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Viscerafest - Dev Update: Up Your Arsenal

Ahoi folks!

It's been a bit since our last content update, and internally we're not
too sure if there will be another before launch but alot has already changed
and we wanted to give you good folks a peak at what we've been up to!


Balancing Changes

Oh boy where to start... pretty much every single enemies health pool and
weapons damage/projectile speed in Viscerafest has been completely rebalanced,
and a good few of these changes are far from what one might call "subtle tweaks".




[h2]Skullpiercer - Shredders[/h2]
The pistol and assault rifle duo have been butting heads throughout development alot
with the pistol usually pulling through as the victor, it being so ammo efficient and all.
Alot of players tend to neglect the Shredders and have pretty openly told me so,
thus I decided it was time to fix that.

The Shredders are now far more ammo efficient than the Skullpiercer, and can more
reliably stun lock some of the games chunkier foes, this coming with the caveat that
their projectile speed is pretty slow now, which makes them slightly harder to use.
But if you want the most bang for your bullet, the Shredders are now the way to go.

The Skull Piercer is now effectively a mini railgun. It is much more powerful
and is the closest thing the game has to a hitscan weapon. This was done to give
the weapon a more pronounced role in the combat space, so whether your in the
early, mid, or late game you'll always go back to it.
Its basically replacing the old role of the Pung Cannon (but I'll talk about the changes
coming to that girl in a bit). The Skull Piercer also uses 10 cells per shot now, and whilst
the ammo economy surrounding the Pistol and Shredders has been tweaked to accommodate
this you can very easily burn through your ammo very quickly with the lil guy.

In short, the pistol is now an easy to use long range power house that burns through ammo
whilst the assault rifles are great for stun locking and preserving resources, but are really
ineffective at range.




[h2]The Bunker Buster - Pung Cannon[/h2]
Similarly the games shotgun and rocket rifle have also been at each others throats.
The Bunker Buster has always been a lil bit lacking and hasn't had enough of a well defined
role within the combat space for awhile. The Pung Cannons just more powerful, easy to use,
and to make matters worse the games melee attack doesn't cost any ammo and has been
just about as powerful as the Bunker Buster for a long while.

This is one of the reasons why in the last patch we started implementing some changes
to the Bunker Buster, but it seems it wasn't quite enough... and we got some mixed feedback
on the changes made to that weapon. So...

First of all, the Bunker Buster has been buffed to make it more powerful, its spread tightened
to make it easier to reliably one shot lower tier targets, and its projectile speed reduced pushing it
toward more of a close-mid range oriented weapon.
Whilst we have not removed the weapons splash damage it has been reduced. To counteract
the presence of the splash damage however, point blanking an enemy with the Bunker Buster
will now deal just short of double the damage.

As for the Pung Cannon, priorly its primary usage was in scoring direct hits similar to
a railgun, with a fun lil side function where if it hit a surface rather than an enemy it would detonate
after a short delay. That secondary function has now become the weapons primary feature, doing
much more damage than direct hits. The size of the hitbox on the projectile itself has been reduced
to make it easier to more reliably miss enemies, and conversely the splash damage radius of the explosion has been increased to make it easier to hit your target.

Taken as a whole the Pung Cannons role is now more about hitting heavier targets and groups of fodder indirectly with splash damage, meaning it requires a bit more skill to use, and functionally no longer conflicts with the Bunker Buster despite being more powerful.



[h2]The Deus Mortis[/h2]
For those who missed it the Deus Mortis (Viscerafest's Quad Shotgun) is getting a massive rework.
Whereas prior it was just your standard super-shotgun now you will be able to call your bullets back
to you! And paired with the weapons piercing function you can effectively use this to hit enemies multiple times with a single blast! Or just do kewl trickshots... that to...

Effectively tapping LMB will fire the the weapon, and tapping LMB again will call the bullets back to you and reload the gun.
Holding LMB until the gun reloads will allow you to just fire the weapon normally, and similarly switching weapons will cut off your ability to call the bullets you just fired back.

Because of this the weapon is obviously a tad more complicated to use, and as such the game
will do more to teach you how to use it. The level it's introduced in (C1L5) will also be almost
solely focused on allowing you to get used to the weapon, that way we can ease players into its
quirks a bit more effectively.




[h2]Melee Resistant Enemies[/h2]
Awhile ago we added melee resistance to a few enemies as a way to try deincentivise the over
abusing of melee attacks some players were committed to. but ultimately the application of this melee
resistance was lacking, and in some cases had the opposite effect of what was intended.
Because of this melee resistant enemies have been heavily reworked to better achieve the
intended goal, and to make their melee resistance more immediately readable.

Melee resistant enemies now have purple armor and or skin, upon punching them, a more
noticeable *tink* sound plays, with sparks and poofs accompanying a fewer quantity of
blood effects. Melee resistant enemies are also no longer stunned by melee attacks meaning
you can no longer stun lock them by *slowly* pummeling them to death as they stand by
helplessly grunting at you.

