work
    Appears to be dealing with specifics of what’s actively happening in work slots 0-31. These change what’s being tracked under different contexts, so it’s not clear if there’s a straight answer for each work. In some instances, it’s tracking the room you’ve been to, arrived in, and the effect volume. I’m wondering if these are the 32 registers of the system.
  • Save Work
    Tied to the Debug Menu option further down. Stats never change in-game. Likely not usable in the retail copy.
  • Information
    More register fun appears to deal with messages and items.
  • Debug 1
    Some of these match up to numbers in the debug menu. The ‘Now Room’ is where you’re at; the ‘Old Room’ is where you previously were. Ground is the height Raz is at from the same menu below.
  • Voice Counter
    No Clue. It rapidly counts up and then eventually resets.

Debug Menu 

  • Room Change
    Each of the 149 choices here isn’t just rooms, but the transition sequences and in-game cinemas.
  • Run Macro
    Macros are context-dependent on the room you’re in and the characters you have. I have seen anywhere from about 7 random macros to 24 based on the room and characters. Macro 1 appears to always soft-lock the game. Some Macros have Raz trigger door animations, written hints or observations if he had actually interacted with objects or puzzles, and so on. Areas with multiple doors will have macros assigned to each door.
  • Ground Change
    Changes the height placement of Raz. Not all heights work in all areas. It might have been used as a measuring tool for placing objects and the like.

    • Ground Change 0: Feet on the ground
    • Ground Change 1: Feet below the floor
    • Ground Change 2: Feet about 5 feet off the ground
    • Ground Change 3: Feet high up in the air.
  • Save
    There are 25 save slots, but all of them soft-lock the system. Likely left over when it was playable on programming hardware.
  • Load
    Now here’s the good stuff. There are 25 Load Slots on the game disc, but not all of them are active. Each save gives the player the absolute basics of what they need to figure out the area. Possibly a ‘puzzle’ test suite for quality assurance. Note that if you die, you’ll get game over. Press Start at the main menu to return to the debug menu.

    • File 0: Raz & Milly at the broken bridge
    • File 1: Raz & Milly outside the elevator
    • File 2: Raz with the broken lift
    • File 3: Milly in the frozen lab
    • File 4: Raz and Pipo on the move
    • File 5: Raz in the split hallway
    • File 6: Raz & Milly at the laser gate
    • File 7: Raz finds Milly unconscious
    • File 8: Raz & Milly at the computer terminal
    • File 9: Raz & Milly in the decontamination room
    • File 10: Raz inside the decon’ room’s control center
    • File 11: Raz & Milly find the jet
    • File 12: Our heroes in the hover train area
    • File 13: Raz and Pipo experience the earthquake
    • File 14: Raz in the vent system
    • File 15: Raz & Milly in the sewers
    • File 16: Raz & Milly make it to the hovercraft
    • File 17: Ready for the hovercraft flight sequence
    • File 18: After the hovercraft sequence
    • File 19: Raz finds Pipo’s chip
    • File 20: Pipo to the rescue
    • File 21: Raz needs to cross the giant turbine
    • File 22: Turbine Part II
    • File 23: Milly and Raz versus the water wave
    • File 24: Nothing (soft locks game)
    • File 25: Nothing (soft locks game)
  • Movie
    Watch the various cinematics. You can’t skip them once they start playing. Once completed, it will exit back to your current location.

