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Explained - Why can't you unlock the achievements?

We greet thee, cultists,

We hope you are enjoying the last days of Forgive Me Father's Early Access, we can't wait for you to get your hands on the full release version!

With that being said, some of you may have noticed that the Steam achievements are visible, but cannot be unlocked. Yes, that is intentional. The achievements are publicly displayed only because of the testing that needs to be done in order to make sure they will work correctly and activate for everyone. So, for the time being, you can see the list of achievements, but you will be able to unlock them only in the full version, which will be released on April 7, 2022. We apologize for any confusion, but also hope you can enjoy this as another small sneak peek into the full version of the game.

Thank you very much for pointing this one out, we are keen to hear more from you! Keep that feedback flying on our Discord server or in the Steam discussions.

Watch the official FMF trailer now!

[previewyoutube][/previewyoutube]

Making a 2.5D game: Everything you always wanted to know, but were afraid to ask

Hi everyone,
Ernest here, CEO of Byte Barrel and Technical Director of Forgive Me Father.

You sometimes ask us: Can the game have this, or why does it have that other thing? Every decision we made was conscious and tailored to our vision, and we want to tell you a bit more about it.

When you make a boomer shooter, you can basically go two ways: either full 3D (like Quake) or 2.5D (like Duke or Doom). We took the latter, and this came with certain, let’s call them opportunities and challenges.

Why not 3D?

2.5D or 3D? This was the first and most important decision to make. But to us, the answer was obvious. We took off with the goal of making a game where every screenshot you take looks like a comic book panel. It would be possible in 3D, but with a much, MUCH larger budget (so the models are complex enough and it looks like an actual comic book).

Going 2.5D, with sprites, felt like the best choice. But also, when we talked about our favorite games, the most mentioned title was Doom, which was 2.5D. So there’s that.



However, 2.5D IS NOT easy

While the technology lets you create a good-looking game with low requirements, making it look good isn’t easy. You have two clashing styles to combine: 3D environment and 2D objects. To make them match, we needed to work with the colors, textures and lighting a lot.

There was also the question of animation. With 2D, you can make it very fluid, but then it just looks off. It’s like we’re conditioned or pre-disposed to expect a bit of choppiness from moving pictures. So, we had to establish how fluid our animation should be, how many frames it should use.

This was especially hard when it comes to death animations. They have to be punchy. With a 3D model, you can use a physics engine and just go crazy with ragdoll, or make limbs fly off, easy peasy. In 2.5D you have to draw everything, so your static drawings have to look dynamic. We added a punch to death animations by having enormous blood splashes and emphasized headshots with prompts above enemies' heads.

Another big challenge was creating huge, huge bosses. Sprites are just fine when it comes to small enemies, but large ones look off once you start moving to their sides. They start rotating and it simply breaks the perspective. Our solution was to divide the enemy into separate bits and, contrary to basic enemies, not make them rotate to match your viewpoint. We also added extra debris and attack animation effects to add more 3D-like depth to the entire thing.

Finally, perhaps the most difficult thing was achieving the desired goal of making a retro game in a modern engine, that would be visually referring to timeless shooter classics made in the 90's, not to mention keeping that old school vibe.



We had to establish a process

For anything in game development, there are processes. Some are universal, some are made at the studio level. We created our own way of making 2D art. It goes like this:

1. We look for references in real life or in art. (We referred mostly to Frank Miller’s and Mike Mignola’s graphic novels.)
2. Then we make some rough drafts of the object or enemy in its default pose.
3. The team chooses the best version.
4. Then we make a complete, colored version of this base sprite.
5. We start adding frames until we reach the desired effect.

Of course, there were compromises

Regardless of the kind of game you’re making, there’s always something you have to cut. Initially, we intended to have more frames of animation. But as the project grew and the demand for animated objects with it, we decided to reduce the base number of frames for every animated object to be able to actually draw everything and keep it consistent with each other.

This also includes the dynamics of animation. With a reduced frame count, we couldn’t go too crazy with how enemies move, because going from position A to B would look too jarring. The enemies became less "flexible" in this regard.

Still, it’s not as bad as it might look. ;)

Being able to draw a lot of elements as 2D objects lets you make them look really unique and detailed. This would be impossible to pull off in 3D on our budget. Also, it gives the game a distinctive look and feel, which we very much wanted to accomplish.

