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Forgive Me Father 2 News

Forgive Me Father 2 | First Post-Launch Update Is Out Now!

Greetings, Cultists!

Today marks exactly two weeks since Forgive Me Father 2 left Early Access and we've received tons and tons of feedback from you, which we are immeasurably grateful for!

Heavily based on this feedback, we've put together an update that not only fixes bugs, but slightly rebalances the game overall to make it even more enjoyable - the full Change Log can be found below.

We would also like to thank you for writing your reviews here on Steam, they help more than you think! Please, keep them coming and keep sharing your opinions with us, whether it's on Steam or on Forgive Me Father 2 official Discord server.

Of course, the journey is not over yet, we'll keep monitoring the forums and if necessary, we'll do our best to fix any bugs you report!

[h3]Change Log:[/h3]

Enemies
  • Abyssal Lurker
    • Fixed the issue with enemy becoming invincible when killed with an explosive while jumping
  • Dimensional Leaper
    • Fixed the issue with a white box frame during the animation
  • Phantom
    • Phantom can now be hit by Bullet Chain Dark Tome effect


Levels
  • Ancient City
    • Fixed the issue with a gravity well not working in arena fight
  • Cathedral
    • Fixed collisions in certain places where player could escape out of level bounds
    • Fixed z-fighting on the left window in the final arena
    • Fixed the issue with Wretch blocking on windows in the final arena
  • Arctic
    • Fixed collisions in certain places where player could escape out of level bounds
  • Basement
    • Fixed an issue with the enemy count not displaying correctly when replaying the level from the Asylum
    • Fixed collisions in certain places where player could escape out of level bounds
  • Nightmare Land
    • Fixed an issue with the enemy count not displaying correctly when replaying a level from the Asylum
  • Teleport
    • Fixed an issue with the enemy count not displaying correctly when replaying a level from the Asylum
  • Desert Shrine
    • Fixed level geometry, so player can’t jump out of level bounds
  • Sinking Station
    • Fixed missing texture near one of secrets
  • Asylum
    • The Edge of Madness level statistic board has been moved
    • Added a caption to the storyboard to increase its visibility


Weapons
  • Bloom Siphon
    • Fixed the issue where the weapon was not properly dealing damage to nearby enemies


General Fixes
  • Fixed the issue with arena fights ending too early when the player kills large numbers of enemies at once
  • Fixed the issue where all story prayer pickups contained the same text
  • Fixed the issue with a story title in the story summary not wrapping to the widget size
  • Fixed the finish level interface not displaying correctly in certain languages when unlocking new Dark Tome pages
  • Fixed the issue with the Dream Clock's indicator sound still playing after the clock was destroyed
  • Fixed the issue with one painting looking different from intended
  • Fixed the issue where players could generate infinite ammo with the Deep Pocket page
  • Fixed the game crash at startup when the engine couldn't find an old connected display device
  • Fixed the issue with Dark Tome system pickups not being linked properly
  • Fixed the issue with possible infinite cloud synchronization when not connected to the internet
  • Fixed game crash after switching off display screen
  • Fixed boss texture blurring during phase change
  • Fixed the issue with progressive achievements not working properly
  • Fixed the issue with the 100% game completion achievement not working properly
  • The volume of the Dream Clock's indicator sound has been decreased
  • Fixed the issue with blurry enemy sprites
  • Fixed the issue where a story object could be interacted with again while replaying the level
  • Fixed the issue with the final boss cutscene not playing properly


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

Forgive Me Father 2 Is Fully Released Now!

Greetings, Cultists!

On this most hallowed day, The Ancient Ones have truly blessed us; our minds are about to complete the descend into absolute Madness, as a prophecy has come true - Forgive Me Father 2 is now out of Early Access, and we can witness more of the Priest's quest. But in this strange reality, who is to say if it's the end?

Launch Trailer:
[previewyoutube][/previewyoutube]

It has been an astonishing journey since the start of our Early Access last year, and we wouldn't have been able to complete it without your continuous support and your engagement! We are proud to have such a loving community and are tremendously happy to finally show you the full product.

In the two large Content Updates we've released, we have added 4 new levels, 5 new enemies and a bossfight, alongside new weapons and Dark Tome pages. The full release is the biggest update yet, since it's even larger than both of the previous ones combined - get ready to delve into 5 new levels and 2 additional boss fights, face against 6 never before seen nightmarish enemies and blast them to oblivion with a whopping 9 new weapons, not to mention a book's worth of additional Dark Tome pages, granting you both active and passive Madness abilities.

