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Forgive Me Father 2 News

New Patch Fixing Bugs - And New Steam Deck Support Status!

We greet you, cultists!

Recently we've released the first Early Access Content Update for FMF2 and the feedback from you has been wonderful! Thanks to you, we were able to locate and squish some annoying bugs - you can see the complete list of bug casualties below.

We have one more piece of excellent news though, and that is that starting right now, Forgive Me Father 2 is oficially Verified as Steam Deck compatible - no need to limit yourself anymore, you can now unleash the Madness anywhere you go*!

*Just, you know. Don't really. Keep any violence contained within the game, please. Real life has sucky graphics anyway.

Don't forget to jump to our Discord server where you can share your thoughts and chat with other players and the developers. See you there!

[h3]Change Log:[/h3]

  • Fixed an issue with Dark Tome filled achievement sometimes not unlocking
  • Fixed an issue where there could be more than 3 Dark Tome effects equipped
  • Fixed an issue with weapon missing after unlocking the secret location
  • Fixed the speaker of monologue connected with hidden secret
  • Fixed menu navigation when using a controller
  • Fixed an issue with options sometimes using mouse interactability after using a controller



https://store.steampowered.com/app/2272250/Forgive_Me_Father_2/

First Content Update Is Here!

Greetings, cultists!

Cthulhu's beard of tentacles is frowning upon us and as it descends, it brings the first Content Update for Forgive Me Father 2!

[previewyoutube][/previewyoutube]

As we have teased in the most recent DevLog, this Content Update brings two brand-new levels, three new enemies, multiple new weapons and way more! The whole Change Log can be found below the article.

We know that in the Early Access roadmap we promised less content in the first update, but what can we say... we just love making our community happy! We have updated the roadmap accordingly.

To ensure the highest possible quality of the game, we've decided on making two big Content Updates instead of three smaller ones during the Early Access period. With this approach, we will have more time to make all the new features as good as we want them to be, and make it easier for us to analyze feedback from you - as the new systems, weapons and enemies all work in tandem, giving more content in your hands at the same time means you can help us balance the whole game properly.

However, fewer patches don't mean less content - rest assured, the Second Content Update will be filled with a huge amount of goodies as well.

And if you don't own Forgive Me Father 2 yet, the game is currently discounted by 20%, as it's a part of Fulqrum Publishing's Lovecraftian Days event!

So don't wait another second and come join the rest of the followers of Cthulhu on Discord, you can expect a w̷̡̽̔a̶̺̐̄ȑ̷̠̭m̸̙͖̃̚ ̷̛͎̐ͅw̴̹̐e̶̦̐̍l̶̜̍c̸͓͘͘ȏ̴͙̕m̵͇̹͑̓ë̵̬́ there, along with an epic contest that's starting today!

[h2]FIRST CONTENT UPDATE CHANGE LOG:[/h2]

[h3]New Features[/h3]
  • Two brand-new levels to explore
  • Three new enemies to fight with
  • Players can now interact with piano and organs
  • Added an interactive gramophone
  • Added a New Dark Tome active effect
  • Added a New Dark Tome passive effect
  • Added Eldritch Grasper – a new Rifle variant
  • Added Blood Pumper – a new Pistol variant
  • Added Abyssal Shadow – a new Shotgun variant
  • Some mailboxes are now full of surprises!
  • Added Noir Mode
  • Added an option to change the blood color to green (Dark Tome and Noir Mode screen effect support will be available in the future)
  • Investigate the secrets of the priest's past. Look closely, and who knows what you may find

[h3]Levels[/h3]
  • Fixed problems with static lighting on all levels
  • A familiar face now awaits at the end of each level next to a brand-new “finish level” sign, giving you a warm welcome
  • Health pickups have received a visual makeover
  • HUB
    • The level's name has been changed to Asylum
  • Hospital (formerly named Asylum)
    • The final encounter has been reworked to properly introduce the Dark Tome mechanic
    • Added tutorial for the flashlight
    • Player is now able to shoot through all grates in the level
    • The level’s name has been changed to Hospital
  • Port
    • Moved some boxes to avoid the player getting stuck between them
    • Added new details to the apartment rooms
  • Shipyard
    • Fixed an issue with possibility of getting stuck behind container door
    • Replaced the material on the wooden beam at the beginning of the level
  • Sanctuary
    • Blocked an out of bounds spot
  • Cathedral
    • Fixed an issue with enemies not being able to jump into the dining room through the hole in the roof
    • Improved enemy drop-down from the blue door area during dining room fight
    • Added new meshes to the blue door room
  • Abandoned Tunnels
    • Improved trains’ meshes and textures
  • Sinking Station
    • Improved trains’ meshes and textures
  • Court of Sanity
    • Slightly increased boss hitbox size
    • Boss now blinks red when damaged (similar to regular enemies)
    • The colored ring pattern now changes depending on the attack being cast

