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Retro-FPS lovers, Dread Templar has arrived!

We greet you, fans of the most legendary game genre!

There is never enough boomer-shooters, and one of the most anticipated retro first-person-shooters has just left Early Access, that being none other than Dread Templar.

The full version of the game is a rough trip through hell, on which you'll be constantly interrupted by 20+ types of enemies and 9 bosses. Don't you worry though, for your dearest companions are dual-wielded pistols, shotguns, rocket launchers, katanas (which also can be thrown as a spear) and many more - all of which can be further upgraded in more than 100 ways!

So what do you say, are you brave enough to take the trip?

During the first week after launch, Dread Templar is 15% off, so there's nothing to wait for, get the game right now!

https://store.steampowered.com/app/1334730/Dread_Templar/

[h3]Dread Templar - Full Launch Trailer[/h3]

[previewyoutube][/previewyoutube]

[h3]FORGIVE ME FATHER + VISCERAFEST + DREAD TEMPLAR bundle[/h3]

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

Viscerafest 0.9.1.3 - The New Years Booms, Bangs, and Blood Update!

So uh... This was just supposed to be a hotfix, but sometimes silly ol me gets carried away...
In all seriousness this may actually be bigger than the last update in terms of the scale of what's changed, or at the very least, it easily competes with it. So before we get to the patch notes lets do a quick overview of the headlining changes coming in this update.

A Boofier Shotgun

I made my dissatisfaction with Viscerafest's vanilla feeling Quad Shotgun known in the last update, and that big boi is still WIP when it comes to his slew of updates. But man... I just couldn't shake the feeling my baby the Bunker Buster needed some loving to... and after having played too much Shadow Warrior... and realizing Viscerafest doesn't have anything analagous to a rocket launcher... I did what came naturally...

So yeah the Bunker Buster now fires explosive rounds, you can blow up cracked walls now, deal splash damage that can pierce through enemy shields, all the fun quirks that come with wielding a gun that shoots explosives!

Massive Melee Changes

So I've been pretty satisfied with Melee for awhile now, but we've noticed a trend (particularly with inexperienced players) of folks not really understanding the utility and power of the melee attacks.
Now apart of this I feel is that the game doesn't do the best of jobs introducing you to them, but another aspect of it is being able to get in and out of close quarters combat without running the risk of being torn to shreds. I won't go into to much detail regarding the changes themselves, the patch notes are below, but suffice it to say we're hoping the tweaks and adjustments made will soften the blow for newcomers.

Completely Reworked Blood




Throughout Viscerafest's development I have been slowly updating and improving the art and assets as we progress, but this last month I took the plunge to finally completely redo Viscerafest's blood, both the sprites and the effects themselves, and personally I am very satisfied with the results.

Prettier Explosions and Weapon Effects

Up until this update bullet impact effects on player bound weapons were pretty simplistic, they were pretty much just single tiny poof sprites that emitted a subtle impact sound, but when I upgraded the Bunker Buster, I very quickly realized that iffy environmental impact effects weren't going to cut anymore. As a consequence almost every weapon in the arsenal now kicks up sparks, smoke poofs, etc... when your projectiles hit something that's not any enemy. But even the effects for hitting enemies have gotten a facelift in lieu of all the fancy new blood stuff.

What's more explosions have gotten alot of love, now kicking up firework esque trails, with the smoke properly reacting to the lighting rather than just being a flat additive material, and the fire having a more glowy hot material.

And More...

Look... we could keep going... there are lots of balancing tweaks, effects and sprite updates, crosshair and hitmarker changes, the final boss of chapter 2 has a new attack... etc...
But like... the patch notes are just... right there... so go ahead... read em...



Patch Notes



New Features:

  • The Bunker Buster now fires explosive rounds.
  • The Players projectiles have received fancy impact effects.
  • The Final Boss of Chapter 2 has received a new attack.
  • The Melee Uppercut now pulls from the Dash Stamina meter, but does not require stamina to be pulled off.
  • The Melee Uppercut now has I-Frames along with a stronger forward push.
  • The Melee Uppercut now has a charge meter below the crosshair.
  • Added Killmarkers.