    • Movie 0: Empty (Soft Locks the game)
    • Movie 1: Raz wakes up
    • Movie 2: Refrigeration door unlocks
    • Movie 3: Surprise in the elevator
    • Movie 4: Raz discovers the state of emergency
    • Movie 5: Raz and Pipo at the elevator
    • Movie 6: Raz and Pipo in the elevator
    • Movie 7: Raz and Pipo after Pipo’s Incident
    • Movie 8: Raz finds Milly
    • Movie 9: Flashback 1: Scientists argue
    • Movie 10: Scientist and Zeus watch Raz
    • Movie 11: Raz discovers a dark secret
    • Movie 12: Scientist and Zeus watch Raz II
    • Movie 13: Raz discovers his own dark secret
    • Movie 14: Scientist and Zeus watch Raz III
    • Movie 15: Raz and Milly take stock of the situation
    • Movie 16: Raz and Milly watch scientists’ recordings
    • Movie 17: Raz and Milly confront the scientist
    • Movie 18: Scientist and Zeus argue over Milly
    • Movie 19: Raz confronts the scientist face-to-face
    • Movie 20: Good Ending and Credits
    • Movie 21: Intro Movie
    • Movie 22: “You Are Dead”
    • Movie 23: Riverhillsoft Logo
    • Movie 24: Teaser video
    • Movie 25: Bad Ending and Game Over
  • BGM Test
    BGM (Background Music) 1 through 15 have various music tracks and sound effects. Everything else is blank.
  • Voice Test
    It turns out both the American and the Japanese voice-overs are present on the disc. They’re intertwined throughout the 1 to 339 slots available. A clip will play, and then you’ll hear the “can’t do that’ sound effect to know it’s over. If that’s all you hear, there is no sound in that slot.
  • Effect Test
    There are 339 slots for special effects, but not all of them are assigned. 1 through 87 are the various effects and screams. Pressing anything from 88 to 339 will softlock the game.
  • Actor ONOFF
  • This option removes and brings in characters from the screen. If you remove Milly and replace her during a fight scene, she’ll mimic Raz’s attacks. No clue who Actor 1 is.
    • Actor 1: ???
    • Actor 2: Milly
    • Actor 3: Pipo (white), Pipo (red)
    • Actor 4: Enemy (dependent on current fight)
  • Camera Check 1
    There are 339 camera angle slots, but not all of them are assigned. 1 through 59 are the various camera angles. The rest go black or freeze the game.
  • Camera Check 2
    There are 339 camera angle slots, but not all of them are assigned. 1 through 63 are the various camera angles. The rest go black or freeze the game.
  • Visual
    Visuals are the still images you see when inspecting certain objects.

    • Visual 2: Temperature in the opening room
    • Visual 3: Power down malfunction in the opening room
    • Visual 4: Warning for Auxiliary Power in opening room
    • Visual 6: Confirm power restore for opening room
    • Visual 22: Keypad for code entry (can control Raz’s hand)
    • Visual 24: Broken Fuze Box
    • Visual 32: Lighting, Door, and Air Conditioning Screen
    • Visual 37: (goes black, soft lock)
    • Visual 57: Central Ventilation Monitor
    • Visual 118: Charge under the door
    • Visual 119: Main Generator Control Panel
  • Floor Change
    Likely used to jump between the 5 floors of the facility. Pauses for a second, then goes back to where you were. Likely disabled? Note that this can trigger the game to either soft-lock or crash based on where you try it.

    • Floor 4:
    • Floor 3:
    • Floor 2:
    • Floor 1:
    • Floor 0:
  • Action
    Each of Raz’s animation frames. Many are broken down into multiple parts, such as his walking animation. There are 339 slots, but I doubt they’re all filled.
  • Item Get
    Here you can give yourself whatever you want, however many you want. If you want three gun clips, just choose them three times. There appear to be two or three unused items at the end of the list. I need to investigate.

    • Item 1: Jacket
    • Item 2: Memory Chip (Pipo’s)
    • Item 3: Silver Card Key
    • Item 4: Memo
    • Item 5: Laser Knife
    • Item 6: Anti-Gravity Device
    • Item 7: Sample Case (Red)
    • Item 8: Oil Container
    • Item 9: Broken Thermostat
    • Item 10: Chemicals Bottle
    • Item 11: Capsule
    • Item 12: Hand Gun
    • Item 13: Silver Key
    • Item 14: Voice Recorder
    • Item 15: Iron Rods
    • Item 16: Stun Gun
    • Item 17: Metal Grate
    • Item 18: Burner
    • Item 19: Clip
    • Item 20: Red Card Key
    • Item 21: Compact Data Disc
    • Item 22: Gold Card Key
    • Item 23: Emergency Spray
    • Item 24: Allen Wrench
    • Item 25: Cord
    • Item 26: Bare Cord
    • Item 27: Dead Battery
    • Item 28: Charged Battery
    • Item 29: Identification Card
    • Item 30: Ice Box
    • Item 31: Small Bombe
    • Item 32: Sample Case (Red)
    • Item 33: Portable Food (shows Jacket)
  • Battle
    Each of these throws up the warning message about what fight type you’re in. Like, “Hand-to-hand fight” if you try to use the gun, etc. They can unintentionally lock you into the fight instance, requiring you to reset the console and start from scratch.

    • Battle 1: Context sensitive.
    • Battle 2: Context sensitive.
    • Battle 3: Context sensitive.
    • Battle 4: Context sensitive.

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