Why provenance matters

No Means Nothing has a small but dedicated community, and like every fan guide, the quality of information varies. Most sites mix verified facts, community consensus, and outright speculation without telling you which is which. This site attaches an explicit provenance level to each data point so you can judge how much weight to put on it.

The standard is deliberately conservative. When a piece of information cannot be reproduced from the game's own enum, field, or config data, we say so - even when the community is confident. We would rather under-claim than ship a "fact" that turns out to be a rumor.

The three provenance levels

VerifiedLevel A

Reproducible from the game itself

The value comes directly from an in-game enum, a serialised field, or a config asset. Anyone with the same export can reproduce the value line-by-line. Examples: the 15-entry achievement enum, the six-stat StatsConfig with ranges and defaults, the 10-second LockDoorTaskDuration.

InferredLevel B

Mechanism confirmed, specifics not text-extractable

The fact is structural - it comes from scene file names, asset references, or MonoBehaviour wiring. The mechanism exists, but the precise values live in binary bundles or runtime code that the available export cannot read. Examples: the six ending scenes, the nine quest IDs, the labyrinth's single-checkpoint design.

CommunityLevel C

Community-sourced, treat as consensus

The value comes from player reports and community discussion. It may be correct, but it cannot be verified from the available in-game data. Examples: the labyrinth path L-R-L-S-R, the suggestion that skipping a psychologist meeting locks the Willpower branch, hidden cat locations.

What is currently verified

The following table summarises what is reproducible (Level A), what is structurally confirmed (Level B), and what remains community-sourced (Level C). The boundary moves as new extractions are published - when a previously C-level value becomes reproducible, we upgrade it and note the change in the correction log.

Data categoryWhat is verifiedProvenance
Achievements15 entries with their internal enum names and orderA
Achievement triggersOnly DISCLAMER has a directly verifiable trigger; the other 14 are community-sourcedC
StatsSix stats (Anger, Willpower, Submissiveness, Stamina, RadekRelationship, Coin) with default, min, and max valuesA
Coin target1000 - the target for the MONEY achievementA
EndingsSix ending scenes confirmed via scene files and four Ending Config assetsB
Ending triggersSpecific stat thresholds and choice flags are not text-extractableC
Barcodes13 five-digit codes with their internal enum namesA
Barcode day poolsPer-day appearance is structural but specific day assignments need further extractionB
QuestsNine quest IDs: TalkToMom, TalkToRadek, AnswerCall, OpenBox, PutBoxOnTable, BringTape, GoToChillZone, GetOutOfHere, LockDoorB
LockDoor task duration10 seconds in the bath sequenceA
Heartbeat intervals2s initial, 1.5s slow-final, 0.4s fast-final, 6s slow accel, 20s fast accelA
Supported languagesThe game ships multiple locales. This site publishes English and complete Simplified Chinese pages only.A
Anger ending mash valuesPer-press gain 0.05, per-second decay 0.15, slider range 0..1, keyboard SpaceA
Cassette tracksSix CassetteTrack assets with displayName, loop flag, and per-day startTrack/bonusTrack wiringA
Labyrinth pathL-R-L-S-R is the community consensus, not reproducible from available dataC
Hidden cat locationsNo in-game hint; community-sourced onlyC

What we choose not to publish

  • Rarity percentages. Without an API feed, any percentage would be invented, so the rarity field is left empty on every achievement.
  • Made-up ending trigger thresholds. When the Yarn dialogue source is not text-extractable, we mark the trigger as Level C instead of inventing a number.
  • Localised dialogue strings that live inside binary bundles. We do not paraphrase them as if they were the game's own wording.
  • Community-sourced claims presented as verified. Anything we cannot reproduce is badged as Level C.

How to verify the Level A values

Every Level A fact on this site is reproducible from the in-game export. The list below names the source file for each data category so you can cross-check any value yourself. The export ships with the game and can be opened with standard Unity asset tools.