Tweaks:

  • Reworked blood sprites.
  • Reworked blood effects.
  • New "Blood" inspired Blood trail effects when shooting enemies.
  • Both shotguns projectile models have been swapped out for sprite pellets with smoke trails.
  • Reworked explosion materials and sprites.
  • Reworked explosion effects.
  • Various misc sprite updates.
  • Various misc texture updates.
  • Reworked Weapon pickup sprites.
  • Reworked Deus Mortis sprites.
  • Reworked Plague Rifle sprites.
  • Tweaked scaling of on screen weapon sprites.
  • Reworked Weapon crosshairs.
  • Reworked Hitmarkers.
  • Reworked Melee Crosshair to be more immediately noticable.
  • The general Melee range has been moderately buffed.
  • The standard Melee attacks cooldowns have been reduced.
  • The Melee Uppercuts cooldown time has been increased.
  • The Melee Uppercuts windup time has been tweaked to more accurately sync with the windup sound.
  • The Melee Uppercut's damage has been buffed.
  • The Melee Uppercut now prevents the player from firing weapons when fully charged.
  • The Pung Cannon's direct impact damage has been buffed.
  • The Pung Cannon's explosive damage has been buffed.
  • The Player now starts the game and chapters with 0 armor.
  • An extra Armor pickup has been added to the start of C2L1.
  • Ammo respawn timings in chapter 2's final boss arena tweaked.
  • The Grenadier's HP has been moderately buffed.
  • The Nomad's HP has been moderately buffed.
  • The Nomad Priest's HP has been nerfed.
  • All enemy corpses HP's have been rebalanced.
  • Both end chapter Bosses HP's have been rebalanced
  • Every Enemy and Bosses aggression, speed, projectile speed, and damage levels have been universally rebalanced across all difficulties.
  • Various sounds Volumes have been rebalanced.
  • Various improvements and tweaks to all of chapter 2's Ladders.


Bug Fixes:

  • Bug with the Halloween skins turning back on after being disabled fixed.
  • Bug with Chapter 2's final boss getting stuck fixed.
  • Bug with Chapter 2's final boss not moving fixed.
  • Bug with Chapter 2's final boss being knocked out of mid phase transition fixed.
  • Bug with Chapter 2's final bosses music not playing upon loading a save fixed.
  • Bug with Chapter 2's final boss taking excessive damage from explosives has been fixed.
  • Fixed missing Trooper Effigy's sprites in C2L4.
  • Fixed issue where if the damage taken by the player supercedes the quantity of armor, any effects the armor might have were negated.

Winter has come... and huge sales with it

Hello everyone,

2022 is nearing its end and that means one thing - Winter Sales are here! From now on until January 5, you can get Viscerafest with 20% discount. Perfect Christmas present for yourself or your friends, right?

To view all our discounted games, head straight to our Steam page.

And if you want to save even more money, you may want to check out the bundle Viscerafest is in, since then the particular discount gets even bigger.

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

[h3]Merry Christmas![/h3]

Viscerafest - A Christmas Teaser for Chapter 3

Merry Christmas to one and all!
Also hi! Lead Dev here! And I thought it would be fun as a lil early present to give you guys a sneak peak at some stuff we've been working on for chapter 3 of Viscerafest! Namely I have 3 enemies I figured I'd give you all a small taste of.

So to start things off it'd probably be smart for me to give you all a broader taste of what the enemy side of chapter 3 will be like. With the exception of the opening map, (that being C3L1) Chapter 3 will be pretty much starting from square 1 as far as enemies goes. You'll see your favorite lil cultist lads throughout, and maybe even a certain somebody covered in peach fuzz, but all of the U.S.C. kin that you've come to know and love throughout the first 2 chapters will be, at most, making brief cameo appearances.

Chapter 3 introduces 12 new enemy types, and today we'll be going over some of the more common... uh... faces? That you can expect to encounter in the games final 3rd. So lets kick things off with a more... "Familiar" lady.


The Adopted Troopers

The Adopted are a common subclass of enemies in chapter 3, they're lifeless pupetted husks who obey the will of the whomever is controlling them. Their bodies tend to be covered in grotesque yellow pustules, and their flesh is often deformed to fit the role set by their new master.

The Adopted Troopers in particular are Zetherans who formerly served the U.S.C. that have been claimed. They're a mid tier threat, firing a burst of projectiles that loosely home in on the player, as well as throwing pustules that bounce around and detonate like grenades.

However what truly sets apart the Adopted Troopers as a threat is their ability to resurrect. If not gibbed the Former Trooper will bounce right back onto her feet, and she doesn't gib as easily as some of Viscerafest's other enemies. The best way to deal with her is to either point blank her with the Deus Mortis, or to blow her sky high with the Warhound.



The Saplings

Another common subclass of enemies you'll encounter are the Bairns, and as you may have guessed, the sapling belongs to this family of goons. Saplings are one of chapter 3's most common enemy types, and they are also Viscerafest's smallest.

The Saplings are speedy little stinkers inspired heavily by the spiders from blood. They're little ankle biters who nip at you whilst you're dealing with bigger more notable threats, and if they get a bite in they can blur your vision, making it hard to see for a brief second.

