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Viscerafest 1.3 The Post Break Patch

[p]Howdy folks! We're back! With another patch![/p][p][/p][p]After we managed to clean up a good few of the major issues plaguing the release build, we were pretty winded from the grind leading up to and following release. As such, I elected to take something of a short rest.[/p][p][/p][p]Following that, we got right back on the train of bug hunting and general tweaking/polishing based on notes from watching folks play and general feedback here on Steam as well as elsewhere. We had hoped to release this new patch two weeks ago, but last-minute issues that required extra time to fix kept cropping up, delaying us until now.[/p][p][/p][p]Before we get to the patch notes themselves I wanted to take a quick moment to talk a bit about some of the changes coming in this update. So! On that note...[/p][p][/p][h3]Player Movement[/h3][p]I've seen a few folks complain that the base running speed is a pinch too slow. Now I'm hesitant to adjust this too much, as fiddling with the player's speed a great deal would require the game to be rebalanced, with projectile and enemy speeds all tailored around the player's movement. However, I thought I would give the player's speed a brisk boost in light of the feedback.[/p][p][/p][h3]The Bunker Buster[/h3][p]I felt the game's double-barreled shotgun needed a slight buffing. It's utility lagged behind some of the other weapons in the arsenal, and as such, the projectile spread has been tightened, and the weapon's damage has been boosted. To make sure that this doesn't completely break the game's balance, some of the enemies' health pools have been adjusted in light of this change.[/p][h3][/h3][h3]A Helping Hand[/h3][p]There are a fair few linear levels where players would get turned around and lost fairly easily, levels where the path forward really wasn't meant to be obscured in any way, shape, or form, but where that was the case nevertheless. As such, for a fair number of the offending levels, a variety of changes, additions, and/or tweaks have been made to guide the player forward more effectively. (And we'll likely make a few more changes like this in patches to come)[/p][p][/p][h3]The Deus Mortis[/h3][p]The Deus Mortis is a weapon a lot of folks struggle to get a handle on, both in how and when to use it; as such, a number of players really fumble through its introduction in C2L1. To help make the weapons intro a little more forgiving, we've added a few more ammo pickups for it to that level.[/p][p][/p][h3]Reverting the Invisilads Change[/h3][p]In the last patch, we made a significant change to the Assassin and Void Drifter enemy types that meant any and all attacks would instantly knock them into a stun state, even whilst they were attacking. An unfortunate byproduct of this change is that as enemies, they became incredibly ineffective and super easy to cheese. As such, we have reverted this change.[/p][p][/p][h3]Buffing the Final Boss[/h3][p]We're currently working on buffing the final boss as it's a lot easier than it was intended to be, and I've seen that exact sentiment echoed by a number of players. A fair few changes to said boss have made it into this update, but depending on how the sentiment stands following this update, we may do more to crank it up further.[/p][p][/p][p]But with that said, I've done enough prattling on... here are your patch notes![/p]