[h3]Weapons[/h3]
  • Fixed firing sound not playing properly when the player has no ammo
  • Shooting around corners with explosive weapons is now easier
  • Knife
    • Increased swinging speed
  • Knife and Axe
    • Fixed melee weapon marks not drawing on level geometry
    • Improved placement of marks when hitting the floor or ceiling
  • Pistol
    • Reduced accuracy of the first shot
    • Reduced shot accuracy when shooting continuously
  • Double Barrel Shotgun
    • Killing tough opponents at closer ranges is now more reliable
  • Grenade Launcher
    • Grenades now break window glass instead of exploding on impact
  • Mortar
    • Deals more consistent damage to enemies right next to the exploding projectile
  • Flashlight charge speed now increases while Dark Tome’s Haste effect is active
  • Fixed player's explosive projectiles exploding while loading the game

[h3]Enemies[/h3]
  • Fixed an issue with enemies getting stuck when spawning in some arenas
  • Enemies’ corpses can now destroy windows and breakable objects except explosive barrels
  • Liquidator
    • Liquidators can now be headshot in their pre-melted state. Shoot their head for extra damage, shoot their backpack to melt them. Make your shots count!
    • Backpack now explodes when shot, dealing damage to everything nearby
    • Liquidators now shoot twice as many bullets, each dealing less damage
  • Fixed pre-melt Liquidator having post-melt health after save loading
  • Fixed enemies being able to hit the player through walls with a melee attack
  • Fixed enemy health not scaling properly when switching difficulties

[h3]Dark Tome[/h3]
  • Haste effect is now available to the player for free when Dark Tome is unlocked (for older saves the effect will be unlocked automatically)
  • Adjusted pricing of all Dark Tome effects

[h3]General Fixes[/h3]
  • V-Sync is now working as intended
  • Buying new weapon variants or Dark Tome effects now also automatically equips them
  • Fixed explosions causing slowdown on higher effects quality settings
  • Improved image clarity by reducing TAA jittering and ghosting artifacts
  • Fixed mouse cursor disappearing in pause menu
  • Fixed an issue with some objects sometimes appearing blurry
  • Fixed menu background not looking properly when playing on a narrow resolution
  • Text size has been slightly increased
  • Explosions now cast light on higher Effects quality settings
  • Fixed footstep sounds not working when Weapon Bobbing option was disabled
  • Fixed a possible error with game being loaded on the wrong map
  • Fixed an issue where replayed level statistics were not being displayed after exiting the pause menu
  • Fixed an issue with involuntary camera movement in main menu
  • Fixed various game saving and loading issues
  • Improved performance when a large number of save slots is available
  • Fixed save file timestamp being overridden when it shouldn't have
  • Fixed incorrect sounds sometimes playing while loading a save slot
  • Dead enemy bodies will now drop when ending up on a ledge
  • Fixed player being able to finish the level postmortem
  • Fixed issues linked to loading the game in water
  • Fixed an issue with Dark Tome post-process effect disappearing after making changes in gameplay settings
  • Fixed an issue with possibility of including special characters in save slot name
  • Fixed save slot miniature abnormality when using low FOV
  • Minor UI readability improvements



https://store.steampowered.com/app/2272250/Forgive_Me_Father_2/

DevLog 11 - Glimpse of the First Content Update

Hello cultists!

It’s Byte Barrel again with another Forgive Me Father 2 DevLog. Although today’s piece will have a little bit of a different form since we’ve prepared a sneak peek at what you can expect in the first Content Update from Forgive Me Father 2’s roadmap. Let’s take a look, shall we?

Oh and we almost forgot, the first Content Update will be available on April 4th!

It’s melting time!

For the first Content Update, we teased the fact that we plan to add a few new weapons, and here is one of them. Eldritch Grasper is a Lovecraftian variant of the rifle that allows you to melt your opponents in the blink of an eye. With enormous fire speed and tons of ammo, it’s perfect when fighting larger groups of enemies, but also against a single opponent with enough health it’s actually worth charging this powerful but slow gun.

Here’s the Eldritch Grasper in action:



Back to school with Forgive Me Father 2

Besides the Eldritch Grasper we also have two brand-new levels for you to discover - one of them being the Basement and the other one the University, a level inspired by Miskatonic University, which some of you may know from H.P. Lovecraft’s works. But we’re pretty sure that you’re not going there to study.

You will have the opportunity to explore auditoriums (full of enemies), study halls (also full of enemies), and much, much more this twisted university has to offer. But that’s not all. There’s also something shady going on in the underground levels of this place. Someone is conducting experiments to study electricity and trying to create unimaginable sources of energy, but what for?





The madness is expanding!

Some time ago, in a DevLog dedicated to the Madness System, we put a graphic that hinted at one of the Dark Tome cards that could possibly appear in the near future. Some of you were right with your guesses, or at least pretty close, but now we’re here to resolve any doubts about what this power-up actually might be.

The new Dark Tome page is, in fact, called Mirror, and here's this power-up short description:

“Madness has many faces, and masochism is apparently one of them. If you like unconventional methods of getting rid of your enemies, then this power-up may be what you are looking for.