Data categorySource file in the exportWhat it gives you
15 achievementsAchievementId.csInternal enum names and order (DISCLAMER, JOB_APPLICATION, FAST, BEER, ENGING_IDEAL, ENGING_WTF, ENGING_OK, ENGING_WORST, ENGING_ALL, CASSETTE, MONEY, KITTY_1 through KITTY_4)
DISCLAMER triggerMainMenuController.csThe only achievement whose trigger is directly readable in code - auto-fires on the content warning screen
Six statsStatsConfig.asset + StatType.csAnger, Willpower, Submissiveness, Stamina, RadekRelationship, Coin - each with default, min, and max values
Coin target for MONEYStatsConfig.assettargetCoinAmount = 1000, which is what the MONEY achievement watches - a running total, not the visible HUD stat
13 barcodesBarcode.csEach five-digit code with its internal enum name, such as U_CAN_BE_PRETTY_TOO 80085
Coin denominationsCoinConfig.assetBronze = 1, Silver = 2, Gold = 5
Workday timingDay1.asset / Day2.asset / Day3.assetVisibleTimeInSec, RealTimeInSec, MaxMoney (200 per day), BoxAmount (8/5/6)
Bath LockDoor QTEBath Config.assetLockDoorTaskDuration = 10s, knockDelayOnStart = 4.5s, LockDoorTaskDelayOnStart = 2s
Finale heartbeatHeartbeat Config.asset2s initial, 1.5s slow-final, 0.4s fast-final, 6s slow accel, 20s fast accel
Four ending dialogue nodesEnding_Anger / Ending_GotCaught / Ending_RanAway / Ending_Willpower Config.assetDialogueNode entries and delay-on-start values for four of the six endings
Scene listScenes Config.asset + build settingsThe 18 scene files, including the six ending scenes and the three psychologist meeting checkpoints
Quest IDsQuestDefinition binary + the zh-Hans string tableThe 10 quest IDs: TalkToMom, TalkToRadek, AnswerCall, OpenBox, PutBoxOnTable, BringTape, GoToChillZone, GetOutOfHere, LockDoor, DrinkBeer
Selected dialogue markersLocalization Tables for DialoguesShort choice excerpts, immediate prompts, Required markers, and Stat consequences retained for gameplay analysis; full dialogue exports are not distributed
Supported languagesLocalization/Locale/*.assetTen locales - en, zh-Hans, de, es-ES, es-AR, ja, pt-BR, ru, th, uk

When you can reproduce a value from one of these files, you are looking at Level A data. When you cannot, the value is badged Level B or C and the badge on the page says so.

Known limits of the current export

The export is generous but it does not cover everything. The list below names the categories where the available text does not let us reproduce a value, so we fall back to Level B or C instead of inventing numbers.

  • 14 of 15 achievement triggers. Only DISCLAMER has a directly verifiable trigger in code. The other 14 trigger conditions live inside compiled method stubs that the available export does not turn into readable text. We mark them Level C and invite player reports through the Achievement Trigger Community Board.
  • Ending stat thresholds. The Yarn dialogue source that decides when each ending fires is not in the text-readable export. We list the verified scene and dialogue node (Level A) and mark the stat thresholds Level C - treat them as community consensus, not as verified gates.
  • Anger mash parameters. The AngerEndCanvas fields _decreasePerSecond and _increasePerPress are present, so the mash-to-win mechanism is Level A. The specific numbers are not in the dump, so the trainer ships with adjustable defaults clearly marked Level C.
  • Labyrinth path. The labyrinth scene and its context class confirm the single-shot, no-checkpoint design (Level B). The community path L-R-L-S-R cannot be reproduced from the export, so it is Level C.
  • Hidden cat locations. KITTY_1 through KITTY_4 are confirmed in the enum (Level A) but no in-game hint points to where the cats live. Locations are community-sourced (Level C).
  • Per-day barcode pools for Day 1 and Day 3. The Day 2 placement pool is reproducible (Level A). Day 1 and Day 3 draw from the 13-code enum but the exact day assignments are still being pinned down, so they are Level B until the next extraction pass.
  • Nine of ten dialogue locales. The zh-Hans string table is fully extracted (Level A). The other nine locales live inside binary bundles that need a separate UnityPy pass; until that lands, only the zh-Hans lines are reproduced verbatim on this site.
  • Cassette track list. The CassetteTrack ScriptableObject confirms the startTrack and bonusTrack mechanism (Level A), but the actual track names live inside asset instances that the current export does not surface as text. The cassette checklist ships as a framework with the data slot marked Level B.