3D is cool and all, but if you don’t want to go low-poly, it’s expensive, both when it comes to money, time, and computing power. At the same time, you can draw anything you’d like. Sure, it’s not gonna move as fluidly, but it can look stunning. It’s a great way to realize crazy visions on a budget.

We hope we proved it in Forgive Me Father!

Got other questions? Don’t hesitate to ask here, in the comments or on our Discord or Twitter.



The End (of Early Access) is Near!

The time has come, cultists - the opportunity to avert the worldwide madness will be given to you on April 7, 2022!.

The end is near, the population is corrupted by unimaginable horrors of the Old Ones and you, as the only sane human left, have to figure out what happened and mainly - survive! If you gave the game a chance during Early Access, you know exactly what we're talking about.

Experience the maddeningly intense role of a sole survivor facing the destruction of the world you once knew by twisted monsters and insane humans.

[previewyoutube][/previewyoutube]

We are so excited to show you the full version of the game soon - and we know you cannot wait either! To think, so soon you will get to experience 9 more levels with 3 new bosses, another playable character and you will finally uncover the full story of Forgive Me Father - can you keep your sanity intact 'til then?

Have fun and let us know what you think via the Steam discussions or our Discord server, where you might even get a chance to win a free copy of Forgive Me Father!

And never forget:

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

The prices, they are changing!

Father bless thee, cultists!

Since the release date of Forgive Me Father's full version is getting close, we will be increasing its price to that of a full game.

Beginning with March 4th (Friday), the price will change to 19,99 USD / 19,99 EUR / 17,99 GBP.

Only a couple of days left for you to grab your digital copy of the game for the Early Access price!

The official release date for FMF will be revealed soon.

As always, we welcome any type of feedback - be it a review written here on Steam, a post in our discussions or coming to our Discord server. Your participation energizes us and all your suggestions and feedback really, really help us out in making the best game that we can for you, so don't be shy!

Forgive Me Father releases The Endless Love Update and is at 20% OFF!

Greetings cultists,
In this time of nauseatingly sweet, lovey-dovey nonsense, we bring good tidings - the second and last of the major Early Access Content Updates has just been released for Forgive Me Father to free you from all that craziness. To further entice you with the only proper form of Madness, experienced by embracing the Great Old Ones, the game is at a whopping 20% OFF for a whole week. And if you are still pondering whether to buy the game, don't take too long - the Early Access period is drawing to a close, and the price of the game will be raised within the next few weeks, to reflect its nearing full launch.
You should also check out the This Is My Boomstick bundle or the IndieDB Players Choice - Best FPS bundle - all the other amazing old school shooters are discounted until 21st of February as well, and you get additional 15% off on top of those discounts, even if you already own some of the games!


[h3]What is the update all about?[/h3]
Dubbed "The Endless Love", it truly allows you to stay in love with the game for all time and will never break your heart, as it introduces the Endless Mode - which puts you in a bite-sized arena for some fast-paced carnage. You start with a level one character with basic weapons and skills, but every enemy killed grants much more experience points than in regular gameplay, so there is always going to be a constant supply of upgrades. Ammo pickups appear on the map only after an enemy wave is defeated, so make sure you don’t get caught with an empty clip. Every health point is valuable, since no regular health pickups will ever appear in Endless Mode, so thoughtful skill usage and Madness management are key!

To mark the occasion, we have prepared a new trailer for your enjoyment as well:
[previewyoutube][/previewyoutube]

[h3]Full changelog:[/h3]

New Features
  • Two new levels - Gutter and Sewers.
  • New enemy added in one of the new levels.
  • New game mode: Endless Mode. Survive for as long as possible!
  • Added a new weapon hidden in some levels.
  • Added invert scroll wheel option.
  • Player skills now can be used while playing from level selection.
Bug Fixes and General Tweaks
  • Fixed not being able to shoot your weapon.
  • Mouse cursor is now locked in place when it is not visible.
  • Game now pauses when the window is not active.
  • Rusty Vito and upgrades - slightly decreased bullet damage.
  • Harpoon Gun and upgrades - decreased bullet damage.
  • Improved performance on Forest and Corn Field levels.
  • Fixed enemies losing the player when standing on an edge high above the ground.
  • New sprite for large health kits.
  • Enemy blood now rotates with the enemy sprite.


As always, we welcome any type of feedback - be it a review written here on Steam, a post in our discussions or coming to our Discord server. Your participation energizes us and all your suggestions and feedback really, really help us out in making the best game that we can for you, so don't be shy!

And never forget:

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.