Patch Notes
[p][/p][h2]Tweaks:[/h2]
  • [p]Increased Players' max running speed from 4.5 to 6.[/p]
  • [p]Decreased the rate at which the players' running speed builds from 2 to 1.[/p]
  • [p]Increased the Players' max bunny-hopping speed from 11.75 to 12 when using "Hold to Bunnyhop."[/p]
  • [p]Increased the Players' max bunny-hopping speed from 10.5 to 11 when using "Toggle to Bunnyhop."[/p]
  • [p]Buffed the Bunker Buster's per-pellet damage from 2 to 10.[/p]
  • [p]Buffed the Bunker Buster's explosive damage per pellet from 23 to 27.[/p]
  • [p]Buffed the Bunker Buster's point blank damage from 275 to 400.[/p]
  • [p]Tightened the spread of the Bunker Buster's pellets.[/p]
  • [p]The Bunker Buster weapon pickup now gives 4 shells instead of 3.[/p]
  • [p]The Crosshair for the Bunker Buster has been tweaked to reflect its new spread.[/p]
  • [p]Chapter 1's Sub Hub has received a visual overhaul.[/p]
  • [p]A scientist has laid some traps for you in "C1L3 - Fragmented Folly."[/p]
  • [p]Increased the opening speed of the broken elevator doors in "C1L4 - Disposable Danger."[/p]
  • [p]Altered layout of the crate room in "C1L4 - Disposable Danger" to make the path of progression clearer.[/p]
  • [p]Reworked some level Geometry in "C1L5 - Slipgate Central's" bridge room to give enemies access to areas they were not formerly able to traverse.[/p]
  • [p]Added visual highlights and moved pickups around the pink key in "C1L5 - Slipgate Central."[/p]
  • [p]Added extra ammo pickups in "C2L1 - Eastern Evisceration" to give the player more room to experiment with the Deus Mortis.[/p]
  • [p]Added missing Ranger axe to "C2L2 - Cthonic Crypt." (oops)[/p]
  • [p]Made tweaks to the layout of "C2L4 - Ethereal Egress" to make finding the yellow key door easier.[/p]
  • [p]Added an extra save beacon pickup to "C2L5 - Ceremonial Sacrilege."[/p]
  • [p]Increased the duration of the timer switch for the Sacrifice puzzle in "C2L5 - Ceremonial Sacrilege."[/p]
  • [p]Added missing ambient audioscape to "C2L7 - Arche Ascension."[/p]
  • [p]"C2L7 - Arche Ascension's" opening outdoor and ending archegate sections have received a visual overhaul.[/p]
  • [p]"C2L7 - Arche Ascension's" laser gate to the Archegate now lowers upon defeating the boss.[/p]
  • [p]"C2L7 - Arche Ascension" has received one new secret.[/p]
  • [p]Added missing kill volume to "C3L3 - Virile Vanity."[/p]
  • [p]Tweaked the visible size of a hole that the player could not pass through in "Finale - In the Maw of Madness."[/p]
  • [p]Removed some ammo pickups from "C1L5 - Slipgate Central" and "C2L6 - Monorail Massacre."[/p]
  • [p]Added subtle guiding lights in "C1L4 - Disposable Danger," "C1L5 - Slipgate Central," "C2L5 - Ceremonial Sacrilege," "C2L7 - Arche Ascension," and "C3L1 - Theopathic Thoroughfare."[/p]
  • [p]Rebalanced the health pools of several enemy types to account for the changes made to the Bunker Buster. (I don't remember which)[/p]
  • [p]Invisible enemies have had their stun mechanics reverted to their state prior to the former patch.[/p]
  • [p]Added a warning beep to the Assassin's Holograms before they explode.[/p]
  • [p]Updated the Arachnospud's sprites.[/p]
  • [p]Tweaked the windup to the Willow Bairns' shockwave attack.[/p]
  • [p]Tweaked the movement speed scaling across all difficulties of the Shambler.[/p]
  • [p]Nerfed the radius of the Shambler's area of effect attack.[/p]
  • [p]Nerfed the aim on the "C1L4 - Disposable Danger" Bosses' full auto hitscan attack.[/p]
  • [p]Tweaked the movement speed scaling across all difficulties in "Finale - In the Maw of Madness's" boss fight.[/p]
  • [p]Tweaked the attack damage, projectile speed, aim tightness, and various other features of the attacks of the "Finale - In the Maw of Madness" boss fight across all difficulties.[/p]
  • [p]Added some extra logic that helps to dictate whether the game should put you in the hub or show the player a cutscene upon loading a profile.[/p]
  • [p]Improved interaction with Sacrifices to make it easier/more consistent feeling.[/p]
  • [p]Changed default gamepad aim assist setting to on.[/p]
  • [p]Changed default gamepad sensitivity.[/p]
  • [p]Changed default FPS cap from 144 to 120.[/p]
[p][/p][h2]Fixes:[/h2]
  • [p]Fixed the Edlritch Walker Powerup not causing enemies to shoot at the player whilst the player has fired a shot if the enemy has never seen the player prior to the powerup being acquired.[/p]
  • [p]Fixed Melee Charge Indicator staying on screen when melee has been temporarily disabled[/p]
  • [p]Fixed a window in "C1L3 - Fragmented Folly" which had no collision.[/p]
  • [p]Fixed a bug where an enemy trigger would cause enemies and their corpses to emit alert sounds in "C1L3 - Fragmented Folly."[/p]
  • [p]Fixed see-through geometry in "C1L4 - Disposable Danger's" Gun Godz secret.[/p]
  • [p]Fixed "C1L4 - Disposable Danger's" Boss calling out the incorrect attack type if stunned.[/p]
  • [p]Fixed the first Watcher in "C1L6 - Wayward Watchers" refusing to pursue the player if the player leaves its line of sight before its spawn animation completes.[/p]
  • [p]Fixed a secret shoot switch being collisionless in "C2L1 - Eastern Evisceration."[/p]
  • [p]Fixed invisible wall collision in "C2L3 - Boggy Besiege."[/p]
  • [p]Fixed some ambient audio not playing in "C2L4 - Ethereal Egress."[/p]
  • [p]Fixed bars with backface-culling in "C2L4 - Ethereal Egress."[/p]
