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Viscerafest 1.35 The Prep Patch

[p]Howdy, ladies and gentlemen! It's been a minute, and I apologize for that.[/p][p][/p][p]This has been a patch we'd intended to come out a lot sooner than it actually has, and that is primarily just due to little problems constantly rearing their ugly heads. Every time around the point we were getting ready to ship this patch off to our publisher, something would come up and we'd have to hit the grindstone again.[/p][p][/p][p]This patch is more of a middleman update; we've got some bigger stuff in the works, which will be coming soon-ish, and this update introduces some systems and changes that will account for the coming "Bigger Stuff" as well as address some feedback and bugs we've had submitted over the recent months. One of those bigger things we'll be dropping a new trailer for soon, so I don't want to say too much about it ahead of the drop. But the other is our NG+ mode.[/p][p][/p][p]After beating the Viscerafest campaign, you'll unlock the ability to toggle NG+ in a given level's selection screen. In essence, the NG+ mode will be a completely rebalanced campaign featuring enemies that were formerly exclusive to the enemy randomizer, as well as late-game content and enemy types appearing in early-game levels. Some levels will also have changes to their layouts and progression, with key doors and secrets in different places, which can radically alter the paths you take through certain levels.[/p][p][/p][p]As of writing, I'm currently about halfway through chapter 2's rebalanced campaign, and I suspect it will probably be another month or two before the reworked campaign is ready for the big time.[/p][p][/p][p]With that said, I have some more rambling to do, but I figure I will do that at the end because most people are probably just interested in the patch notes at this point, so!!![/p][p][/p]
Patch Notes
[p][/p][h2]General Tweaks:[/h2]
  • [p]Updated Engine Versions[/p]
  • [p]Completely revised and updated Chapter 2's Sub-hub to reflect the updates made to Chapter 2 in the game's full release.[/p]
  • [p]Added new Death Messages.[/p]
  • [p]Restructured the difficulty selection menu to categorize certain difficulty types better visually.[/p]
  • [p]Color-coded difficulty settings in the difficulty selection menu.[/p]
  • [p]Tweaked the menu description of Brutal Difficulty.[/p]
  • [p]Enemies damaging each other in C1L2 will no longer invalidate your ability to get the Stifled Strike achievement.[/p]
  • [p]Tweaked Lock-On so that you can no longer lock onto enemies whilst they are invisible.[/p]
  • [p]Tweaked the Lock-On camera's movement to make it visually smoother.[/p]
  • [p]Tweaked Lock-On so that locking onto an enemy now disables the crosshair, making it clearer where you'll be shooting.[/p]
  • [p]Added a new HUD icon for when "Toggled Bunny-Hopping" is enabled and the feature is toggled on in-game.[/p]
  • [p]"Toggled Bunny-Hopping" is now engaged by holding the jump button for 1/3rd of a second. This is indicated on your HUD by a circular meter surrounding the toggle icon. Otherwise, you can tap the jump button as if the option were set to Regular. This change was made so you don't have to double-tap to perform a single jump while "Toggled Bunny-Hopping" is enabled. When you have "Toggled Bunny-Hopping" enabled, you'll use the regular option's max bunnyhop speed unless the jump is actually toggled.[/p]
  • [p]Climbing on a ladder will now automatically make your bunnyhop toggle turn off, and you can no longer toggle it on/off while climbing.[/p]
  • [p]Unified pickup bobbing speed and height.[/p]
  • [p]Buffed the duration of the Eldritch Walker Powerup from 30 to 40 seconds.[/p]
[p][/p][h2]Level Tweaks:[/h2]
  • [p]Added a new tutorial in "Prelude - Intruder Inbound" explaining the Lock-On mechanic[/p]
  • [p]Tweaked floor textures in the switch room of "C1L1 - Containment Carnage."[/p]
  • [p]Moved door switch slightly in the switch room of "C1L1 - Containment Carnage."[/p]
  • [p]Added a new tutorial in C1L3 explaining the Weapon Wheel mechanic.[/p]
  • [p]Widened colliders on some secret windows in "C1L3 - Fragmented Folly."[/p]
  • [p]Fixed the exit door in "C2L2 - Cthonic Crypt" using chapter 1 door sounds.[/p]
  • [p]Crushers in "C3L1 - Theopathic Thoroughfare" now kill enemies.[/p]
  • [p]Tweaked positioning of enemies on the first floor encounter of "C3L5 - Damnable Descent."[/p]
  • [p]Tweaked enemy placement in "C3L6 - Compulsory Contrition" on difficulties below Brutal.[/p]
  • [p]Adjusted the placement of "C3L7 - Alter Alvus's" boss autosave to cut filler time so the player can jump right back into the fight.[/p]
  • [p]Changed slipgates in the level "Finale - In the Maw of Madness" to use lore-correct colored textures.[/p]
[p][/p][h2]Enemy Tweaks:[/h2]
  • [p]Moderately nerfed the U.S.C Thunderbirds' movement speed across all difficulties.[/p]
  • [p]Moderately nerfed the U.S.C Hellbird's movement speed across all difficulties.[/p]
  • [p]Added a wait time for U.S.C Hellbirds before they are allowed to attack the player upon spotting them.[/p]
  • [p]U.S.C Assault Troopers Hitscan Attack Windup duration increased.[/p]
  • [p]Tweaked the particle flame radius for Mecha Scientists.[/p]
  • [p]Burrowed Nomads now have a shorter transition time from their animated rising prop to the enemy spawning.[/p]
  • [p]The Adopted Night Gaunt's homing projectile tracking is now more forgiving on difficulty settings below Nightmare.[/p]
  • [p]The Adopted Night Gaunt now has a windup before it starts damaging the player after teleporting.[/p]
[p][/p][h2]Boss Tweaks:[/h2]
  • [p]Tweaked the "C1L4 - Disposable Danger's" Bosses' preferred distance from the player.[/p]
  • [p]Adjusted timing on the "C1L4 - Disposable Danger's" Bosses' callouts.[/p]
  • [p]Buffed the damage of several of the "Finale - In the Maw of Madness" boss fight's attacks across all difficulties.[/p]
  • [p]Added speed to secondary variants of the "Finale - In the Maw of Madness" boss fight across all difficulties.[/p]
  • [p]Tweaked several of the visuals for some of the attacks of the "Finale - In the Maw of Madness" boss fight across all difficulties.[/p]
[p][/p][h2]General Fixes:[/h2]
  • [p]Fixed the pause menu's difficulty menu not displaying your current difficulty.[/p]
  • [p]Fixed leg visibility not applying correctly when loading a save.[/p]
  • [p]Fixed several typos in the Lorebrary and Bestiary.[/p]
  • [p]Fixed Eldritch Walker preventing the players projectiles from being shot correctly in some levels.[/p]
