1. Viscerafest
  2. News

Viscerafest News

Viscerafest - Dev Update: The Valentines Blitz

Shalom Ladies and Gents!
We hope you've had a wonderful opening to the new year, it's certainly been a productive one on our end. Thus, in the wake of February now being in full swing, Valentines day being right around the corner, and the birthday of yours truly being the 12th, (which by the time this update was released may have already passed...) I thought it was high time we gifted you with another Viscerafest Developer update!


So without any further ado...



The Finale

The rough draft version of Viscerafest's final level is complete! A lot of the loose ends have been addressed, and the level is now playable (though in a very rough state) from start to finish. There's still a lot of work to do on the Finale to get it ready for release, but as was mentioned last time, I'd begun the work of finishing and polishing up the rough draft version of chapter 3. Now that the Finale's first pass is done, we're full steam ahead on the cleanup work.




C3L2 - Blighted Babylon

Speaking of cleanup... there's a pinch more work I need to do in wrapping up Chapter 3's second map, but with that said, it is very much on the verge of completion. So let's talk about it!


C3L2 - Blighted Babylon is the player's first venture into the world of Rhanak Zethir, and with that, there's a host of new foes awaiting you therein. There are roughly 4-5 new enemies introduced with your foray into this new world, and a few of them bring some nasty new tricks to the table.


The level itself is very free-form in its overall structure, and with the exception of a few bottlenecks that act as funnels between the major sections, you have a fair amount of freedom to roam around and putts about.


But hey what about those enemies I mentioned? Surely there must be something interesting to talk about there...


A fair few of the new faces introduced in C3L2 are enemies that I've given you all a peak at in prior updates. However, there are 2 introduced in the map that I've not revealed to you as of yet. One of which I'll be leaving for the game's full release, but the other... We can talk about him...



The Adopted Mage

You may have spotted this little blight in the promotional art for Viscerafest's final chapter. There's a couple of them floating yonder in the background being silly little goobers. But make no mistake these lads are mean.

The Adopted Mage is a flying enemy that fires a full auto barrage of slow-moving projectiles which they lead their aim with, but the fun does not stop there! Adopted Mages have yellow shields! 
Yellow shields, as opposed to red ones, can deflect projectile attacks, but only moderately reduce melee damage. And on that note! These little stinkers are weak to melee attacks.
Similar to the drones these lads drop their shields when going to attack you, but unlike the drones, they don't have any defense mechanisms against melee attacks. So if they get low enough to the ground for you to throw hands with them, it's worth doing!



Art Updates

As always we're constantly refining the game's art, updating refining, and polishing up old stuff to make it look as nice and purty as all the new stuff.





Audio Stuff

With Markie back on the team the first big thing we've been cracking down on is getting a fair chunk of the game's story content ready for implementation. Whilst we've had the dialogue recorded for months, a lot of that voice work needed to be cleaned up and given its fair share of sound design before it could be added to the game proper.


Most of the VA work is done with but a few exceptions, and because of that both C3L1 and 2 have most of their story dialogue and narrative events implemented already.
There's only one more character whose content we're working on dealing with right now, and... Well... Speaking of which...



Cinematic 6 - Relent

Cinematic 6 is finally getting its sound pass! Wew!!!
Not much more to say about it other than that, don't want to spoil anything...


But you know what I do want to spoil?



SO WHAT ARE WE GONNA DO WITH ALL THOSE SKULLIES???

Well my dear sweet summer child I am so glad you've asked...

This last month we have been finalizing our plans for the purchaseables present within the hub's shop. Whilst we've known the *kinds* of things Viscerafest's shop would contain for you to purchase, what *specifically* has been slightly more up in the air, as we've been throwing ideas back and forth for quite some time.

The short answer as to what exactly the shop will contain is...
Cheat codes.

Well... Cheat Codes and Gameplay Modifiers. Basically... Lots of ways to spice up repeat playthroughs of Viscerafest's campaign. Now if that doesn't sound appetizing to you... Just wait... With the 30+ we've got planned there's bound to be something you'll like. Heck let's talk about a few shall we!!!

[h2]- The Basics -[/h2]
As I said, Cheat codes are on the docket of purchaseables, and with that comes the fairly vanilla stuff you'd expect. There's Invincibility, infinite ammo, Regenerating Health and or Armor, Berzerker mode, all your fairly standard fair to mess around with.

