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Viscerafest News

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!

Chapter 3 Teaser and Update 0.9.1.0

Aighty! So we have a lot to talk about with this coming update but I wanted to kick things off on a
slightly more fun note. If you follow us on social media (which if you don't you totally should) this
won't be anything new to you, however, I know not everyone does. But last week we unveiled a
small teaser for Viscerafest's final chapter via its Lil promo image, and we thought we might give
you guys who may have missed it a peak! 



Development on the game's final chapter is kicking off now and as time rolls on we'll be giving you more Lil insider peaks here and there.


But it's time to focus on the here and now because we've got a patch to get to! And boy is it a doozy... 

The "I May Have Gone A Bit Too Far In Some Places" Patch


So over the course of time since Viscerafest chapter 2 was released I've had the chance to sit down and observe some folks run through the new content. Hearing their thoughts, watching them play, and just generally taking mental notes as I evaluate what needs to be fixed tweaked, or change. Over the course of me doing this, it ultimately brought to light a fact I'd had a hunch on but was not fully sure about. That of course being Viscerafest chapter 2 was just a bit too hard.

 You see the way the game was supposed to be paced as follows. Each chapter would escalate throughout the course of its run time, getting harder and harder throughout until it ended, as one would expect. But when the chapter after rolls around the idea was the chapter would open by scaling things back to about the midway point of the prior chapter. This was going to be done for 2 reasons. 

  • Give players a bit of breathing room in the hopes of preventing the experience from becoming exhausting. 

  • Prevent the game's consistent escalation from reaching a critical mass where it becomes so torturously hard partway through that nothing after that point could surpass it outside of being unrelentingly cruel. 


So in essence, C2l1 was supposed to be as hard as C1l4, which it is very much not, and as a consequence, the consistent escalation seen thereafter impacts the rest of the chapter resulting in the game getting a bit harder a Lil faster than I intended. As a result, this patch's aim is to scale things back to where they were supposed to be as well as address various other balancing and gameplay-related issues. Now it's worth noting, not every inch of every level has been altered, some fights and encounters have remained the same, but for the most part, a fair chunk of the levels encounters have been completely reworked and the chapter's pacing as a whole has been changed for what I believe to be the better.

Tbh this is an issue I can't fully go into here. Most players are just reading this to get to the patch notes, it's not really the time or place for a deep design discussion. So if any of the changes or tweaks leave you feeling perplexed or worried, please feel free to post your thoughts in the steam forums, OR more preferably hop over to our discord! Which I will be including in a link below. But enough talk! Here are your patch notes!

[h2]Patch 0.9.1.0[/h2]

[h3]Tweaks:[/h3]
  • Stalkers HP nerfed
  • Stalkers homing projectiles now have looser homing
  • Arachnospud's HP nerfed
  • Arachnospud's homing projectiles now have looser homing
  • Nomad's hitscan attack damage output tweaked
  • Nomad Priest's speed buffed
  • Nomad Priests' aim nerfed
  • Hellbird's speed nerfed on harder difficulties
  • Hellbirds will now be vulnerable for longer after they attack
  • Spawnlings will now wait longer between jumps
  • Mecha scientists now wait longer to begin attacking
  • Chapter 1 final bosses projectile spew damage nerfed
  • Chapter 2 final bosses homing missiles now have looser homing
  • Enemy and item placement tweaked in C1l3 and C1l4
  • Enemy and item placement tweaked across all chapter 2 levels
  • C2L6's level geometry tweaked to allow enemies free access to other parts of the level
  • Warhound's initial blast radius slightly reduced


[h3]Fixes:[/h3]
  • Fixed bug where Chapter 2's final boss would shoot one last cheeky projectile between phases
  • Fixed level/teleport transitions breaking due to fixed fades
  • Fixed bug that allowed the chapter 1 boss to be damageable via melee during its intro
  • Fixed train outdoor ambient sections that were playing indoor sounds
  • Fixed platform in C2L5 infinitely looping sounds


Discord: https://discord.gg/E2pUkxe

Forgive Me Father Has Left Early Access!

Greetings Bounty Hunters,
It is always a joyous occasion when a retro shooter is released, wouldn't you agree? And today is just such a day - Forgive Me Father has left Early Access! Check out the full launch trailer:

[previewyoutube][/previewyoutube]

You can read all the details and info about the new content in the announcement and for the first week, you can enjoy a 15% discount. Furthermore, fans of Viscerafest may be eligible for further discount if purchased through the This Is My Boomstick bundle.

https://store.steampowered.com/app/1590910/Forgive_Me_Father/
https://store.steampowered.com/bundle/23337/This_Is_My_Boomstick_Bundle/

Hot hotfix to fix bugs!

