26.09.25-1:
The licenses of OpenAL Soft, the NVDA controller client, Prism and pygame are inside the game itself, instead of in a licenses folder beside it. The game's own license.txt is still beside it.
The knife and the sword no longer play a gun's hit sound under their own when they hit a zombie.
A zombie's death sound plays to its end, as in the original, instead of being cut off early. The second zombie could lose two seconds of it.
The game's sounds are sorted again, with one folder each for the zombies, the bosses, the monster and the characters, and sounds that were misnamed are renamed, such as the monster that sounds like a man. Every sound plays as before.
settings.json has four volumes you can change by hand, from 0 for silent to 100, the original's mix: everything, the menu music, the music during a game, and the ambience. The game reads them when it starts, and a number it cannot use counts as 100. The menu music volume can now be any whole number, and Page Up and Page Down step to the next ten from it.
Your save lists the ammo capacity, range, damage and price of every weapon you own or have equipped, the numbers each weapon's page reads aloud. Changing them by hand does nothing: the game keeps its own.
Your save is now three files: save.json for your progress, settings.json for your settings, such as voice over and the menu music volume, and keys.json for your keys. A save from an older version is moved over by itself the first time you start the game, and the old file is kept as defaults.json.old.
Page Up and Page Down make the menu music louder and quieter in the main menu, the shop and the inventory, from silent to its full volume in steps of ten percent, and the game remembers the volume you chose. With voice over off, your screen reader says the new volume. The music during a game stays as it is.
Your key bindings file, keys.json, is created with the default keys the first time the game starts, instead of only once you change a key. A keys file from an older version gains any action it is missing.
The game's zip now extracts to a folder called SixthSense-Windows instead of SixthSense. The game inside it is still SixthSense.exe.

26.09.24-2:
Gunshots and the click of an empty gun are heard down the lane you aim at again, in line with the zombies in that lane, instead of closer to the middle.

26.09.24-1:
The credits are up to date, and now say what each person has done for the game.
Unequipping the grenade, the knife and the colt now sticks when a weapon you bought is equipped: a game starts with only what you equipped, and Tab offers nothing else. Before, they could come back.
Choosing the Store row clicks, and so does Start Game with no coin, before it says no coin, as in the original.
The coin row reads your coins and the time until the next one with the original's shorter pauses between its parts.
Firing with an empty magazine clicks from the lane you aimed at, as in the original, and you can click again straight away instead of waiting. As in the original, an empty gun aimed at 1:30 clicks from 10:30.
A zombie hitting you, and the girl thanking you when she reaches you, are heard in the middle of your head, as in the original, instead of from the side they came from.
A grenade adds to your score for every zombie it hurts, as the original does, not only for the ones it kills. Your kills and gold still count only the zombies that die.
Gunshots are heard where the original places them, partly toward the lane you aim at, instead of fully to the side.
Changing weapon plays its sound as quietly as the original does, instead of at full volume, and changing again quickly stops the sound of the weapon you put away.
The tutorial's reload lesson says its instruction once, as the original does, instead of repeating it about every ten seconds until you reload.
Pausing a game says "paused" half a second after the click, as the original does. With voice over off, your screen reader says it.
The readme, the changelog and the todo list are in a docks folder beside the game, instead of loose beside it.

26.09.23-2:
A readme.txt beside the game says how to play: the menus, the keys, coins, the tutorial, the shop, voice over and where your save is kept, in plain text with one sentence a line.
The opening screen has a third row that tells the game's story, which the original recorded but never played, with quiet music under it. With voice over off, your screen reader reads the story's words instead.
A save left with too few coins and no coin clock running, such as one edited by hand or put back from a backup, starts the clock when the main menu opens, instead of never getting a coin again.
The game opens with Bitbee's logo sound, as the original does, a moment after it starts and before the opening screen. Enter skips the logo, and Escape skips straight to the menu.
When the audio device goes away, such as headphones being unplugged, or Windows switches to another output, such as headphones plugged back in, the game moves its sound there within a second, music and ambience included, instead of going silent until you restart it.
When the game cannot start, or stops because of an error, it says why through your screen reader, or a Windows voice if none is running, instead of closing without a word.
A damaged save file is no longer wiped. It is kept beside the save as defaults.json.damaged, and the game carries on from a backup of your previous save, so your gold and weapons are kept.
Pausing a game pauses the ambience and the music, and continuing carries each on where it was. Before, continuing could stop the music until the next section of the corridor and silence the ambience for the rest of the stage.
Pausing in the two seconds after a level's boss dies holds the level change until you continue, instead of letting the walk start again under the pause panel. Restarting in that moment no longer makes you walk twice as fast.