[h2]- Viscerahot -[/h2]
Oh, but this... This is the premium stuff right here...
Ya'll know what superhot is? Time slows down when you're not moving? It's fun stuff! But with Viscerahot time slows down the faster you move! So as you enjoy bunnyhopping through the air blasting foes left and right you get to enjoy the sweet songs of slow motion along the way!

[h2]- Blitzkrieg -[/h2]
Is Viscerafest just not fast enough for you? Why... Just try Blitzkrieg! And increases the overall game speed of Viscerafest!

[h2]- Instagib -[/h2]
Your arsenal gets replaced with a railgun that one-shots enemies...
Also, all the ammo pickups are replaced with ammo pickups for said railgun.


[h2]- NC-17 -[/h2]
So in older versions of Viscerafest, the names for the game's difficulty settings were effectively based on the Motion Picture Association's film rating system, easy was "G" medium "PG" and "NC-17" was the hardest difficulty. On NC-17 every enemy in the game could one-shot you. So you could probably guess what this modifier does.

[h2]- Oops, All cultists -[/h2]
All the enemies in the given level you're playing? They're cultists now.


[h2]- The Minus Touch -
[/h2]If an enemy touches you, it dies.

[h2]- Dope Mode -[/h2]
Ok, but kids we've had our fun...
There are genuinely many more I've not mentioned here but we just...
We just can't leave today until we've talked about Dope Mode...

In Dope Mode... You get to play as Dopefish... Instead of punching enemies, you slap them with your big tongue...And you're Dopefish... And you make farting sounds when you dash because Markie is pissed I wouldn't give Caroline Dash boots so he could make an interesting dash sound and threatened to blackmail me by sneaking fart sounds into the full release with a 1/1000 chance that a fart sound would play instead of the generic dash woosh sounds so I offered to let him add the fart dash sounds to dope mode instead... And you're dopefish...

[h2]- And Many More -[/h2]
As I said we currently have more than 30 planned for the game's full release. Some of them may or may not make the cut depending on where we're at, but there'll a lot of fun stuff tucked away in the shop for you to experiment with. And hey who knows! We may even add more after launch...



More Technical Odds and Ends

Some of the tasks that I have been far less intimately involved with, but nonetheless have very much been getting done is some more technical cleanup work. My lead programmer Elijah has been applying some hefty elbow grease to optimize our backend in the name of improving performance, collision detection, culling some tech debt, fixing minor bugs, etc...


Basically, he's been tackling a lot of the less flatteringly interesting stuff that often gets taken for granted but should amount to the game running better and smoother for you all in the end.



And That's All Folks

As I said it's been a rather productive month give or take, and as I write these final sentences I'm about halfway done with the cleanup work on C3L3. I don't have anything quite ready for public display on that front, but I most definitely will come March, and heck... I may even have some C3L4 stuff to show come that time.

But as with all our updates, they must eventually come to an end... That way I can get back to work.
For all those who bothered to read through my goofy ramblings, I appreciate it! And I hope you enjoyed it. We hope and pray you have a wonderful day, and that God might bless you!

Adios!

Viscerafest - Dev Update: A Post Holiday Peek

Happy New Year, Everyone!!!
We hope you've had a wonderful holiday season! 
You may have noticed there has been a gross dearth of updates from us as of recently.
That is because whilst we have indeed been working this whole time, there's not really been much to show or update you on...

The last few months have been spent working on the game's finale and polishing up its third chapter.
These are time-consuming tasks that involve either heavy spoilers, or stuff that's just not really interesting to showcase until the work is actually done...

As it stands currently, we are still knee-deep in the midst of both these tasks. Thing is now we actually have something to show for them. There have also been a number of other important changes and tweaks that we can talk about along the way.
So without any further ado...



C3L1 - Theopathic Thoroughfare


The opening level of Viscerafest's third chapter is almost completely done! There's some sound work it needs yet, its OST and several small bug fixes. But otherwise, the level is playable front to back! So let's talk about it a lil' bit.


In the wake of Viscerafest Chapter 2's ending Caroline once again steps through an archegate into the Great Divide, the primary difference now being the route this takes her through has a formerly well-established U.S.C. presence.