But that’s not all - the old levels have also received various updates and improvements, in both design, visuals and enemy encounters. If that doesn't convince you to start a new playthrough and revisit your old stomping grounds, consider also the fact that we have added cutscenes and new story elements, the character is now fully voiced and new localizations have been added too, you can find them all in the Change Log below. We wholeheartedly recommend you start a new game and enjoy the Forgive Me Father 2 in its full glory, even if you have already finished all the Early Access content!

But of course, while the full release may possibly be the end of the Priest's journey, it is not the end of our development efforts. We are still here to take your feedback, fix any bugs and technical issues you encounter - if you have any such reports, suggestions or complaints, please let us know here on Steam or join our Discord, where you can chat with other Cultists as well as the development team!

If, on the other hand, you like the game and are having fun, please consider writing a review here on Steam. Recommending Forgive Me Father 2 to other players is the absolute best way to support our efforts. You may also consider buying the newly released Artbook or Soundtrack for Forgive Me Father 2 - if you would like to get both at the same time, the best deal is to purchase the Deluxe Edition of the game (this will grant you an additional discount even if you got the game during Early Access already).

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

Last but not least, to celebrate this occasion, we are running a Forgive Me Father Franchise sale - check it out especially if you haven't got the original yet, as there are juicy discounts running until November 4th! You can of course enjoy the maddening story of Forgive Me Father 2 on its own, but passing on the chance to experience it in its entirety, from the start of the original game; would be true insanity.

https://store.steampowered.com/bundle/35903/Forgive_Me_Father_Franchise_Bundle/

[h3]Change Log:[/h3]

New Features
  • Added Cutscenes
  • Added voice acted in-game dialogue
  • Added localization for the following languages: German, French, Spanish, Russian, Chinese
  • Added New Game Plus Mode
  • Added 5 new levels and 2 new boss fights
  • Added New weapons!
    • Nasty Lenny - a new Melee weapon variant
    • Suspicious Box - a new Melee weapon variant
    • Eternal Fish - a new Pistol variant
    • Calaber - a new Shotgun variant
    • Anemone - a new Rifle variant
    • Gobbler Gun - a new Rifle variant
    • Verminator - a new Explosive weapon variant
    • Bloom Siphon - a new Exotic weapon variant
    • Flamethrower - a new Exotic weapon variant
  • New enemy types! (some of them you can now encounter on already existing levels)
    • Abomination
    • Slidestalker
    • Eternal Eye
    • Shot’gunner
    • Crabber
    • Abyssal Lurker
  • Added new active and passive Dark Tome pages
  • Improved difficulty progression and adjusted enemy counts on already existing levels
  • Added a place to re-read collected story objects
  • Added new story objects
  • Added new destroyable collectible objects called Dream Clocks
  • Flashlight can be now charged by holding the button
  • Added controller vibrations
  • Implemented visual improvements for the main menu scenes, which change as you progress through the game
  • Added new sounds to buttons and sliders
  • Added new achievements
  • Added SFX to burning candles, burning torches, rain


Dark Tome
  • Dark Tome active abilities now last 8 seconds instead of 6
  • Reduced prices of all active and passive pages
  • Double Vision
    • Passive page’s weapon bullet spread penalty is now larger


Weapons
  • Pistol
    • Reduced maximum ammo capacity
  • Pump Shotgun
    • Reduced bullet spread
    • Increased number of pellets fired at once
  • Rifle
    • Increased damage dealt per bullet
    • Reduced accuracy penalty when continuously fired


Enemies
  • The random spread of enemy projectiles is now slightly higher on harder difficulties
  • Improved enemies’ projectiles visuals
  • Fixed an issue where enemy gibs would not disappear when quick-loading in certain cases
  • Fixed aim assist continuing to focus on certain dead enemies
  • Void Moth
    • Enemy sprite is now bigger
    • Enemy now moves less erratically
    • The enemy is now moving slightly slower when not in a death state
    • Changed death explosion visuals
  • Cultist
    • Increased firing sound volume