  • [p]Fixed Switch in "C2L6 - Monorail Massacre."[/p]
  • [p]Fixed the Boss of "C2L7 - Arche Ascension" vanishing right upon exiting the level.[/p]
  • [p]Fixed the placement of skullies in the library present within "C3L2 - Blighted Babylon."[/p]
  • [p]Fixed the Flame Traps in "C3L3 - Virile Vanity" and possibly other damaging surfaces, hurting the player when the player is not colliding with said surfaces.[/p]
  • [p]Fixed the final encounter's door, permitting the player to exit the level before the designated enemies are killed in "C3L3 - Virile Vanity."[/p]
  • [p]Fixed some secrets not triggering in "C3L5 - Damnable Descent."[/p]
  • [p]Fixed the floor-hatch in the Tree/Shambler fight closing upon loading a save in "C3L6 - Compulsory Contrition."[/p]
  • [p]Fixed the game not pistol starting the player in "Finale - In the Maw of Madness."[/p]
  • [p]Fixed Caroline's bust on hud not displaying the right animation after picking up a weapon when the player was on low health and in the level "Finale - In the Maw of Madness."[/p]
  • [p]Fixed an issue that allowed you to save during the boss fight of "Finale - In the Maw of Madness."[/p]
  • [p]Fixed the player being able to shoot during the ending sequence of "Finale - In the Maw of Madness."[/p]
  • [p]Fixed the player's camera constantly shaking during the ending sequence of "Finale - In the Maw of Madness."[/p]
  • [p]Fixed a typo in the game's End Credits.[/p]
  • [p]Fixed controller custom preset/rebinding not working properly across all levels.[/p]
  • [p]Fixed rare occurrences where autosaves would fail to trigger if replaying levels through the hub under certain conditions.[/p]
  • [p]Fixed the game autosaving at checkpoints even when the player has died.[/p]
  • [p]Fixed a bug that allowed the player to carry gameplay modifiers and cheats into a new, yet unplayed chapter.[/p]
  • [p]Fixed NC-17 Modifier not displaying inside the level select's modifier interface.[/p]
  • [p]Fixed the player retaining the rail gun when the Instagib Modifier is not active. (thanks Hbomberguy)[/p]
  • [p]Fixed logic for the "Ryse Son of Rome" achievement that should make unlocking it more consistent.[/p]
  • [p]Fixed "A.W.O.L." achievement.[/p]
  • [p]Improved consistency of streaming audio. (This should help to fix the music and ambient audio cutting out)[/p]
[p][/p]
Some Quick Closing Thoughts
[p]In the wake of the above, I thought I might also take a moment to highlight things we are looking to address in the future, as there have been a number of complaints/reports that I wanted to address more directly. I highlighted a couple of issues above, things like the difficulty of the final boss, level navigation, etc... However, there are a few others I think worth bringing up.[/p][p][/p][h3]The Marionettes' "Sight" Attack[/h3][p]For starters, on the note of the final boss, a few people have rightly pointed out that the final boss uses a very similar line of sight tell to the Shambler enemy type despite the fact that the attack is not dependent on line of sight. As such, especially for first-time runs, the attack can be a little confusing. We're planning to alter the visual aspects of how this attack manifests itself in such a way to visually distinguish it more, which hopefully will help.
[/p][h3]The Adopted Night Gaunts[/h3][p]A fair number of players have complained a great deal about an enemy type introduced in chapter 3 known as "The Adopted Night Gaunt." For those not in the know, this enemy is a stationary turret that fires homing projectiles that rather than damaging you, teleport the Night Gaunts next to you. In addition, they have an area of effect around their body that drains your health and slows you down. They also cannot be killed, only momentarily disabled.[/p][p][/p][p]Now this enemy won't be getting nerfed, as they're not threatening or dangerous enough to justify such a change. They also probably won't be receiving too much in the way of changes to their behavior. However, I do recognize that they are a very real pain point for a lot of players in chapter 3, and as such, we do plan to make some form of changes to them, likely in how their attack is presented, as well as how the player is notified of said attack. As of right now, we don't have much in the way of a clear idea of exactly how we will be changing them, but the aim will be to make sure the player is better informed of both their presence and, ideally, how to deal with them.[/p][p][/p][h3]Steam Trading Cards[/h3][p]Moving on from more feedback-related issues, we are currently collaborating with a community member, Matowaar, to add Trading Cards for the game to Steam. I know many people have been requesting this, and I wanted to let you all know that it is indeed something we are working on.[/p][p][/p][h3]The OST[/h3][p]I felt the need to comment on the state of the OST as I'm sure it's something that's weighing heavily on the minds of a number of people. The fact of the matter is, I still have no updates on that front. I have not heard from our composer, John S. Weekley, for roughly a few weeks now, and as such, really don't have much to report. We're still waiting on him; we'll likely announce when he's back, so everyone can be made aware that we're trucking along on the OST again. But until then, it's probably best to assume not much in the way of motion is being made.

