One of the big problems with the mod version of Prometheus is that if a quantum state ever encountered a paradox, like a door that used to be open but isn’t now, the clone would stop at the door and wouldn’t move until you rewound and started again. Even if you opened the door a second later, the quantum state would keep standing there. It was lazy programming on my part, but the precise timing of the quantum state playback made it difficult to get the clone to keep going where it left off.
For the commercial version I’ve programmed a new Paradox system for the quantum states. While testing the puzzles in the levels I found that there were two types of paradoxes the player would encounter: Obstacle and Distance. An Obstacle Paradox would be when a quantum state encountered a door that was previously open. A Distance Paradox happened with elevators and other vertically moving objects. Without the Paradox detection code quantum states would seem to teleport through closed doors, and would hover up elevator shafts. Not acceptable for this type of game!