Hello, Bounty Hunters,

Works on exterminating the bugs are still going on! You can check the progress below.

[h3]Full changelog:[/h3]

  • Elder Banshee will no longer be defenseless whilst under attack from the player
  • Elder Banshee now has damage flashing
  • Fixed bug where Eldritch walker powerup caused enemies attacked during its use to not attack the player after its expiration
  • Tweaked boss and mecha scientists rockets blast radius
  • Fixed level titlecards not appearing
  • Fixed level Fade in


Don't forget to hit our Discord and Steam discussions to give us any feedback you may have!

Getting rid of bugs!

Hello, Bounty Hunters,

Chapter 2 of Viscerafest has been out for a while now! Few minor bugs were fixed and you should now be able to maximally enjoy the update.

[h3]Tweaks:[/h3]

  • Controllers can now navigate the loadout menu
  • Can now use the back button on the controller to exit the level settings screen in a hub slipgate rather than needing to hit the button on the UI
  • C2 U.S.C. key doors now marked with locks
  • Minor resource balancing tweaks in various Chapter 2 levels
  • Tweaked Puzzle room battles enemy placements on easier difficulties in C2L2
  • Tweaked C2L5 Shoot switch puzzle
  • Tweaked C2L5 escape encounter
  • Changed the triggers for C2L6's bunny line
  • Added a touch of cover atop the train in C2L6
  • Some extra save beacons in C2L6 and C2L7 after/before particularly brutal encounters
  • C2L6's and C2L7's pacing, item, and enemy placements tweaked to make them slightly less relentless
  • Shoot switch holding barrel in C2L7 now has a subtle light to it to make it more eye-catching
  • The standard enemy type version of Chapter 2's first bosses health nerfed from 7000 to 5000
  • Final boss of Chapter 2 was a little too easy so some minor balancing changes have been made to toughen him up just a bit
  • Spawnlings, Warhounds, and Drones explosion radius shrunk
  • Various explosion visuals now better match explosions size
  • Stalker projectiles now have a limited lifetime and will self destruct after a brief period
  • Hellbirds movement speed on easier difficulties nerfed
  • Enforcer projectile speed nerfed
  • Blitzer projectile speed nerfed
  • Enemy corpses now subtly flash to indicate you can gib them
  • Player can now pass through sacrifices
  • Game will now autosave after cutscenes
  • Pressing E after dying will almost instantly start the loading process rather than having to wait for the counter
  • Tweaked railings to mitigate step height issue


[h3]Fixes:[/h3]

  • Fixed profile issue where despite having beaten Chapter 1 players were unable to access Chapter 2
  • Fixed various save issues tied to the timing of specific triggered events
  • Fixed issue with the Chapter 1 boss where if killed whilst doing the AOE attack the summoning circles wouldn't disappear
  • Fixed weird selection bug with the push platforms in C2L2
  • Fixed a soft lock-in C2L2 caused by a door being unintentionally closable
  • Fixed C2L3's Fortune Cookie
  • Fixed a soft lock-in C2L4 caused by the switches around the puzzle elevators the base for if you fall down not working
  • Fixed a navmesh issue that caused enemies to walk through glass in C2L4
  • Fixed the game autosaving in the middle of the first boss fight of Chapter 2
  • Fixed platforms in C2L5 breaking after loading a save
  • Fixed pillar platforms in C2L5 infinitely looping audio
  • Fixed dialogue in C2L5 replaying if using the elevator again upon loading a save
  • Fixed saves breaking in the train station segment of C2L5
  • Fixed C2L3 and C2L7's secret armor not triggering the secret on pickup
  • Fixed bug that caused stun barrels to do way to much damage to the final boss of chapter 2
  • Fixed issue where punching the final boss of Chapter 2 whilst he was stunned would cause the player's weapons to vanish
  • Fixed bug where push platforms became unusable after loading a save
  • Fixed explosions not properly pushing the player like they should
  • Fixed bug where some explosions would deal double damage to the player
  • Fixed Spawnlings death sound not playing
  • Fixed items gravitate component ignoring cracked walls
  • Fixed issue where the player was unable to lock onto the first boss
  • Fixed bug where if you entered a level without the last weapon you had equipped in your inventory, your weapons wouldn't work properly


Known issue, will be fixed very soon:
Banshee remains idle whilst being attacked

Don't forget to let us know how's your progress so far! Join our Discord server, we can have a talk there!