I have been considering potentially bringing in yet another composer to help us close things out. I am very hesitant to do this, though, as I would prefer to ensure that the quality, sound, style, and vision are consistent throughout the entire soundtrack of chapter 3, and I really don't want to have to bring someone else in to complete the final three levels. But we'll see what happens.[/p][p][/p]
In Closing
[p]A big, big, big, big, big thank you to everyone who's been supporting us and helping us to track down issues in the wake of the game's release. We hope this update finds you well, and we pray the Lord bless you, keep you, and make his face to shine upon you!
God Bless you all!

Noah Dickinson,[/p]

Viscerafest 1.2 - The First Epic Mega-Patch

Howdy folks!

We hope this finds you well! We originally wanted to have a patch out even earlier to address some of the save, soft-lock, and other issues you reported, particularly with some of the late-game content. With that said, Fulqrum's been pretty busy with other projects over this last week, not having enough time to thoroughly test a new patch for us before we throw it out into the world. As such, we took our time a bit more, and we've got something of a significant... hefty... Well, I'm calling it a patch... but it's probably more appropriate to just refer to it as a straight update.

It's easily the most significant update we've made since launch, filled with fixes, tweaks, adjustments, improvements, the secret level is finally accessible (yes, Viscerafest has a secret level), and perhaps... most notable of all... some new music!

The Chapter 3 OST - Part 1


So, for those not in the know, Viscerafest chapter 3 is going to have a soundtrack. Our composer ran into some major life issues about a month before release, and for the moment, he is still on hiatus. However! Before he departed, we had most of the tracks for the levels C3L1 - C3L5 basically done... They may receive some tweaking and refinement in the future, but for the most part, they were pretty close to a final. The reason we didn't include them with the release version of the game, is that they were not implemented properly, and I didn't have the necessary information to even go about doing so myself. However, tag-teaming with Markie, we were able to implement John S. Weekley's available tracks into the game.

Now there's undoubtedly more coming! The final three levels still do not have their music, and as I said above, what is in the game, and by proxy, its implementation, may be subject to change. But for now! We hope you enjoy... and here are your patch notes!!!


Tweaks:


  • Added Music for "C3L1 - Theopathic Thoroughfare" "C3L2 - Blighted Babylon" "C3L3 - Virile Vanity" "C3L4 - Nihilistic Necromancy" "C3L5 - Damnable Descent" and the Chapter 3 Score screen. (Note: This music may be subject to future tweaks and updates as our composer becomes available again)

  • Re-rendered Cinematics to reduce file size and help them run better on lower-end PC's.

  • Shredders Damage nerfed from 22 to 20.

  • Shredders Firing Rate Buffed from 0.75 to 0.575

  • Increased the radius of the Bunker Busters detection for point-blank shots to increase the consistency of its use.

  • Increased the Ammo given by fuel canister pickups from 25 to 30.

  • Increased the player's max ammo pool for the BBQ Belter from 250 to 300.

  • Warhound Canister's detonation time nerfed from 2 to 1.25

  • Reduced all Explosive Barrels' player damage radius.

  • Increased the pickup radius of Ammo Pickups.

  • Added extra ammo to "Prelude - Intruder Inbound".

  • Added Save Beacon to "C1L4 - Disposable Danger"

  • Added missing Point Light to Switch in "C1L7 - Evanescent Evacuation."

  • Removed several Cell ammo pickups in "C2L3 - Boggy Besiege" "C2L4 - Ethereal Egress" and "C2L6 - Monorail Massacre."

  • Replaced Blood Fury Spawn in "C2L3 - Boggy Besiege" with Plague Rifle and Plague Rifle Ammo.

  • Nerfed the Health Pool of the Boss in "C2l4 - Ethereal Egress" from 37500 to 35000.

  • Moved Crates in "C3L1 - Theopathic Thoroughfare" to make a more straightforward path for progression.

  • Locked doors until the green key is obtained in "C3L1 - Theopathic Thoroughfare" to make a more straightforward path for progression.

  • Added the missing Somniavits to "C3L1 - Theopathic Thoroughfare."

  • Added extra ammo to "C3L2 - Blighted Babylon."

  • Rebalanced a combat Encounter in "C3L6 - Compulsory Contrition" on Narcolepsy Mode, Medium, and Hard.

  • Added respawning ammo pickups to "C3L6 - Compulsory Contrition"s' final fight.

  • Tweaked the Crusher speed in the boss arena of "C3L7 - Alter Alvus."

  • Added safety catchers to early level crushers in "C3L7 - Alter Alvus."

  • Most enemies have received tweaks to their resistance and or weakness toward Melee damage.

  • S.O.S Assassins and Adopted Void Drifters can now be stunned out of an attack by any weapon.

  • Increased Watchers' attack radius slightly.

  • Tweaked Nomad Brides difficulty scaling to make her easier to deal with on the lower difficulties.

  • Added Invisibility shimmer to the Adopted Void Drifter and Banshee Husk enemy types.

  • Interdimensional Shambler LOS damage nerfed across all difficulties.

  • Reduced the intensity of the boss damage flash.

  • Tweaked several of "C1L7 - Evanescent Evacuation"s' Bosses' Windup animations.

  • Buffed speed of "C2L7 - Arche Ascension"s' Boss fight across lower difficulties.

