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Viscerafest News

Viscerafest 0.9.1.1 - The Options Melee and More Update!

Ahoi folks! Lead dev here! And today we have one stonker of an update cooked up for you!
Featuring much-requested features such as subtitles, Anti-Aliasing options, Hud Customization,
an alternate heads-up display, and more!

Now it's worth noting a lot of this stuff is very very very new and as a consequence there may
be some rough edges. In particular, there's some more refinement of various elements I would like
to refine with the priorly mentioned alternate HUD. So just keep in my mind you may run into
some hiccups, and if you do please let us know so we can take care of them ASAP.

But we know what you're here for...
SO ONTO THE PATCH NOTES!


New Features:
  • Melee attacks now drop armor pickups.
  • Hud customization options.
  • Retro/Centered hud.
  • Keybinds to disable and enable Hud.
  • Weapon position and scaling options.
  • Options to tweak weapon auto swapping behaviors and priorities.
  • Anti-Aliasing and options to enable/disable it.
  • Various Audio visual options to help enhance the awareness of players.
  • Subtitles.
  • Quit to Desktop button added in the pause menu.
  • A new message from Gianni!



Tweaks:
  • Chapter 2 has received a second art pass.
  • All levels have received various minor and major tweaks, balancing changes, and additions.
  • Various sprite and asset updates.
  • Most of the environmental props breaking effects have been improved.
  • Melee attacks now have more notable impact effects for both the environment and enemies.
  • Uppercut has been removed from standard RMB tapping.
  • Dash icon on hud now darkens whilst dash is recharging.
  • Pistol has received a very minor damage buff.
  • Pistol shots now consume 3 Cells instead of 2.
  • Pung cannons explosion buffed.
  • Tweaked the animations and timing of stun states on
    low-mid tier enemies to be more consistent.
  • Tweaked the animations and timing of stun states on
    high-tier enemies to be more consistent and useful.
  • Hitscanning enemy's aim delay has been rebalanced.
  • Several Projectile enemies now have a delayed aim.
  • Rebalanced the first boss of chapter 2's aggression levels.
  • Nomads have received a minor damage and aggression buff.
  • Nomad priests have received minor aggression and projectile speed buffs.
  • Enforcers' health nerfed.
  • Enforcers and Grenadiers now have melee resistance.
  • Enemies with melee resistances now have an alternate sound and impact effect to make their resistances more apparent.
  • Changed weapon wheels default binding to R.



Fixes:
  • A few acid related fixes
  • Fixed a bug where enemies could phase through a door in C2L6.
  • Aim delay system has received various tweaks and fixes.
  • Various tweaks to improve performance.
  • A few Linux-related bug fixes.
  • Fixes related to loading save profiles.
  • Controller bug fixes.
  • More stuff we probably forgot because we've been working on this patch forever...



But Wait... Hold on... We're not done just yet...
So Viscerafest has one more major content update we'll be pushing prior to release,
and after that, we'll mostly just be sticking our noses to the grindstone wrapping up...
well... lots of stuff...

Realistically we believe the game's full release will likely be around the Summer/Fall of 2023,
though obviously, I'm not making any promises. With that said a lot inside of Viscerafest
is going to change between now and then. Likely in September, I will be aiming to release
a brief summation of what our plans (ignoring new content) for the game will be.
A list of known issues, tweaks to the design, and just general updates to pre-existing content
that we hope will give you a vision of how the final game will differ from what you can
currently play. I was hoping to include that in this update, but holy crap will that post
be a beast in and of itself.

Regardless, we hope you enjoy this update,
and we cannot wait for you all to see what's in store!
Thank you all for supporting us and playing our game!
And we shall see you again *soon*

Viscerafest is 20% off during Steam Summer Sale!

Hello, everyone!

Viscerafest is a part of Steam Summer Sale! You can now get the game for 20% off! You don't want to miss this chance!

The sale ends on July 7. To check out all of our discounts, follow the link to our sale page.

Viscerafest is also a part of the following bundle, check it out below and buy the game for even higher discount! The additional discount applies in full even if you already own some of the items in it!

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

Steam Next Fest 2022 has arrived!

Hello, everyone!







Steam Next Fest is now live! From now until June 20, you have the opportunity to try free demos of The Pegasus Expedition and Diluvian Ultra!

We would be really happy if you decided to play our DEMOs and perhaps add them to your wishlist so you knew about everything that moves around the games! Thank you and enjoy the gameplay!

https://store.steampowered.com/app/1306970/Diluvian_Ultra/

https://store.steampowered.com/app/1521070/The_Pegasus_Expedition/

Viscerafest gets a new music composer!

Hello, slayers,

There is something very important we need to tell you. As you know, one of the most outstanding features of Viscerafest is its soundtrack. Until recently, it had been worked on by Michael Markie. Over the course of this past year he has been working with 3DR on music, sound and level design, for several of their upcoming titles, and he'll soon be getting a full time job at a different studio as a full time level designer. As a consequence, whilst he will still be a part of the project, he will just be less involved, taking on a more advisory role.

The reins of the OST will now be taken on by Geoffrey Day!
Check out the video he made about joining Viscerafest along with his conversation with Noah aka Awesreek, the lead developer of the game.

[previewyoutube][/previewyoutube]

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!