Various U.S.C. Checkpoints bridge the gap from this entrance into the Great Divide through to its exit into Rhanak Zethir, which resides in the realm of the Elder World. This will be Caroline's final goodbye to the U.S.C. before she steps into territory they have lost.

Unknown forces have removed the conglomerate's presence from Rhanak Zethir, and this will mean that soon Caroline will be fighting more than mere flesh and blood.


C3L1 in a similar vein to C1L6 and C2L5 is one of Chapter 3's more story-heavy maps. But unlike the prior Great Divide levels, it is also more elaborate, and combat-heavy. Honestly... as of writing this, it's easily one of my favorite levels, and I can't wait for you guys to play it!


Bombs away!!!


On a much less significant note, I've effectively completely reworked the physics and behavior of the Grenadiers'... well... grenades.


In my humble opinion, they were a bit too chaotic in the midst of combat, often flying around and ricocheting off the environment at borderline untrackable speeds, thus I felt the need to reel them in a bit. They no longer fall as quickly and generally have a slightly slower, more floaty presence to make their movements easier to visually track and deal with. It's a relatively minor change all things considered but one that I feel makes this enemy a bit nicer to go up against.



Nomad Priest - Rework


Viscerafest's first flying enemy has just received some rather notable changes and updates.
The Nomad Priest was one of Viscerafest's final enemies that needed a sprite update, so I
gave the kind lad a pretty new paint job.

In addition to this though I felt like amongst the Chapter 3 enemy roster his old set of attacks
meant he didn't have as firm a footing in that part of the game. Other enemies did his job
better and were more interesting, thus I felt the need to spice him up a bit in order to set him
apart from the crowd.

I won't say what these changes are, I'll let you find out with time, but I feel he has a stronger place on the roster now as it stands.



U.I. Updates


This isn't necessarily entirely new but slowly more and more work has been being
done to refine the look of our menus further. Not anything too exciting, but ya know...
it's stuff we've been working on... So I thought I would mention it.




Art Updates


As I mentioned in the intro my big focus of late has been polishing up Viscerafest's third chapter,
and a big part of this is refining the look of all these maps. You may have noticed I've been... stingy...
about showcasing Viscerafest's third chapter until now, and there's a good reason for that.


The levels for a long while now have been in a... "Rough Draft" stage, and as a consequence,
they're quite ugly and rough around the edges. Not only were/are there missing props and gameplay
elements that have yet to be added, but the lighting is... *oof* and the texture work is especially rough
and sloppy.

This "Rough Draft" stage is something we've done with all of Viscerafest's levels in the past. Prior to release, most of Viscerafest's levels were pretty rough, but the rough drafted-ness of chapter 3 has been particularly egregious until now, and that's why I've been very picky and hesitant to show ya'll any of it. If I was going to show you guys a glimpse of the chapter, I wanted it to leave at least a somewhat positive impression upon you all, and I just knew that most of the third chapter was not ready for primetime.

Being able to finally go through and "clean house" so to speak, is immensely satisfying, and I can't wait to show you all more and more as the rest of these maps hit their final stages!



The Return of Markie


For those of you not aware toward the beginning of this year we lost our Composer Michael Markie. In the wake of life's craziness, he was effectively forced to step away from the project as he no longer had the time to work with us.

Into his place stepped Geoffplaysguitar who you may know did the OST for Viscerafest's second chapter. But whilst I am eternally grateful for Geoff, Markie did far more than make the game's music.
Markie was our sound designer, he mixed audio, polished up VA recordings, made the entire game's audioscape, did the music and sound for the cutscenes, and then some. This was by far the more damning aspect of losing him, which is why I am happy to say that HE IS BACK BOIS!!!

In the wake of recent events, Markie has been able to hop back on board the project to help us finish up the game's audioscape. As you may have surmised I am overwhelmingly overjoyed regarding this fact, and I'm very excited to finally be able to start making progress on that side of things once again.



In Closing

With Chapter 3 in its cleanup stage, it's safe to say that you'll be seeing much more of it here in the coming months. With that, we may even start showing some gameplay soon here to give you a taste of what the chapter will be like. It's also worth noting in addition to the above a whole host of balancing changes, optimization tweaks, and other more minor stuff has indeed been accomplished as well, but it's all stuff not really worth explaining here.


But that is all for now. Thank you for taking the time out of your day to catch up with us! It's always a pleasure. As always we hope you have a wonderful day and a very happy new year!