  • Reworked art assets for the Stun Barrels used in "C2L7 - Arche Ascension"s' Boss fight to increase visibility.

  • Tweaked hitbox for the Stun Barrels used in "C2L7 - Arche Ascension"s' Boss fight.

  • Reduced respawn timer from 20 seconds to 12.5 seconds for the Stun Barrels used in "C2L7 - Arche Ascension"s' Boss fight.

  • Added Cooldown to the Final Boss's Melee Attack to prevent cheesing.

  • The Assist options tab in the game settings menu has been color-coded to blue to reflect the similar coloring used for Narcolepsy Mode.

  • Added weapon tutorials to the help menu.

  • Added help sub-menu to the death screen that now contains most tutorials as well as the assist options.

  • Localized more of the game's content.



Fixes:


  • Fixed navmesh issues in most levels.

  • Fixed inconsistent difficulty stats used by the troopers in"Prelude - Intruder Inbound"s' shield tutorial.

  • Fixed a door not fully opening in "C1L5 - Slipgate Central."

  • Fixed clipping switches in the "Heuristic Halls" "C1L1 - Containment Carnage" "C1L3 - Fragmented Folly" and "C1L5 - Slipgate Central"

  • Fixed crushers in "C1L6 - Wayward Watchers" not crushing the player.

  • Fixed the Stalkers spawned by the Yellow Key pickup in "C1L7 - Evanescent Evacuation" prematurely triggering pursuit.

  • Fixed false doors opening pink key door in "C1L7 - Evanescent Evacuation."

  • Fixed invisible wall trapping player in "C2L3 - Boggy Besiege."

  • Fixed several secrets double counting in "C2L3 - Boggy Besiege."

  • Fixed interacting with push plug in "C2L3 - Boggy Besiege" retriggering objectives.

  • Fixed Green Key vanishing if you save/loaded after killing Velkor but before picking up the key in "C2L3 - Boggy Besiege."

  • Fixed some Velkor subtitles not appearing in "C2L3 - Boggy Besiege."

  • Fixed softlock with getting pinned between objects in "C1L4 - Disposable Danger" and "C2L3 - Boggy Besiege."

  • Fixed bug with the shoot target in the elevator in "C2l4 - Ethereal Egress" not working properly if you punch the target before it's raised while the elevator is moving up. (Previously, to undo this, you would have to hit the second elevator button after the shoot target broke.)

  • Fixed broken collision on Windows in "C2l4 - Ethereal Egress."

  • Fixed secret count in "C2L5 - Ceremonial Sacrilege."

  • Fixed pickups clipping through shelves in "C2L7 - Arche Ascension."

  • Fixed the name of "C2L7 - Arche Ascension"s' Boss.

  • Fixed a potential softlock in "C2L7 - Arche Ascension."

  • Fixed some false doors emitting incorrect sounds across all levels in "Chapter 3 - Blasphemous Butchery."

  • Fixed softlock involving the green key door in "C3L4 - Nihilistic Necromancy."

  • Fixed broken Rayman secret failing to trigger in "C3L5 - Damnable Descent."

  • Fixed C3L5 spawn sequences not working if loading saves around or after certain trigger points.

  • Fixed broken bush secret in "C3L7 - Alter Alvus."

  • Fixed "C3L7 - Alter Alvus" Pre-Boss autosave not triggering.

  • Fixed random splash sound affect playing during the boss intro in "C3L7 - Alter Alvus."

  • Fixed Clipping
  • redacted* in the "Heuristic Halls."

  • Fixed the entrance to "Nuts.Blend" in the "Heuristic Halls."

  • Fixed invisibility distortion effects not disappearing properly after an enemy dies.

  • Added invisibility distortion to the randomizer enemy, the Banshee Husk.

  • Fixed Maledict Bug's DOT Damage not scaling across difficulties.

  • Fixed Maledict doing additional explosion damage on top of the hive's impact damage on all difficulties.

  • Fixed the Adopted Night Gaunt's vision offset.

  • Fixed the Shambler's first two orbs in his burst attack, doing no damage.

  • Fixed the projectile speed of the Shambler's orbs in his burst attack, not scaling properly across all difficulties.

  • Fixed consistency for enemies' elevation to the ground.

  • Fixed Eldritch Walker powerup preventing you from shooting in some levels.

  • Fixed several sounds playing when they should not upon exiting various levels.

  • Fixed several levels not working properly upon loading your level-start autosave more than twice.

  • Fixed explosions piercing through floors and ceilings.

  • Fixed a possible crash on some machines due to D3D11 error.

  • Fixed Stifled Strike achievement.

  • Fixed Deathwish achievement.

  • Fixed Not so "Nice" achievement only triggering during an incredibly context-specific event.

  • Fixed several memory-related issues.