Conversely there are a few enemies that are now particularly vulnerable to melee attacks.
The Drones for example (who were formerly melee resistant) now take extra damage from
melee attacks. They do still have their melee counterattack however, so punching them is
indeed still a risk.





[h2]Troopers[/h2]
Because of the changes made to the pistol mentioned above it can effectively
oneshot all of the games lower tier goons now. This means for the first 2 maps of
Viscerafest you'll be exclusively fighting enemies your starting weapon can steamroll,
and whilst that's not necessarily a bad thing it does lend to the opening sections of the
game to feeling like an utter pushover. So to counter this the Troopers have received
a major change.

When going to attack you Troopers will now whip out a lil shield to protect themselves with.
Unlike the other shielded enemies however they will still be vulnerable to melee attacks in
this state, and visually the shield is quite different from say the Drones or the Hellbirds to
make this more apparent. So in essence they're effectively functionally the opposite of the other
shielded girls and boys, only able to counter your projectiles when they themselves are shooting
at you. Other aspects of their behaviors have also been tweaked to compensate for this change,
they attack less frequently now, move slower, etc...



[h2]Upcoming Changes[/h2]
How Viscerafest's combat is balanced in general will be changing with the full game as well.
There are alot of very brief combat encounters in the current game that lead to an
"awe... that's it?" Kinda reaction that I've seen a few players have, and as a result we'll be beefing
things up a bit and also using that as an excuse to give the player more in the way of resources.
There'll be a few more encounters triggered by events, where say you'll pick up a key and a door
will open with enemies charging into the room with you.

Additionally there'll be more encounters tied to secrets, and because of this secrets in general
will have greater rewards. One example in particular is that in the new version of C1L1 there's a
secret at the start of the map that requires you to effectively explore the whole level before you can
access it. Finding the secret will repopulate the whole map with a new set of encounters,
introducing a new enemy early, and the secret itself will give you a decent amount of ammo
along with a powerup to deal with them.

Powerups in general will be more present throughout the whole game, both in secrets and out in the open, as opposed to their relatively scarce presence outside of secrets now.





THE GIRLS ARE BACK IN TOWN!!!

Oh yeah... did I mention that for Viscerafest's full release both chapters 1 and 2 will be receiving some
new enemy types? I mean yeah if you're on our discord you know that but you're probably not
which you should be! But regardless yes, on top of the new enemies coming to chapter 3
the games first 2 chapters will be receiving 2 new enemies. One of which you can see above!
This lady in particular is called the assassin, a fast sneaky stinker who can go invisible and will toss disks that project holograms of herself to fake you out!



Tutorials

But wait! There's more!!! Awhile ago we talked about how we were planning to rework
Viscerafest's tutorialization, and we gave a list of the changes we were planning to make...
BUT I'VE GOT ONE MORE TO ADD TO THAT LIST!

The tutorials will be pickups now...
In all seriousness the reason for this is quite simple, the way tutorials just abruptly pop up in your
face right now with no former warning is admittedly rather annoying. Having them be pickups
gives you some form of visual forewarning that "Hey! There's a tutorial coming up!" and the hope
is this will help to alleviate some of the frustration caused by them with their current implimentation.
As a way to reward players for engaging with tutorials the pickups will also give you
a bit of health. So... yeh!




Art Updates

You may have guessed this already based upon the enemies above but Viscerafest's in game art
is also getting some love. From HUD elements, to enemies, weapons, etc... The whole suite
is getting some artistic spit and polish.



Chapter 1 Rework:

Viscerafest's opening maps are seeing some love as you know, with the first 3 being almost complete. So I thought we might give you a peak at the games new opening map!







Chapter 3

Currently I'm just starting pre-production on the final map of chapter 3, with C3l1-C3l6 being
playable and finishable. Once chapter 3 is *content* complete, we'll be going back through and
polishing up the chapter as a whole. We've not really been showing off too much of it yet because to
be perfectly honest it's just not ready for public viewing. The levels themselves are there and they are
playable but they need alot of love and so we're hesitant to show too much just yet,
but here's a lil peak!





Once chapter 3 is complete we'll still have the games finale to do as well, and Chromonaut, the lead
dev on the game Bitter, is giving us a hand with the final boss. And honestly I can't tell you how hard it is to not spoil what we're working on, I'm immeasurably excited to see everyones reactions to alot of what the games final chapter and ending have in store!



In Closing

That is all for now! If you've read to the end then uh... congratulations?
Admittedly there's alot here and I'd understand if someone didn't feel obliged to soak it all in.
What's more so there are a few things I actually would've liked to say more about, give you a
better idea why some of the decisions we've come to have been made but for the sake
of your time and mine, I think I will spare you. Regardless, once again thank you so much
for your support! And have a wonderful day!

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!