  • [p]Fixed the all skullies collected stinger playing after showing a mid-level cutscene if you had collected all skullies in a level on a previous playthrough.[/p]
  • [p]Fixed the out of ammo message staying on the screen under certain conditions, like interacting with the shop while the message was active.[/p]
  • [p]Fixed jumping while you're in the modifier shop inciting the camera to clip below the ground.[/p]
  • [p]Fixed some issues with the pickup randomizer not transferring over the proper pickup traits on ammo pickups.[/p]
  • [p]Fixed various switches throughout the game that were not loading their switched state textures upon loading a save.[/p]
  • [p]Fixed the teleport effect not playing when entering the Chapter 1 Sub-hub.[/p]
  • [p]Fixed the game's log files having false positives relating to Unity nav mesh agents. This will significantly lower the file size of log files.[/p]
[p][/p][h2]Level Fixes:[/h2]
  • [p]Fixed a broken elevator switch in "Prelude - Intruder Inbound" that was missing its broken switch material and spark effects.[/p]
  • [p]Fixed several enemies having inconsistent stay-still behaviors across all difficulties in "C1L1 - Containment Carnage."[/p]
  • [p]Fixed the player not being killed by the crusher if stuck in "C1L4 - Disposable Danger's" trash compactor.[/p]
  • [p]Fixed several event triggers in "C1l5 - Slipgate Central."[/p]
  • [p]Fixed backface culling on bars in the outdoor area of "C2L1 - Eastern Evisceration."[/p]
  • [p]Fixed enemies walking through doors in "C2L1 - Eastern Evisceration" and "C3L7 - Alter Alvus."[/p]
  • [p]Fixed texture alignment on trees in the opening area of "C2L2 - Cthonic Crypt."[/p]
  • [p]Fixed the interact collider for the secret pink key door in "C2L4 - Ethereal Egress" not disappearing on use.[/p]
  • [p]Fixed the player being able to save and dash during "C2L7 - Arche Ascension's" intro.[/p]
  • [p]Fixed the second elevator in "C2L7 - Arche Ascension" noclipping through level geometry.[/p]
  • [p]Fixed the Chapter 3 Puzzle Switch texture not animating correctly.[/p]
  • [p]Fixed several pickups sharing the same space on Narcolepsy mode in "C3L1 - Theopathic Thoroughfare."[/p]
  • [p]Fixed floating skully barrels in "C3L2 - Blighted Babylon."[/p]
  • [p]Fixed a Jump pad in the church, throwing the player at an offset angle in "C3L2 - Blighted Babylon."[/p]
  • [p]Fixed some story dialogue of secondary importance overwriting dialogue of primary importance depending on the player's sequence of actions in "C3L3 - Virile Vanity."[/p]
  • [p]Fixed the interact colliders for both of the monster closet doors in the boss arena of "C3L4 - Nihilistic Necromancy" not disappearing on use.[/p]
[p][/p][h2]Enemy Fixes:[/h2]
  • [p]Fixed the attack order on enemies with multiple attacks shuffling after being stunned.[/p]
  • [p]Fixed the Parasite sometimes being able to be revived in an unkillable state if you killed the U.S.C. Grenadier and the Parasite in quick succession.[/p]
  • [p]Fixed the damage radius on the Adopted Night Gaunt being deceptively low.[/p]
  • [p]Fixed the Shambler's line of sight attack sticking around if the player collected an Eldritch Walker powerup whilst the player was being targeted.[/p]
[p][/p][h2]Boss Fixes:[/h2]
  • [p]Fixed the Lock-On location for the Boss of "C2L7 - Arche Ascension."[/p]
[p][/p]
Some Closing Thoughts
[p]So! About the OST...[/p][p][/p][p]The situation with the OST is a bit complicated as of now. I wanted to provide everyone with a fuller understanding of its status and why there has been little movement on that front up until this point.[/p][p][/p][p]So, for reasons I am not fully privy to, unfortunately, John S. Weekley has not been available to work on the game's OST. At most, I'm aware he is in the midst of some situation that prevents him from having access to his workstation. In general, he's pretty MIA, though I do hear from him from time to time.[/p][p][/p][p]I am personally very hesitant to bring someone else on board to round out the OST, and there are a few reasons for this. To start, it has always been a significant challenge to onboard a new composer for Viscerafest. We've had to do it twice now, and each time has presented its own challenges and difficulties. This time would probably be the hardest.[/p][p][/p][p]You see, each chapter of Viscerafest was always meant to have something of a shift in the music's style, even when Markie was our only composer. So the fact that each time one of our composers became unavailable, it coincided with us working on the music for a new chapter was actually... kind of convenient. It allowed us to mostly mask the shift between composers in a way that wouldn't be possible if the music shifts were happening mid-chapter. Which is of course... the situation we find ourselves in now.[/p][p][/p][p]Every time we bring on a new composer, we have to try to make sure they can match aspects of the musical styles of the prior composers as closely as possible, and not only that, but we have to make sure they're familiar with the musical motifs and ideas each composer has worked with/introduced. None of this is seamless, and so were it to happen mid-chapter, I'm pretty worried it would be distracting.[/p][p][/p][p]It doesn't really stop at that though. Bringing on a new composer would also complicate the already painful headache of releasing the third chapter's OST. Each composer for Viscerafest has released their portions of the OST separately, and the same was going to be the case with John S. Weekley. Though this has complicated things and, unfortunately, meant we've not been able to do a sort of all-in-one release for the OST, we have been able to bundle the music together by chapter. If we bring on a new composer, that would not be the case for the final batch of music.[/p][p][/p][p]Finally, the music for Chapter 3, currently in-game, may be unfinished in places, and some final cleanup may be/have been necessary.[/p][p][/p][p]All of this just leaves me feeling very uncertain and unhappy with how I am to potentially progress with the OST going forward. I don't want to leave people waiting longer than we have to, but I also really, really don't want to have a different composer round off the OST. We were hoping John would be back by now, John was expecting to be, but obviously... that's not happened. So we're kind of stuck between a rock and a hard place, and I don't really know what to do.[/p][p][/p]
But That Is All for Now
[p][/p][p]On that... somewhat dour note, we hope you enjoy the new update! We hope you have a wonderful day! And we pray that the Lord God keep you, bless you, and make his face to shine upon you! Peace be with you!