Levels
  • Certain new enemy variants have been introduced in some Early Access levels
  • Increased difficulty and improved progression on initially released Early Access levels
  • Increased total enemy count on certain Early Access levels
  • On top of glinting, pickups are now slightly illuminated when approached. This makes a significant difference in darker areas
  • Various performance optimizations
  • Asylum
    • Added progression system which unlocks further parts of the HUB and introduces visual changes as you progress through the game
    • Added dining hall section
    • Added courtyard section with a new mini-game
    • Implemented visual improvements in level selection area
    • Secret arena pickups no longer respawn during subsequent visits to the HUB
    • Removed certain collisions which blocked player during movement
    • Adjusted the secret arena token count in accordance with the new weapon pricing
  • Hospital
    • Tweaked enemy placement during the final encounter
    • Fixed a few places where light was not properly baked
    • Added environmental sounds: sounds for dark ritual, candles fire
  • Port
    • Added environmental sounds: fire sounds, water sounds, wind sounds
  • Shipyard
    • Fixed the issue where player could skip Grenade Launcher pickup
    • Added environmental sounds: fire sounds, water sounds, wind sounds
  • Sanctuary
    • Fixed the incorrect footstep sounds that played when walking on cobblestones in the courtyard
    • Improved stairs textures
    • Improved the geometry in certain areas
    • Fixed a few places where light was not properly baked
    • Fixed the issue where player could skip Obelisk pickup by jump over it
  • Cathedral
    • Tweaked level geometry in the dining hall encounter
    • Tweaked level geometry in the final fight section
    • Improved stairs textures
    • Improved geometry in underground sections
    • Fixed a few places where light was not properly baked
  • Trenches
    • Fixed a problem where the death sound wasn’t played properly after dying from a mine
    • Added environmental sounds: rain sounds
  • Frontline
    • Fixed a problem where the death sound wasn’t played properly after dying from a mine
    • Improved visuals for the explosion radius indicator during the artillery section
    • Fixed a few places where the light was not displayed correctly
    • Some of the sinks are now interactive
    • Added environmental sounds: rain sounds
  • Villa
    • Some of the sinks are now interactive
  • Abandoned Tunnels
    • Some of the sinks are now interactive
    • Fixed missing water footstep noises in flooded room with red key
    • Improved stairs textures
    • Added environmental sounds: rain sounds, water sounds, fire sounds
  • Sinking Station
    • Improved stairs textures
    • Added environmental sounds: rain sounds, water sounds, fire sounds
  • University
    • Improved and added new geometry in the underground section
    • Added new hall name signs
    • Botanic Garden
    • Fixed a certain section skip
    • Fixed the issue with enemies not shooting at the player properly when near the wall
    • Improved collisions with certain walls
    • Fixed a few places where player could get stuck between the bushes
    • Fixed a few places where light was not properly baked
  • Greenhouse
    • Fixed the problem with the Grenadier not properly encountering the player during a battle with Dimensional Leapers
    • Fixed the problem of certain doors playing the wrong sounds
    • Resolved the issue with certain metal doors not opening properly
    • Resolved an issue that allowed players to exit the boundaries of the level
  • Path of Enlightenment
    • Added auto save shortly before entering the arena
    • During the fight, ammo is now awarded only to weapons that are not currently held by the player
    • Fixed an issue with boss sometimes not resetting properly


Settings
  • Level mechanisms preview can now be disabled in the settings
  • Hide crosshair color settings when crosshair is disabled
  • Gameplay settings no longer automatically scroll to the top after being reset to defaults


General Fixes
  • Resolved crashes related to corrupted save files or game not starting, which players encountered during the early access
  • Optimized texture memory usage
  • Improved the oil lamp light shader
  • Fixed an issue where the camera preview was still displayed after the player's death in certain cases
  • Fixed some UI buttons that were not scaling properly in the menu section
  • Reloaded weapons are now properly displayed on the weapon wheel
  • Fixed an issue with missing weapon textures in certain cases
  • Fixed an issue where game progression did not load properly when replaying a level

DevLog 17 - Get Ready Because Complete Madness is Almost Here!

Greetings, fellow Cultists!

It's Byte Barrel with a glimpse into the future of what awaits you in the full release of Forgive Me Father 2. All the madness that has been slowly building up until now is about to reach its peak on October 24, bringing tons of new content, including vast new levels, new weapons (featuring a few of the bizarre animations you all love so much), eldritch monstrosities to battle, and much, much more! But how about we actually show you the insanity you're about to face very soon?

Descend into your worst nightmares!

Let’s start with the locations, and when it comes to overwhelming insanity, what could be a more suitable level than a place called Nightmare Land? This level has everything: gigantic mushrooms, low gravity so you can feel whatever you just ate for breakfast with every step, and, of course, hordes of Lovecraftian monstrosities ready to devour your flesh and soul.





There’s nothing like killing monstrosities to keeps you warm

There are still a few days until the full release, so let’s stay grounded for a bit longer. We teased the Arctic level a few days ago on our social media channels, hinting at how good the blood splatters would look in this setting. But now you can see it for yourself, since we’ve prepared a little gameplay video from this chilly location.