Viscerafest - Dev Update: Spooky Tidings

Shalom one and all! It has been about a month since Realms Deep and thus as promised
we are back with yet another Development Update! First things first though, we dropped
a new trailer at Realms Deep! Which you've probably already seen, but in the case you've
been living under a rock you can check it out right here!
[previewyoutube][/previewyoutube]

In addition to the new trailer we also showcased the updated opening cutscene we mentioned
in our "Birthday Cruisin" Devlog. That of course you can check out right here!
[previewyoutube][/previewyoutube]

And as if that were not enough I've also started doing a series of YouTube shorts in which I'll be breaking down some of the game's mechanics, enemies, weapons, etc... and you can find those in this playlist here: https://www.youtube.com/playlist?list=PLJg0WI2Gczzm-UAa_AhETu7BVErHGkT0l


But let's not waste any more time, and jump right into what we have been working on these last few months!!!

Gameplay Updates


[h3]The Warhound[/h3]
A few updates ago we made mention of a whole suite of changes and tweaks being made to Viscerafest's arsenal and the accompanying reasons as to why said weapons were getting a facelift. But there was one more weapon I wanted to make changes/adjustments to, and that would of course be the game's grenade launcher, The Warhound.

The Warhound was a weapon that originally took a great deal of inspiration from one of my favorite weapons of all time, the Grenade Launcher from 1997's original Shadow Warrior. It was an absolute beast of an explosive weapon, with splash damage so stupid you were just as likely to kill yourself with it as you were your foes. And our little spin on it with The Warhound was... underwhelming.

Admittedly... I personally feel that in both function and presentation, our rendition of the beast was rather forgettable and often fell to the wayside in the wake of more immediately useful weapons. Because of this, I knew the gun needed an update, but what that update would be was something I hadn't solidified yet.

During the process of Chapter 3's development, I also stumbled across another little problem that I had
with our arsenal. Viscerafest has 9 weapons, and whilst functionally they all contribute and play an important role within the game's combat suite, juggling 8 different ammo types in the game's last 3rd honestly felt like slightly too much, I really felt as if we needed to cull one of our ammo types in the name of streamlining the resource management a bit.

Thus the first major change I decided The Warhound would need is that it would share ammo with The Pung Cannon, and accompanying that would be a design change to both reflect the new ammo type and to hopefully make for something more visually memorable.


But accompanying this change, I had a truly wonderful and stupid idea... What if I made the Warhound's Clusterbombs functionally behave more closely to sequenced explosions of Rise of the Triads Firebomb?


So functionally the Warhound is now one of Viscerafest's most powerful weapons, firing a bundle of 3 pung canisters that detonate into a massive cross-shaped sequence of explosions. It's also been bumped up from the 7th to the 8th weapon slot, meaning you'll be getting it after the BBQ Belter in the main campaign now.


[h3]Player Movement[/h3]
Movement is something that I kind of obsess over when it comes to Viscerafest. It's something I'm always trying to improve and fine-tune. This is because, in First Person Shooters, the one thing you do more than shoot is move. Thus if your movement is bad/mediocre, I would personally consider that to be a really big problem.

Lots of little tweaks and refinements have been made to things like player speed, the ease-in/ease-out of the player's motion, the player's friction against the ground, and basically just... all of the important stuff to take note of when finessing your player's movement. But in making these changes there was one major complaint I was also taking aim to address, and that my friends, is the platforming. Personally, I've always considered platforming in Viscerafest to be rather easy, but a lot of folks do not share this sentiment, and there are a number of factors that I think contribute to this.

  1. - The Jump Arch -
    The Arch of a jump is effectively the curve the action follows as you leave and eventually head back toward the ground. It's dictated by a number of factors, the force with which you leave the ground, movement speed, the force of gravity, player mass, air friction, etc...

    Viscerafest's jump arch didn't quite get the level of attention that I think it necessarily needed in order to be fine-tuned for platforming. Thus more time has been spent trying to find the right balance of all the above.

  2. - Bunnyhopping -
    In Viscerafest repetitive jumps made in sequence whilst moving in a given direction cause you to build up speed very quickly, a little too quickly in some cases. As a consequence of this, if you were a little too trigger-happy with your bunnyhopping you could very easily see yourself gaining enough speed to grossly overshoot a given jump. And whilst you have the air control necessary to correct a mistake like this, most players aren't particularly movement literate when it comes to fps games, thus they lack the muscle memory to do so consistently.