Laugh in the face of your opponents as you watch them die by their own hand. Whenever you are hit by an enemy's attack, the damage you receive is returned back with multiplied force.”



A surprise, to be sure, but a welcome one


Also, since we promised more than just one weapon, here's a little glimpse of the second tool of destruction you will wreak havoc with in the near future.

[previewyoutube][/previewyoutube]

Another thing we wanted to share with you in this DevLog is the fact that plans regarding the size of the first major update have slightly changed, and you can expect more new content than we originally said we would add - but let’s not spoil all the fun right away.

That’s all for now! Thank you for reading and make sure to get yourself a copy of Forgive Me Father 2 if you haven't done it already and if you did, leaving a review of it here on Steam would be really nice! And don’t forget to drop by our Discord to chat with us and other players!

Until next time,
Byte Barrel Team

DevLog 10 - Descent Into Madness (System)

Hello everyone, it's Byte Barrel again with another DevLog. Today, we're here to discuss one of the core gameplay mechanics in Forgive Me Father 2 – the one and only Madness System.

THE ORIGIN OF MADNESS

Insanity is an integral part of the Lovecraftian mythos, and we were certain from the very beginning that it had to find its place in Forgive Me Father. The decision was plain and simple. Why not build an entire gameplay system around it?

The Madness System did not always work and looked like the version you know from Forgive Me Father 2, or even its older brother. It was a long process to find the best option that would suit our vision of the game. During that journey, we had to find a middle ground between Lovecraftian aspects of insanity, the retro FPS feeling of the game, and the distinctive comic-like visuals that the Forgive Me Father series is well-known for. We experimented with different colors and effects to create a system that would connect the completely different worlds mentioned above.

One of the very first iterations of the Madness System made the player’s screen greenish with a chromatic aberration effect to escalate a sense of overwhelming insanity. It looked really cool, but there was simply too much happening on the screen, so we had to find something different.

The final choice we made was picking the variation where the player's screen goes all black and white with red, juicy splashes of blood popping whenever you shoot the enemy. The main goal of this version was to add more flavor to fights with active madness effect and to accent the brutality of the game.

Lastly, before we start to descend even further into the madness of the core game mechanic in the sequel, let’s talk about how it used to work. The Madness System in the first installment of Forgive Me Father was built around an aggressive play style, making you stronger as long as you continued fighting. But as we started working on Forgive Me Father 2, the system simply had to evolve.



THE CURRENT MADNESS SYSTEM

So, why the changes? We wanted to give players more freedom when it comes to the way they utilize madness during the game, especially when the sequel has a more tactical approach to fighting enemies than the first installment. So, how does it work now?

Madness is a resource that enables players to enhance their power with unlockable power-ups, ranging from double fire rate to life steal and additional damage. As the game progresses, players build what we like to call “ultimate skill”, tailored for the challenges that lie ahead. In short, with one click of the button, you become a killing machine fueled by madness!


But of course, everything has a cost. In order to use your special ability, you need to kill enemies to fill your madness bar. Another thing is that this powerful effect is limited by time, but as long as you have the resources, you can hold the button to prolong its duration.

That would be everything when it comes to the basics behind the madness system. Keep in mind that the mechanic is still being developed and nothing is yet set in stone. You have an impact on how the game is shaping up, so let us know what you think about the current Madness system.



SOMETHING SPECIAL

We are almost near the end of this DevLog, and we want to show you a glimpse of the insanity that awaits you in the next content update for Forgive Me Father 2. Here’s an icon of the Dark Tome's page that you will be able to unlock in the near future. What do you think this power-up does? Take your guess in the comment section or join Forgive Me Father’s official Discord server and let’s chat about it there.



That’s all for now! Thank you for reading and make sure to get yourself a copy of Forgive Me Father 2 if you haven't done it already and if you did, leaving a review of it here on Steam would be really nice! And don’t forget to drop by our Discord to chat with us and other players!

Until next time,
Byte Barrel Team

Need More Enemies to Shoot At? Try WRATH: Aeon of Ruin!

Hello everyone!

Forgive Me Father 2 is being worked on, and the first Content Update is getting closer every day - we will have more details for you soon (*wink wink*). In the meantime, if you've already killed all the enemies and discovered all the secrets in our current content, maybe you have a hankering for even more boomer shooter chaos?

If that is the case, it might interest you that WRATH: Aeon of Ruin, a brutal hardcore FPS inspired by Quake, is leaving Early Access today. It offers an epic experience full of lethal weapons, blood-thirsty enemies and a unique "90s" look that will take you back to a time when the FPS genre shone the brightest; while maintaining a modern approach, including original gameplay elements.

You can now get WRATH: Aeon of Ruin here on Steam.

https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/

And if you want to get yourselves a really sweet deal, check out these bundles where an additional 10% discount applies - this is especially handy if you already own some of the games, since you will only pay for those you don't have yet!

https://store.steampowered.com/bundle/12693/

https://store.steampowered.com/bundle/39216/

https://store.steampowered.com/bundle/39215/