So this was the final week of development for our alpha build. Understandably so, our protagonist needed some new digs for such an occasion.

Of course, this was using placeholder textures. Our boy currently looks like this:

I spent a great deal of my time moving all my old spaghetti from Aapo's original animation blueprint to a new one, since Unreal doesn't support simply changing the mesh for an animation blueprint. There were plenty of necessary changes because of all the new poses, regardless of my spaghetti swapping, but I still wish Unreal would cut me some slack.
To the disappointment of likely no one, there is no new climbing animation, or poses.
Since a "kiosk mode" is necessary for demo night, I added our current, outdated trailer to the main menu menu, and made it play after the game is left idle for five seconds.
And a change I can't really visualize: holding shift and pressing a number will open a corresponding level.