    This is an issue somewhat exasperated by how the platforming sections in Viscerafest are designed.
    Platforms are often small surfaces tightly bunched together in clusters, and because of this, it's very easy to jump straight from one to another in an effortless chain. This effectively causes players to inadvertently bunnyhop and subsequently gain enough speed that a single jump overshoots the platform they were aiming for.

  3. - No Forgiveness -
    Many games that prominently feature platforming as a core part of their loop typically have mechanics set in place that act as buffers should the player make a mistake. Air control is a great example of this, being able to make minor adjustments to, if not completely change your trajectory mid-jump greatly relieves the burden of faulty decision-making beforehand, and it's one of the reasons why Viscerafest has always had it. But there's one mechanic most games with platforming have that I've only recently been made aware of, and I think it may have helped ease the platforming burden a bit had I both known about and seen it implemented sooner. That mechanic, of course, is coyote time.

    Coyote time effectively gives a brief window of forgiveness. If say you fall or slip off an edge whether
    because of negligence or attempting to jump too late, rather than being doomed to your fall you can still jump if you attempt to do so soon enough.


All of the above are factors we've put under consideration when attempting to address and refine the game's movement. Thus all of the above have been tweaked in order to find that sweet je ne sais quoi between movement for combat and movement for platforming. And with all these changes I think it's an issue we can confidently say has been addressed.

Art Stuff


[h3]Hud Faces[/h3]
Throughout the course of Viscerafest's second and third chapters, various narrative events take place
that somewhat alter Caroline's demeanor, as a result, though Caroline's signature grin is always a welcome sight, new expressions have been drawn up to allow Caroline to more adequately express what she's feeling when these moments roll around.


[h3]Blood Updates[/h3]
So for starters, I recently discovered that the sprites we were using for our blood effects were scaled incorrectly. They were way too small, and thus I had to go in across the board and tweak the arts scaling. This realization and its accompanying tweaks also allowed me to cut back on the amount of effects needed to adequately convey a big bloodsplosion when gibbing enemies without having to cut back on the overall feeling of its volume, so that's cool.


But more importantly, there were a few enemies in chapter 3 whose blood effects created visibility problems and this called for the creation of a new smaller blood sprite set along with adjustments to the blood visuals in general.

There are also new sounds for blood, little sploshing sounds as the blood trails and puddles hit the ground, along with some improved effects and visuals for when that happens.


[h3]Sprite Updates[/h3]
As with literally every development update, I have to inform you that more improvements have been made to old sprites, textures, and assets to further improve and refine the look of the game. 
The Rest

I don't know how to categorize the rest of this stuff so... :P

[h3]Voice Acting[/h3]
With the Script finalized I've been making the rounds with our voice actors, directing and recording
the bulk of the remaining dialogue we'll need to round out the game's story. We're not quite finished as of yet, there are a few remaining things we have yet to record, but the end is very much nigh...



[h3]Cinematic 6 - Relent[/h3]
In the wake of us rounding up the VA stuff Viscerafest's 6th Cinematic has finally been fully animated, it still needs a big sound pass (something we are not able to accomplish at the moment) but progress is progress dagnabit, and seeing what in my opinion is both one of the most important and exciting cutscenes of the game finally come to life is a real treat.


[h3]C1l4 - Remake[/h3]
Currently, I spend the bulk of my weekdays working on the game's ending and Finale, but I've decided to allocate my weekends to more unimportant side tasks. Because of this, I've been able to pick up progress on the remake of Viscerafest's first chapter once again. Thus I thought I might share some screenshots of the old version of C1L4 compared to its WIP update. The newer shots are not in engine yet, so they do not feature any fun colorful lighting, but I do feel the improvement to the geometry and texture work speak for themselves.

Old - 1

New -1


Old -2

New - 2

[h3]The Finale[/h3]
Well, this has been a pain...
As with prior updates very little I can actually say about this one.
But the bulk of my time on this front has been consumed by mapping.
Currently, as of writing this, I'm working on the final boss arena, and as with the rest of the map it's been a bit of a time sink. Whilst the game's ending level is not particularly elaborate in layout it definitely has some of the largest setpiece areas in the game, and as a consequence yeah... It's been a bit of work...