Viscerafest 1.15 - A Tweakin Update

Howdy folks! We once again hope you are doing well!
We're here with our second patch after release, and unlike last time, there's not too much to say about it. With that said! It is worth keeping in mind that when we make adjustments or fixes to levels that might impact saves, the game will auto-restart you at the beginning of the level in order to prevent any game-breaking issues. This was also the case during our early-access version, but with the full release, it's caught some folks off guard, so I thought we might clarify.

We've been keeping our noses to the grindstone, reading reviews, taking in feedback, and we'll continue to do so. Several of the changes present in this and even the prior patch have come in lieu of said feedback.

So with that out of the way! Here are your patch notes!

Tweaks:


  • Buffed Shredder damage from 20 to 22.
  • Dash can now be used even when you're standing still.
  • Reduced cooldown between Punches from 0.1 to 0.08.
  • Rebalanced Melee Damage to Corpses.
  • S.O.S. Assassins and Adopted Void Drifters now have a distortion effect when going invisible.
  • Tweaked Pathfinding of the S.O.S. Assassin, Watcher, and Adopted Void Drifter Enemy Types.
  • Tweaked S.O.S. Assassin Hologram visuals.
  • Tweaked Armor quantity dropped from U.S.C. Drones.
  • Nerfed Watcher Damaging Frequency.
  • Nerfed Watcher Damage Range.
  • Tweaked Pathfinding of the "C1L4 - Disposable Danger" Boss.
  • Nerfed the Health Pool of the "C1L7 - Evanescent Evacuation" Boss.
  • Added Crusher Warning Light sounds during the Boss Fight in "C1L7 - Evanescent Evacuation."
  • Added Extra Ammo to "C2L1 - Eastern Evisceration" on Narcolepsy Mode.
  • Added Respawning Cell Ammo in "C2L2 - Cthonic Crypt."
  • Made killing balcony U.S.C. Grenadier non mandatory for progress in "C2L2 - Cthonic Crypt."
  • Tweaked the Position of the "C2L4 - Ethereal Egress" Boss Autosave.
  • Nerfed the Health Pool of the "C2L4 - Ethereal Egress" Boss.
  • Nerfed the speed of the "C2L7 - Arche Ascension" Boss's homing projectiles.
  • Tweaked lighting in "The Heuristic Halls."
  • Increased Health Drop despawn times from 5 - 7.5 seconds.


Fixes:


  • Fixed issues with lock-on.
  • Fixed backing out of the help menu when accessing it from the pause menu.
  • Fixed looping melee charge sound.
  • Fixed "press any key" prompt being inaccurate in the main menu.
  • Fixed "The Heuristic Halls" locations being incorrect when going between profiles during the same session.
  • Fixed "C1L4 - Disposable Danger" elevator softlock.
  • Fixed elevator buttons in "C2L7 - Arche Ascension" not being reactivated when they should.
  • Fixed softlock with Chapter 3 Rotating Puzzle Pillars.
  • Fixed "C3L7 - Alter Alvus" boss fight autosave.
  • Fixed an issue when trying to unbind an input.
  • Enemies should now jitter up and down less, and should no longer randomly play the first frame of their walking animations for one frame while they're standing still.
  • Fixed Drone armor not despawning.
  • Fixed "Rough and Tumble" achievement.
  • Fixed the scaling of the Yellow Key in "C1L2 - Stifled Storage.
  • Fixed Switches clipping through floor in "C1L1 - Containment Carnage" and "C1l3 - Fragmented Folly."


Known Issues:


  • Some menus in 'ultrawide' aspect ratios are cut off/ugly. With the changes to how backing out of the pause menu works, these shouldn't lock you into a menu anymore, but better-looking menus will be coming in a later patch.
  • There's a bug that occasionally causes Ambient Audio/Music to be inaudible.


Once again, thank you to everyone for your support; it means the world.
We hope you've been enjoying the game and that you all have a wonderful day!
God bless you all!

Viscerafest 1.1 - The Big Nerf

Ahoi folks! We hope this finds you well and that you have been enjoying Viscerafest!
We're now coming at you with our very first post-launch patch, and it is kind of a big one!
So, for starters, let's talk about the big change!

Two days prior to launch, I was doing a playtest on the game's Extreme Difficulty, this being
the difficulty below Nightmare. I've been doing most of my testing on Nightmare, and a lot of our
in-house testers played the game on Narcolepsy mode up through to Brutal, so Extreme difficulty
hadn't really gotten much love on the testing front. In the midst of playtesting extreme, I was kind of struck by just how similar it felt to Nightmare... to the extent that most of the differences, though in theory were substantial, in practice did not feel so.

Because of this, and because Viscerafest sort of holds something of a meme status regarding its overall difficulty, I have decided to systematically nerf every difficulty below Nightmare. This being done to give the jump between Extreme and Nightmare some meaningful breathing room. I figured this would be a change few would object to, as those who enjoy the game's uh... "Cruelty" (or at least that's how folks describe it to me) will still have that, and the people who don't, well... they should be afforded a bit more headroom now.