[previewyoutube][/previewyoutube]

Get ready for even more BOOM!

Of course, we wouldn’t let you explore these places without properly upgrading your arsenal of destructive tools. And you know what they say: fight monsters with monsters. Take a closer look at a new explosive weapon variant that delivers point-and-click instant death in explosive fashion, as long as you keep it properly fed.



If you value your personal space, this one's for you!

But that’s not all. Sometimes there are situations where hideous monstrosities surround you from every possible direction, leaving you with no escape and, most of all, no chance of surviving. But no more! This new melee weapon variant, called Suspicious Box, clears your personal space in the blink of an eye.



PARKOUR! PARKOUR!

We have zombies that swap out their spare heads after being shot and Liquidators that melt when you destroy their tanks. Now, it’s time for eldritch ninjas, doing parkour while trying to kill you, to join the forces of eternal evil. Sounds bizarre? Well… welcome to Forgive Me Father 2, folks.



This is an unbelievably one-sided staring contest

Last but not least, we have one of the new Dark Tome pages to show you. So, it would be pure insanity if you could eliminate your opponents simply by staring at them. Well, now you can. This Dark Tome page wounds enemies within your sight at high frequency. No one is safe as long as you have a clear line of sight to your target. Looks like fun, right?



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




The End (of Early Access) is Nigh - Last Chance for a Discounted Price

Greetings, Cultists!

Unless your senses have been clouded by the Old Ones' Madness, you have surely noticed our announcement that Forgive Me Father 2 will leave Early Access on October 24, 2024.

Since the start of Early Access we have been clear about the fact that we will be increasing the price of the game for its full release - and the day has come. After the Boomstock 2024 event ends today, we will be increasing the price of Forgive Me Father 2 from 19.99 USD/EUR to 24.99 USD/EUR in preparation of all the insanity the full release will bring - meaning full acts 3 and 4, 9 new weapons, finalized Dark Tome (Madness system), complete story with new collectible items, voice acting, New Game Plus and more!

There is no time to lose - if you haven't bought the game yet, today is the best time to do so. And if you want to get even more involved, join our Discord and hang out with us, as well as other fans!

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

Release Date Announced, Second Content Update Is Out Now

Greetings, Cultists!

The Ancient Ones descend upon us again, overwhelming our minds with fogs of madness, granting us an unimaginable blessing!

Speaking through us, they'd like to announce that Forgive Me Father 2 will leave Early Access this year, on October 24!

And that's not all, as today's a day of good news, we have also launched the Second Content Update, which means adding new levels, weapons, enemies and more to the game! You should definitely check out the whole Change Log below and watch the trailer now!

[previewyoutube][/previewyoutube]

Today is also the start of the BOOMSTOCK 2024 Steam event and Forgive Me Father 2 participates (with a 20% discount!), along with the original Forgive Me Father and many awesome boomer shooters and action games in general! Check out the sale page and pick your favorite games!



So that's it for today's news - we are incredibly happy to have you on board! And if you want to get even more involved, join our Discord and hang out with us, as well as other fans!

[h3]Change Log:[/h3]

New Content and Features
  • Two new levels
  • Two new enemies to fight with
  • New Boss Enemy to run with
  • Added Des Goules Remastered - a new Exotic weapon variant
  • Added Obelisk - a new Exotic weapon variant
  • Added cloud saving to the game
  • Added upscaling options (DLSS 3, FSR 3)
  • Added 4 new passive Dark Tome pages
  • Added animated sprites for health, armor and ammo pickups
  • New camera system showing triggered level mechanisms in the upper right corner of the screen
  • Madness & weapon selection UI changes
  • Added support for devices with AsusAura


Weapons
  • Fixed an issue when explosions and and some weapons didn’t cause enemy pain animations as often as intended.
  • Fixed an issue with weapon not being reloaded when changing levels
  • Axe
    • Unlocking price changed from 3 tokens to 4
  • Pistol
    • Pickups now give less ammo (applies to difficulty levels Hard and lower)
  • Blood Pumper
    • Pickups now give more ammo (applies to all difficulty levels)
  • Abyssal Shadow
    • Changed crosshair size and animation
    • Pickups now give more ammo (applies to all difficulty levels)
    • The weapon is now available for purchase in Asylum
  • Eldritch Grasper
    • Pickups now give slightly less ammo (applies to all difficulty levels)
  • Rocket Launcher
    • Unlocking price changed from 3 tokens to 4
  • Mortar
    • Unlocking price changed from 4 tokens to 3