But in other news, progress has also been made on the game's final boss, again not something
I can say too much about... other than I think you all will like it. :>

In Closing

That however is all from me for now!!!
There have been other things I've been working on as well but it's either stuff I can't talk about or stuff not worth bringing up here. For example, I don't think you guys need to read 30 paragraphs of me explaining why I lowered the Blitzer's health pool from 800 to 750, or buffed the shredders' damage from 20 to 22. I'm sure just mentioning those changes makes you feel as if you are being robbed of some truly riveting reading, but trust me it's not worth your time.

Once again though if you read all the way through, or just stopped by to check out the funny pictures I appreciate it! And as always we thank God and you for the wonderful support and encouragement ya'll have lent us throughout the course of the game's development. As much as we enjoy it, development has been a real grind at times, but seeing all the fanart, playthroughs, streams, and kind comments you all have lent us throughout the game's life cycle never ceases to make us smile.

As always we hope you have a wonderful day, and as of writing this, I hope you have had a very spooky Halloween!!!

Forgive Me Father 2 Launches Into Early Access!

Greetings, cultists,

The time has finally come, madness is taking over and Forgive Me Father 2 is available in Early Access! Ten levels await you and the first installment's main character, the Priest, in this lovecraftian comic-like retro-FPS, more will come in Early Access Content Updates!

[previewyoutube][/previewyoutube]

Throughout the Early Access period, regular updates are planned to greatly increase the amount of levels, weapons and content, alongside bug fixes and updates from community-based feedback, while the full game will launch in late 2024.

If you buy the game during the first week since launch, you will get a special 15% launch discount! And if you want to save even more money, Forgive Me Father 2 is a part of the Franchise Bundle along with its older brother. Whether you own the first game and just want to complete your set with an extra discount, or get both games at the same time - this is the way!

https://store.steampowered.com/bundle/35903/

Realms Deep 2023 Is Here, and a 20% Discount on Viscerafest with it!

Hello everyone,

Realms Deep 2023 Steam event has arrived and that means a lot is happening! You, fans of Viscerafest, will want to know that the game is now discounted by 20%! So if you have not done so already, now is the perfect time to get yourself a copy! If you're not ready yet to help Caroline pursue her one true love, we understand. We're not judging you. But if you are considering doing it in the future, don't forget to wishlist the game so you don't miss any new info and updates!

https://store.steampowered.com/app/1406780/Viscerafest/

Speaking of news, Viscerafest will be a part of the Realms Deep 2023 streaming show with a new trailer, as is tradition! So tune in to the 3D Realms Twitch Channel this Saturday, September 30, at 11am PT / 8pm CEST - the livestream will have plenty of interesting content for fans of the genre!

Besides that, Viscerafest is still a part of the THIS IS MY BOOMSTICK bundle. By getting it, you make additional savings, because there is another 15% bundle discount applied to games you don't own yet - a great opportunity to expand your collection even if you already have Dread Templar in your library!

https://store.steampowered.com/bundle/23337/This_Is_My_Boomstick_Bundle/

And that's not all! We have prepared six different giveaways for you, one for each day of Realms Deep, starting Thursday, September 28. You can participate in every single one of them, all you have to do is follow Fulqrum Publishing on their Twitter (known to some now as "X") and on their Discord. Each of these platforms will host its own giveaway every single day for the duration of Realms Deep, and nobody is stopping you from participating in both!


[h3]MORE NEWS FROM REALMS DEEP:[/h3]

HYPERVIOLENT Content Update #1 is out and the game is discounted by 15%
https://store.steampowered.com/app/1409200/HYPERVIOLENT/

Diluvian Ultra Chapter One is out and it's 10% off for one week!
https://store.steampowered.com/app/1306970/Diluvian_Ultra/

Forgive Me Father 2 now has a playable DEMO!
https://store.steampowered.com/app/2272250/Forgive_Me_Father_2/

Forgive Me Father is having a Daily Deal, meaning it's 50% off + it just launched on consoles!
https://store.steampowered.com/app/1590910/Forgive_Me_Father/

Dread Templar is 50% off, that's the highest discount the game has ever had!
https://store.steampowered.com/app/1334730/Dread_Templar/