In addition to the above, this update should address most of the major bugs experienced by our players so far with the full-release version. We'll be continuing full steam ahead, making further tweaks and improvements to the overall experience and aiming to address any reported issues. A big thank you to everyone who has taken the time necessary to report and work through some of the issues with us! It means the most! And here are your patch notes!!!


Tweaks:


  • Enemy Damage Values have been nerfed on all difficulties below Nightmare.
  • Enemy Projectile Speeds have been nerfed on all difficulties below Nightmare.
  • The Hellbirds health pool has been nerfed from 450 to 300.
  • Added a guiding light to "Prelude - Intruder Inbound."
  • Changed the Elder Banshee introduction and how the autosave works, making it much easier to get back into the fight than before.
  • Tweaked the timing and speeds of the shifting pillars in "C2L4 - Ethereal Egress" during the boss fight.
  • Shortened the Melee Uppercuts Windup from 0.8 seconds to 0.48 seconds.
  • UI navigation with a keyboard now respects the spacebar as a confirm key and not just "enter."
  • Controller aim assist no longer adjusts your pitch when you're close to an enemy.
  • Controller aim assist is disabled on the Carcosa's Wrath and Pung Cannon due to these weapons usually wanting to be shot off-center of an enemy. (Further weapon-specific tweaks to aim assist may be made in the future)
  • Pressing the pause button in the pause menu no longer quits straight to the game, and instead returns you to the previous menu.
  • When the bunnyhop option is set to toggle, the input buffer is no longer used since it's redundant in this mode, and makes toggling the jump off feel not as responsive.



Fixes:


  • Fixed bad collision on door in C2L7 allowing you to exit the map.
  • Fixed oneliners not playing correctly.
  • Fixed idle singing not playing at all.
  • Fixed "I need a key" lines playing over the top of other Caroline VO.
  • Fixed hub tutorial not going away after the intro intermission.
  • Fixed the back button in the help screen soft-locking the game.
  • Fixed explosive damage against the player being inconsistent.
  • Fixed names of certain keybinds being inconsistent depending on the state of the game.
  • Fixed shop for non-16:9 resolutions.
  • Fixed back button sounds not playing when on controller.
  • Fixed a keyboard UI navigation bug caused by a movement key being bound to the mouse.
  • Enemy Projectile graphic scaling across all difficulties have been fixed.
  • Fixed bathroom shower doors clipping into the floor above in C1L5.
  • Fixed a broken enemy spawn in "C1L2 - Stifled Storage" on Brutal Difficulty
  • Fixed a broken secret line of dialogue in C1L4


Known Issues:


  • Some menus in 'ultrawide' aspect ratios are cut off/ugly. With the changes to how backing out of the pause menu works, these shouldn't lock you into a menu anymore, but better-looking menus will be coming in a later patch.
  • Enemies can still jitter on rough geometry, and their walking animations will still occasionally play the first frame at random. A fix for this just needs to be tested a little more before making it live.
  • There's a bug that occasionally causes Ambient Audio/Music to be inaudible.


As one final note, another thing some folks have asked of us is to make the prior Early Access build available to play again, and this was something we were already planning to do! So with that, you should now be able to go into the game's Steam properties, select betas, and nab the old Early Access version!

Regardless, thank you everyone for your feedback and support! It means the world that you would spend time playing our game, and we hope you have a wonderful day!

VISCERAFEST IS OUT NOW!!!

Hello, ladies and gentlemen! The time has come! Viscerafest has left early access!!!
And we are very tired...

Regardless, there are some initial things to keep in mind.

First! Your save data with older builds will not be compatible with the full release.
This is because the game, from top to bottom, has undergone a substantial facelift
with virtually every system, mechanic, weapon, enemy, level, etc, etc, etc...
being subject to a cacophony of change.


So many changes have been made, in fact, that there is no possible way
we could ever dream of cataloging it all. But to give you a very, very, very...
truncated rundown of the changes...

  • Every weapon has been rebalanced and received significant visual updates along with major mechanical changes.

  • Every enemy has been rebalanced and received significant visual updates along with several enemies receiving new attacks.

  • Brand new enemies have been introduced into the already existing chapters.

  • The gore system has been reworked.

  • The tutorialization has been reworked.

  • The pacing of enemy and weapon reveals across the campaign has been heavily altered.

  • There's new story dialogue.

  • Most of the levels have been completely remade.

And believe me, I could keep going...


None of this even touches the brand-new chapter, the updated hub space,
the now functioning shop! The now existing Lorebrary and Bestiary!!!
There is so much just within the realm of what technically already existed
in the early access build that has been updated and changed that the game
is radically better, overall much more refined, and basically... just a brand new experience.
Even if your saves were compatible, you would definitely want to replay the game from
it's start because in not doing so you would be missing out on so much.