The key bindings screen lists Escape as back, pause or quit, instead of only quit, since it goes back in the shop, pauses a game and quits only from the main menu.
Starting a game with no coin now says only no coin, instead of going on to point to a coin store and a ranking page that are gone.
Moving between the two rows of the opening screen stops the you must use earphones warning, instead of letting it play over the other row. Coming back to the welcome row reads the welcome message without the warning after it, since the message already says to use earphones.
Choosing a result row on the pause and result panel reads that row again. Before, with voice over on, the headshots row said nothing, the score row read the headshots, the top score row said nothing, and the first row said paused even after the game was over.
With voice over on, the score row on the pause and result panel reads your score aloud after its name, as the original does, instead of saying nothing.
With voice over turned off, the Left and Right arrows move to the previous and the next row in the main menu, the shop, the inventory, the opening screen and the pause and result panel, like VoiceOver's flicks. Up and Down still work too.
The coin store row is gone from the shop, and the purchase all weapons row is gone from the weapon shop. Both were Apple in-app purchases, which no longer exist. Coins still come back on their own, and every weapon can still be bought with gold.
The tutorial's steps always come in the original's order: the five clock positions, the stronger zombie, reloading, changing weapon, shaking off the animal zombie, then ending the tutorial. Reloading or changing weapon too early no longer counts, so those lessons are no longer skipped, and changing weapon now waits a moment before the next step, as in the original.
P ends the tutorial at its last step, once the first eight steps are done, as in the original. The first time, reached from Start, it counts 3, 2, 1 and starts the game; from the Tutorial button it says tutorial success and goes back to the main menu. Before, P ended it at any time and left you stuck. Starting your first game now spends a coin, as the original does.
Shaking off an animal zombie now takes between 1 and 5 separate presses of Space, a new number each time it grabs you. Holding Space down counts as one press, and a grab no longer breaks on a single press just because you escaped one earlier.
With voice over turned off, the tutorial names the keys to press, from your own key bindings, once each recorded instruction finishes. For example: "Press A or Left Arrow to shoot toward 9 o'clock."

26.09.23-1:
The turn keys, comma and full stop, are gone. The original never turned you, and after a turn a zombie could sound as though it was in one lane while the attack keys still aimed at another.
With voice over turned off, Home and End go to the first and the last row of the main menu, the shop, the inventory, the opening screen and the pause and result panel.
The voice over row in the main menu says what choosing it does, as in the original: voice over off while voice over is on, and voice over on while it is off. Turning voice over off plays the game's own recording, as the original does.
Moving away from the coin row in the main menu stops the time to the next coin, instead of reading it over the row you moved to.
The ranking and Game Center rows are gone from the main menu, the rank is gone from the result panel, and the restore purchases row is gone from the shop. They needed online services that the Windows version does not have.
Closing the game window quits the game from any screen, instead of going back to the main menu and leaving the menu you came from running in the background with its coin timer. Escape still goes back, pauses or leaves the menu as before.
Pausing, finishing and dying stop the same sounds as in the original: pausing in the rain stops the rain, and a game over stops the level's music in the forest as well as in the cave.
The Try button on a weapon's page opens the weapon test range, as in the original. You stand still with only that weapon while up to three zombies come at you, and five kills ends the test. The run pays gold, and the back row returns you to the weapon's page.
The girl and the woman zombie walk at the same speed and are as easy to kill on every level, as in the original, instead of getting faster and tougher with each level. The woman growls three and a half to four and a half metres away every time, and after a pause too.
Opening the key bindings with F1 during a stage or the tutorial stops the game until you close them, so no zombie can reach you while you read.
Escape pauses a stage and resumes it from the pause panel, instead of leaving the stage and losing the coin you paid. In the tutorial it still goes back to the menu.
With voice over turned off, the panel for pausing, finishing a mission and game over speaks through your screen reader too, reading each result with its number, such as "Score, 1,250". The tutorial and the announcements during play still use the recordings, because their timing follows them.
With voice over turned off, the opening screen, the main menu, the shop and the inventory speak through your screen reader. Buttons are read as a name and "Button", a weapon's picture as its name and "Image", and numbers are read whole with their label, such as "Price, 7,000".
New players start with voice over on.
The girl and the zombies walk straight in along their own lane and stop there, instead of passing through the middle of your head and stepping out to the side on their last step.
You can pause as often as you like, as in the original, instead of only once per stage.
Switching away from the game window pauses a stage, the same as pressing P, as the original did when the phone left the game.
The shop, the weapon list, a weapon's page and the inventory say which screen you are on as they open, instead of only saying "back button".
The inventory no longer equips a weapon you have not bought, so the gold you earn is worth spending. A weapon an old save has switched on can still be switched off.
Rolling from one attack key to the next attacks the lane you just pressed, instead of the one you are still holding.