Noah Dickinson,
[/p]

Viscerafest - GIVEAWAY!

[p]Hey everyone,[/p][p]The Steam Summer sale may have wrapped up, but in case you missed out, here’s another chance to pick up Viscerafest, now completely for free! Whether you’ve been itching to help a bunch of extraterrestrial baddies take an unscheduled dirt nap, or you want to rope a friend into this fulfilling pastime, now’s the perfect opportunity.[/p][p]So, here's a fun little creative challenge for you where you can win one of three giveaway Steam codes for Viscerafest. Your task is to come up with a short one-liner that would fit perfectly on a death screen in the game – that little message that pops up after your Caroline has been, well, violently dispatched.
[/p][p]On July 31, we’ll pick the three best answers from the comments. The winners will be announced in the comment section shortly after, and we’ll send the keys directly here on Steam, so keep an eye on your inbox around that time.
[/p][p][/p][p]However, if you’re eager to get into some action without waiting for the giveaway to wrap up, there’s a great opportunity right now. GRAVEN, a dark fantasy first-person action-adventure, and the hardcore FPS WRATH: Aeon of Ruin are both heavily discounted! Each game is 80% off until July 31, making it the perfect moment to add them to your library. Make sure to check them out:

[dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink]Thank you all so much for sticking with us, for playing Viscerafest, tracking down issues and sending feedback, writing reviews, and everything else you do to support the game. It means the world! And if you’re not on the Viscerafest Discord server yet, go fix that now and come to chat with us![/p][p][/p][p]Good luck to everyone participating, take care, and have a wonderful day![/p][p]
[/p]

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!