Dark Tome
  • Dark Tome vendor’s interface has been entirely reworked
  • Haste
    • Decreased weapon attack speed bonus value
  • Resistance
    • Decreased damage resistance bonus
  • Mirror
    • Reduced price from 650 to 350
  • Lifesteal
    • Decreased amount of health recovered per point of damage
    • Reduced price from 1000 to 850
  • Guiding Light
    • Reduced price from 200 to 150


Levels
  • Rebalanced ammo pickup placement and distribution on all levels
  • Fixed several cases where enemies can appear in player’s sight
  • Fixed an issue with being able to walk through level finish trigger without the summary window appearing
  • Improved pickup and supply crate visibility whenever madness visual effect is active
  • Void Plants
    • Can now drop ammo pickups of various sizes
    • Are now less likely to contain armor pickups
  • Asylum (HUB)
    • Added interaction to the sinks in the bathroom
    • Added new visual details to the bathroom
    • Shower valves rotate when interacted with
  • Shipyard
    • Added a sound when the platform is moving in the warehouse
  • Cathedral
    • A brand new weapon awaits!
    • Replaced elevator levers with buttons
  • Court of Sanity
    • Void Plants have been replaced with standard pickups
    • Player receives more ammo at the beginning of the fight
    • Armor pickup at the beginning of the fight is now large
    • Fixed the issue where the boss's runic ring was not rotating
    • The boss fight has been rebalanced to make the encounter more engaging and to reduce its overall duration
      • Boss health has been reduced for all phases
      • Boss moves smaller distances in first and third phases
      • Projectile speed changes aren’t as drastic with different difficulty levels
      • All attacks now deal more damage
      • Blue projectiles in the first phase now require different dodging pattern to avoid
      • Pink projectiles in the first phase are now slower and have different targeting behavior
      • Yellow projectiles in the first phase now hint at the best way to dodge them
      • Boss moves slower during second phase
      • Second phase projectiles have been slowed down, received trails and their targeting behavior has been changed
      • Boss does not speed up as much with damage in the third phase
      • Projectiles in the third phase have smaller explosion radius and they take longer to reach the ground
  • University
    • Civilians high up in the study hall no longer spawn during the fight but will appear once the player reaches the second floor
    • Fixed several grates and elevators that were not making any sounds
    • Replaced puzzle and elevator levers with buttons
  • Basement
    • Added adjustments to music volume
    • Added collision to metal floor around elevator in arena section
  • Sinking Station
    • Added more detail to the final section of the level


Enemies
  • Added two new enemies
    • First flying enemy now appears from Trenches level onward
    • A brand-new enemy appears in the new level from this update
  • Enemies that shoot projectiles now target player’s upper torso
  • Increased the sound volume of certain enemies' melee attacks
  • Improved enemy spawning in front of the player
  • Improved enemy visibility whenever madness visual effect is active
  • Squatter
    • Now introduced in the first act and appearing in Villa for the first time
    • Enemy can now be teared apart
  • Phantom
    • Now introduced in the first act and appearing in Abandoned Tunnels for the first time
    • Reduced projectile homing power
  • Liquidator
    • Reduced melted Liquidator's health
  • Hollow Hunter
    • Enemy can now be teared apart
  • Mimic
    • Improved navigation in narrow corridors
  • Brute
    • Added new unique gibs matching Cultist reskin
  • Civilian
    • Added new unique gibs matching Commoner reskin


Settings
  • Settings are now additionally grouped into categories for easier navigation
  • Bullet tracers can now be disabled in Gameplay settings
  • Added aim assist settings
  • New subtitles settings
    • Subtitles size
    • Subtitles color (preset options and custom color)
  • New crosshair settings
    • Crosshair color (color for empty clip, preset options, and custom color)
  • New controller settings
    • Controller icons - you can now switch between XBOX and PS icon sets
    • Added controller presets


General Fixes
  • Increased default gamepad aim sensitivity
  • Improved controller UI navigation
    • Fixed various issues with focus being lost after switching between mouse and controller
    • Any scrollable list can now be scrolled using controller’s right stick
    • Game intro logos can now be skipped when using a controller
  • Improved weapon and madness selection background color cohesion on high brightness setting
  • Improved “Roller” weapon switch mode layout
  • Fixed diacritics visible next to level replay door in Polish language
  • Adjusted gamepad icon size in interaction prompt
  • Changed loading screen appearance
  • Changed loading / saving throbber image
  • Changed HUD frame appearance
  • Weapon name text on the HUD received an outline
  • Fixed a possibility of getting stuck inside of secret arena
  • More unique interaction texts
  • Performance optimizations
  • Slot name will now be visible in delete confirmation prompt