But then! We get to what's actually new!

  • 12 new enemy types! (not including the new enemies introduced in chapters 1 and 2)

  • 3 new boss fights! (Not including... actually never mind... Pretend I said nothing :3 )

  • 8 new levels!

  • 30 Gameplay Modifiers and Cheat Codes you can buy using Skullies and play around with when replaying levels!

  • The Lorebrary, where you can read up on the game's universe!

  • The Bestiary, where you can read up on its critters!

So yeah! There's a lot that's in store for you! And we really hope you enjoy the efforts of our sleepless nights. Additionally, we do, in fact, have another brand-new feature worth noting...

Narcolepsy Mode

Did you find Viscerafest too hard? Even on the easiest difficulty setting with the assist options turned on? Do you have no shame? Are you so coddled that you cower in the face of moderate pretend adversity? WELL THEN HAVE I GOT NEWS FOR YOU!!!


We introduce to you... NARCOLEPSY MODE!!! An even easier easy difficulty setting with extra ammo pickups and enemies so pathetic it's almost merciful to put them out of their misery!

Enjoy pretending that Viscerafest is, in fact, meant to be played like Doom and enjoy mindlessly blasting foes!!! Or, ya know... be a cool way to break your little kiddos into gaming or whatever, that too.

Please Note

So, those of you who have actually been following us relatively closely will know that life
and circumstance have not treated us kindly. This release date of April 14th was unshiftable, Viscerafest needed to come out today.


Now, Viscerafest is content complete, but there are several things we wanted to finish before release that we have been unable to. First... Let's talk about the elephant in the room...

[h2]The OST[/h2]
John S. Weekley was going to compose the music for Viscerafest chapter 3, and a good
chunk of that music is *almost* done. But last month's life circumstances saw John
having to put his work on Viscerafest on hold, and as such, the OST for the game's final chapter
was not completed in time for this release. For chapter 3, none of the current music fits the tone
we were striving for, and as such, chapter 3 is pretty musicless, save for a few key moments.

We will be striving to keep folks posted on what's going on with the OST, and we hope to add it
in as soon as possible, but for the time being all we can do is wait until life calms down for John.

[h2]The Hub[/h2]
Chapters 1 and 2 are still using their early access sub-hub variants, we wanted to update
these before release, but we did not have the time. As such, whilst they function perfectly
fine, they are a little uglier than their respective chapters are now. We hope to rectify this
fairly quickly, and the updates to these will likely be coming in about 2 to 3 weeks.

[h2]C2L7 - Arche Ascension[/h2]
Chapter 2's finale has received several updates, but its updates were not able to be
completed in time for the "Full" release. The levels more than playable and honestly
probably in better shape than it was in the early access phase, but understand the
opening of the level is visually a little rough if you pay too close attention, and we'll
be cleaning her up and making her as pretty as the rest in the weeks to come.

[h2]Chapter 3 - Static Story Moments[/h2]
There are a number of in-game story moments in chapter 3 that are... well... a little less
visually interesting than we wanted them to be. There's some spice to those moments
we did not have the time to add, and this is yet another thing we will be looking to fix
up in the coming weeks.

[h2]The Ambient Audio Bug[/h2]
There is an infuriating issue we were not able to address prior to release
where sometimes when you hit a transitional point for a levels ambient audio
the ambient audio just... does not play. Again, we'll be working to fix this asap.

[h2]Enemies Having a Seizure[/h2]
Another issue that cropped up like... 2-3 weeks ago? Enemies now hate slopes
and weighted surfaces now for some reason, and traversing them causes the enemies
to vibrate with intense rage. Functionally, this doesn't have much impact gameplay,
but it looks dumb and I hate it. In addition sometimes enemies might... just... kind of...
wobble in place, jittering their walking animations, again.... both of these issues are
things we will be aiming to address as soon as possible.

[h2]Flying enemy pathfinding[/h2]
There are a couple of doorways in the game where flying enemies just make...
bafflingly daft navigational decisions. Yeah... we'll be working on that.

[h2]Some U.I. Jank[/h2]
We wanted to give some of the menu's a bit more love before release but... yeah...
you know the drill. A couple of the U.I. elements are a bit ugly, which... I mean... was
also the case in early access but we wanted to fix that before the game came out.
Needless to say, we will be fixing now that the game is out.

And Probably More

There are no doubt many more issues I have not cataloged above, and if you come across
please report them in the Steam forums, or... far more preferably, our discord server,
which you can join here.

Link: https://discord.gg/zQ4S8PPRFA

I will likely be making another post within the next few days, updating everyone on the situation,
and walk out our post-launch goals in a bit more detail, but for now! Thank you so much for
your support; we really hope you enjoy our game! And as always...

May the Lord bless you, keep you, and make his face to shine upon you.
God Bless you, and have a wonderful day!

From,
Noah Dickinson