The key bindings screen asks before it resets every binding. Press R twice to reset, or any other key to keep the bindings you have.
You can rebind a key on the key bindings screen again. Letting go of enter no longer ends the capture before you have pressed the key you want.
You can no longer fire while reloading, and a reload refills the gun you started it with.
Reload no longer works while a zombie holds you, after the game is over, with the grenade or with a blade.
A shot takes half a second to land, as in the original, and a headshot counts if you fired while the zombie's breathing paused.
Shaking the animal zombie off is heard where you are, like a kill of your own, instead of out where the zombie was.
Your breathing, which tells you how hurt you are, comes once every four seconds as in the original, instead of every two.
Zombies move as they walk, so you hear each one come closer and louder in its own lane, and its breathing plays through instead of being cut off at every step.
A zombie that has just appeared is in its own lane straight away, and zombies stop just short of you in their lane instead of in the middle of your head.
Gunshots and knife swings are heard off to the side when you aim at a side lane, the same way a zombie in that lane is heard.
A bullet hitting a zombie is heard where the zombie is, instead of in the middle of your head.
Near the end of each level an alarm sounds and a boss comes straight at you down the middle, and the level only ends once the boss is dead.
Zombies still alive at the end of a level die there instead of following you into the next one, and the ambience changes with the level.
The girl who heals you and the woman zombie appear during a normal game. The girl has her own voice, thanks you when she reaches you, and shooting her costs a heart instead of counting as a kill.
Zombies come as often as in the original, and each section of the corridor starts with a quiet stretch.
You no longer lose health during the tutorial. A zombie that reaches you there starts its lesson again instead.
In the tutorial's shaking step the animal zombie grabs you, so space shakes it off. It can no longer be shot, and the step starts again if it gets you.
The knife and the sword do their normal damage on a headshot, and a hit, a kill and a miss each have their own sound.
When two zombies reach you at once, shaking free always frees you from the one holding you.
Drawing the sword plays its own sound.
Zombies use their full sets of sounds, the woman zombie counts toward the score, and after your first escape in a stage later grabs break with one shake, as in the original.
The game lets go of each music and ambience track it has finished with, so a long session no longer grows in memory as the levels change.
The pause panel's main menu row says "main menu button" in full, from the original recording, instead of a cut that stopped after "main menu".
Gunshots are as loud as in the original, and killing a zombie plays its kill sound.
Dying plays the death sound where you fell, instead of saying "game over" twice.
A key you were holding when you left a stage no longer stays pressed in the next one, and nothing stays stuck after you switch away from the window.
The game no longer opens a second audio device beside the one it plays through.
The menu music carries on where it was when you come back to the menu, instead of starting over from the beginning.
The main menu's music is quieter, so the menu's own voice can be heard over it.
"Now Loading" now always plays before the menu music stops, and the level's own sound and the tutorial's first prompt wait for it to finish.
Leaving the tutorial now stops whatever prompt was still playing, instead of letting it run into the menu.
Replaying the tutorial from the menu no longer reads it as already finished.
Pressing P during the tutorial now stops its prompts and its timer, instead of leaving them running.
The tutorial's prompts no longer restart every second once they have already played through once.
The "no coin" message no longer speaks its own sentence over the recording that already says it.
The "you must use earphones" warning now plays once, from the opening screen, instead of colliding with the main menu's title or repeating every time you start a game.
Moving to another row in the shop, the inventory or the main menu now stops whatever that row was saying, instead of letting it run into the next one.
The game now comes with the licenses for OpenAL Soft, the NVDA controller client, Prism and pygame, in a licenses folder beside the game.
The key bindings screen and the main menu's spoken messages now work with JAWS, ZoomText, System Access, Narrator and other screen readers as well as NVDA, and with a Windows voice when no screen reader is running.
The game's sounds are sorted into folders inside game\sounds, each under its original name.
Switching weapons keeps each weapon's own ammo, instead of refilling the magazine for free.
Leaving a stage stops the zombie footsteps, the ambience and the music, instead of letting them play on under the menu.
The rain in the third area keeps falling for the whole level.
The level music and ambience play as quietly as in the original game, so you can hear the zombies over them.
Numbers are spoken in the right order, so ten says "one, zero" instead of "zero, one".
Starting a game before you have finished the tutorial now takes you to the tutorial without spending a coin, instead of leaving you standing still in silence.
The coin row on the main menu can say how long until your next coin, instead of always reading zero, and it no longer reads your coins after you have already moved to another row.
Spending a coin no longer restarts a countdown that is already running.
A coin now comes back every 30 minutes instead of every 10, up to 5, and the coins you missed while the game was closed are given back when you return.
A new player now starts with 10 coins.