Now when I describe them like that, it may cause you to think to yourself "Oh God almighty please kill me now! Why are they adding annoying little ankle biters to Viscerafest!" But do not be allarmed because they really aren't that bad. If they so much as sneeze near the cloud of a plague rifle blast they die instantly, a single burp from the BBQ Belter gibs them, and the pistol can 1 tap them into the next life, and with the first 2 weapons I mentioned just so much as aiming in their general vascinity will be more than enough to hit them. They are however, quite resistant to melee attacks, so generally if you see one, it's best practice to deal with them at range.



The Birch Bairns

By the end of chapter 3 you'll be pretty intimately familiar with these lads. As you may have guessed by their name and appearance, the Birch Bairns are yet another member of the Bairns family of folk.

The Birch Bairns are a common low level threat that is borderline bullet hellish in nature. From their eldritch maws they spam a diagonal spread of 3 projectiles in rapid fire bursts, and... that's pretty much it, but really that's all they need. As far as tactics go, a good o'l bunker buster blast will usually be more than enough to take them down.



Carcosa's Wrath

Now... it's at this point you might be saying... "Noah! You already showed us 3 enemies! What's this doing here?" And "This doesn't look like an enemy at all!" And you'd be right on both fronts, because this isn't an enemy, this is Viscerafest's 9th weapon, "Carcosa's Wrath".

Now I'm not going to tell you what it does, quite frankly I want you to find that out for yourself when you play through chapter 3. I will tell you it is not a BFG type weapon, because to be honest with you I really don't care for BFG style weapons. I will also tell you it is a very fun weapon, and a very useful one, but again, beyond that, you'll have to wait til full release to learn more...



So in Conclusion

We'll have some more stuff to show you as we draw closer to chapter 3's release, but I just wanted to give you a small sampling of what's in store. Overall I'm very happy with how Chapter 3's enemy roster has turned out. They're all quite quirky, fun, and interesting, adding a great deal of zest and spice to proceedings in a way former chapters enemy types don't quite, and there are even cooler fellows and ladies we've yet to let you see.

As a small aside last update I said we'd be shooting to have an update for the game out this week. That's... not gonna happen... the update is ready but I forgot our publisher was on vacation and unfortunately any updates have to be run past them before they get released. But rest assured once they get back in the office we'll be releasing that stonker ASAP.

Regardless we hope you have a great, peaceful, and Merry Christmas, and if we don't see you again before then, a Holly Jolly New Year!

Dev Update + Viscerafest is in IndieDB's TOP 100 of 2022!

We greet you, Bounty Hunters!

It seems like the game is one of your indie favorites! At least the partial results of 2022 Indie of the Year Awards say so, since Viscerafest got into the TOP 100 thanks to your votes.

The second round starts now, let's continue with the voting and get Viscerafest to the actual top! Just click the "vote" button next to Viscerafest on the full Top 100 list - or pick more than one game, nobody's stopping you!

Thank you all and have a wonderful holiday!

[h2]A Lil Dev update:[/h2]
Ahoi folks! Lead dev here! and I thought I might take a second to get you up to speed on what's going on with the dev side of things. After the last update, there were a few Lil issues we wanted to iron out with a hotfix, which we expected would be the case. With that said it was meant to come out a lot sooner than it will, and that's for 2 reasons...

The first is that my Grandma passed away recently. But before she died me and my father left town to be with her before left to be with the Lord, which inevitably had an impact on development being that we were gone for 2 and a half weeks.

The second being that this hotfix... well let's just say it's not a hotfix anymore... At this point, it is a pretty massive and substantial update, but we're aiming to have it out by next week. Lots of fun stuff coming with it, can't wait for it to come out!

As for Chapter 3, C3l1 - C3L4 are in a rough but playable state, with C3L5 on the way to joining them. I'm currently in the pre-production phase of C3L6 as well, and we're in the midst of making plans for the game's finale. All of the art for chapter 3's first cutscene is complete, and the latter ones are coming along nicely. We're still a ways out from release, but it's all starting to come together.



But to wrap things up, I want to thank everyone whose been sticking with us throughout the game's development, as well as to the wonderful folks actually helping us out with it. It's been an... odd... year for me, but one where I think I can comfortably say the Lord has exceedingly blessed me throughout. But whether you've been playing our game, or in the trenches with me working on it, I can't thank you enough. Have a very merry Christmas, and a happy new year!

And OH! Also thanks to all the kewl people who make us fanart!

Mattowaar:


Backup-Bastian:


Dementialmaiden:


Bluddly_fox:


CosmicRoboAstra: