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Viscerafest: Early Access Anniversary!

Ahoi folks Lead dev here! And it has been approximately one year since Viscerafest launched into early access! So it would seem to be our birthday of sorts and with that, I thought it might be fun to give you
guys a Lil peek into what's going on behind the scenes right now!

For starters, chapter 3 has effectively begun production, with C3L1 currently in the works and C3L2 in
pre-production.


We have a brand new suite of 11 enemy types brewed up for the game's final chapter
(because I hate myself) and we'll be showing off those lil stinkers in the coming months.


We have the concept art for the final bosses complete as well as their general mechanics pinned down.

Additionally, we have a new cutscene in the works which will appear toward the late middle chunk of the chapter.


Now we don't want to showcase too much of that stuff just yet as its a bit early so we're only giving
you a small taste of what's in store on that front. However, there are more immediately pressing things
regarding currently available content that we can talk about a bit more liberally.

For starters, tutorials! Everybody's favorite part of every game. In all seriousness, one of the bigger
struggles we've been facing internally is how to communicate vital pieces of information to the player. There are alot core design decisions players need to be aware of going in. Because of what kind of a
game Viscerafest is a lot of players have false preconceived notions of how the game is supposed to
play, even among some positive reviews, it's pretty clear a portion of our audience doesn't entirely
understand what the game is trying to do so we've been re-evaluating how we communicate alot of
that stuff.

So when exactly this stuff will be added to the game is hard to explicitly outline but here is generally what our plans are.
  • The entire first map is going to be remade and restructured with certain mechanics requiring mandatory use for progression purposes, things like melee, using the dashes I-Frames, etc...
  • Tutorials will now contain video footage showcasing the ideas, concepts, and mechanics involved with
    what they are referring to


Next up, melee! Melee is in general receiving some tweaks. As far as some more subtle changes go
there will be a bit more feedback when it comes to the impact of melee. Whether it be punching walls
or enemies.


On a more substantial front, we have 2 major changes coming. For starters, the uppercut has now been
removed from standard RMB tapping. Prior if you didn't charge your punch, and instead just spammed
the melee button you'd do a 3 punch combo, with the final punch being the uppercut which did double
damage but had a longer cooldown.
Now, tapping the melee button will only do standard left hook right hook punching, with the uppercut
being exclusively accessible via charging your punch.

The second major change, (and what I'm sure will be everyone's favorite) Punching living enemies
will now cause them to drop armor pickups. Armor reduces all damage taken by 50% regardless of
how much of it you have, so now there's a bit more reward for actually charging in to make those jabs
beyond the hefty damage you'll be dealing


The next uh... "MAJOR-ish?" patch is scheduled for July, and with it will come a few other substantial
tweaks and additions, so! SPEED ROUND TIME!

  • Chapter 2 is receiving a second art pass with improved texture work to make everything pop a bit more.
  • We plan to add some more HUD customization options! including the ability to turn individual hud elements off, and alternate hud, weapon scaling and placement, etc...
  • Some new options and settings including Antialiasing,
  • and some general quality of life stuff.


So uh yeah... lots and lots of stuff in the works, none of this is to even mention that in the background
chapter 1 will be getting a complete facelift. But when that will be finished is up for debate, might even
be post-launch. Regardless thank you all for your support so far! And please have a wonderful day!