Update log

When a previously Level C value becomes reproducible, or when a verified value no longer matches the live game, the change is recorded here. Dates are pinned to the extraction pass that produced the change, not the day the page was edited.

  • 2026-06-29Removed the full dialogue exports and multilingual comparison from the public site. Only short choice references needed for original gameplay analysis remain.
  • 2026-06-29Verified the AngerEndCanvas instance wired into the RadeksPlace scene: _increasePerPress is 0.05, _decreasePerSecond is 0.15, progress slider spans 0 to 1, Space is the keyboard binding. These now anchor the Anger Mash Trainer defaults as Level A values.
  • 2026-06-29Confirmed the six CassetteTrack assets and the per-day startTrack/bonusTrack wiring on Day 1, Day 2, and Day 3. Day 3 sets bonusTrack to fileID 0 - no bonus cassette that day. The cassette checklist now shows the displayName and loop flag for every track as Level A data.
  • 2026-06-27Refreshed the six endings against the latest export. Confirmed 92_Ending_Willpower in build settings; clarified that 12_Finale_1_Labyrinth is a mid-game scene rather than a dedicated ending scene, and that 13_Wasted is a state-based outcome rather than a separate scene load.
  • 2026-06-27Revised quest count from 9 to 10 after DrinkBeer surfaced in the QuestDefinition binary. The zh-Hans string table now provides authoritative display names for all 10 quests.
  • 2026-06-27Reconfirmed the 964-line zh-Hans dialogue table with 26 Required markers and 48 Stat consequence markers. No drift from the previous extraction pass.
  • 2026-06-27Reconfirmed the six StatsConfig ranges (Anger 0-10, Willpower 0-10, Submissiveness 0-10, Stamina 0-10, RadekRelationship -10 to 10, Coin 0-999) and the 1000-coin MONEY target. The HUD cap of 999 versus the 1000 achievement target is now explicitly called out on the coin tracker and the daily coin calculator.
  • 2026-06-27Reconfirmed the bath and heartbeat config values: 10s LockDoorTaskDuration, 4.5s knockDelayOnStart, 2s task delay on start, 2s to 1.5s heartbeat over 6s, 1.5s to 0.4s over 20s. These now drive the Bath QTE Trainer and Heartbeat Tempo Trainer defaults.
  • 2026-06-27Removed the speedrun route target that pointed at ending_neutral - the route now anchors on ending_willpower, which is reproducible from the export.
  • 2026-06-27Corrected the relationship tracker slider from the legacy 0-100 range to the verified -10 to 10 range with a default of 7.

Found a mistake? Tell us

If you can reproduce a Level C value from the game itself, or if a Level A value on this site no longer matches the live build, the project wants to know. Provenance moves in both directions - a community-sourced claim that becomes reproducible gets upgraded, and a verified value that drifts gets corrected.

Reports are read in batches. Please include the exact value, the page or tool where it appears, and the source you used to verify it. Vague reports ("this is wrong") are hard to act on; specific reports ("StatsConfig.asset shows Coin max as 999, not 1000") get fixed fast.

How to read the badges

Wherever an achievement, ending, stat, or quest is shown on this site, look for the small badge next to it. A green Verified means the value is reproducible. A blue Inferred means the mechanism is confirmed but specifics are not. A pink Community means treat it as community consensus, not as the game's own data.

If you can reproduce a Level C value from the game itself - or if you find that a Level A value no longer matches a recent game version - the project welcome reports through the contact page. Provenance moves in both directions.