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Forgive Me Father 2 News

DevLog 9 - How a Piece of Tracery Became a Frying Pan Handle

Hello again! It’s Byte Barrel here with another DevLog! In today’s piece, we will take a closer look at mesh and texture usage, but most importantly, the process of recycling them.

While working on new assets for Forgive Me Father 2, we always put our hearts into the process in order to create not only visually stunning objects but also objects that have a soul. However, creating unique assets every single time can be resource-consuming. Therefore, there are times when we need to compromise by seeking the most efficient yet still creative solution. This is where recycling comes into play. Simply put, in some cases, we reuse certain assets to bring to life brand-new things.

By utilizing this approach, we can save a lot of time by not having to create textures from scratch on every single occasion and model each mesh from the ground up, so we have more time to polish the existing assets and make new ones when needed.

On top of that, recycling helps us ensure visual consistency throughout the whole game, because if you look closely, you'd be surprised by how many objects are in fact related to each other. Okay, since we already covered the basics, let’s take a look at some examples, shall we?

Example 1

Here's an example of how we created a base for a tiled stove using legs from a previously crafted set of furniture. Not to mention, the couch is a slightly modified version of the armchair. As you can see, with a few tweaks here and there, you can obtain a completely new object.



Example 2

With the right texture and a little bit of effort, every object in Forgive Me Father 2 can have its own Lovecraftian look. Who would've thought that a piece of tracery from the cathedral would fit so well on a frying pan handle?



Example 3

And, of course, there’s Cthulhu’s face. I don’t know what these cultists are thinking, but you can find Cthulhu's face almost everywhere.





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

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

DevLog 8 - Welcome to the HUB

Hello again, cultists!

It is Byte Barrel here with another DevLog from Forgive Me Father 2. In today's piece, we would like to take you on a journey into the depths of the HUB area. Let’s dive in, shall we?


What is the main purpose of the HUB?

When designing the HUB area we had many ideas about what we should implement there, but from the very beginning, we had a clear vision of this place’s main purpose.

We wanted to create a space where players could take a breath in between the levels and prepare for another life-and-death battle against forces of eternal evil. But that’s only the tip of the iceberg, since there are many more activities that players can expect. So, here are a couple of things you can do as you visit the HUB area in Forgive Me Father 2.

Prepare yourself

In the HUB, players can find two mysterious characters. For those who played the first installment, their faces may look familiar, and for those of you who didn’t, go and check out the first game. So, what’s the purpose of these handsome fellas? As of now, there are two main progression systems in Forgive Me Father 2: unlockable weapon variants and madness power-ups in the form of the Dark Tome pages. Two systems, two merchants — quite simple, right? By interacting with each of them, you can assemble a deadly arsenal tailored specifically for the challenges that lie ahead and your personal play style.



Blast from the past

Another thing you can do from the HUB is replay previously finished levels. Did you miss a secret? Or maybe skipped an enemy? Don't worry, because you can easily fix it. Every level has its own unique cell that allows you to track progress and repeat the chosen mission.



Take time to explore

While you wander around the HUB area, make sure to check out all the cool posters and graphics we left for you, or take a shower. It's your choice. Simply relax and enjoy the HUB until you're ready to dive back into madness.



As we develop Forgive Me Father 2 we plan to add more features and cool stuff to the HUB area. Let us know what, in your opinion, would be a perfect addition to the HUB area in the comments or on the official Discord server.

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 already, and if you did, leaving a review of it here on Steam would be really nice!

Until next time,
Byte Barrel Team

Biggest Discount Ever - Forgive Me Father 2 Is Discounted by 20% This Week

Hello everyone!

We have great news to share! Fulqrum Publishing's sale is here and Forgive Me father 2 is getting its biggest discount ever, a whopping 20% off!

Get your copy while you can, discounts like these don't happen every day!

And if you want even bigger savings, get yourselves the Forgive Me Father franchise bundle - even if you already own some of the games in them, you still get an additional discount on the others!

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

Don't forget to follow Fulqrum Publishing on their Social Media accounts as well to never miss any similar deals.

DevLog 7 - Blood and Gore

Hello, Cultists! It’s Byte Barrel here with another DevLog. In the previous ones, we covered topics like creation of the Cathedral location, changes to the artstyle of the game, or the process of designing weapons; now it’s time for something a little spicier — and definitely more gory! In today’s article, we would like to talk about gibs, headshots, weak points, and everything else that makes Forgive Me Father 2 so bloody delicious!

But let’s start with the basics. Depending on where you shoot an enemy or how much damage you deal, there are at least 3 different results whenever the enemy is killed: normal death, headshot and tearing the enemy into pieces.

The first two of those are quite straightforward, and probably don’t need any additional explanation, but the third one? That’s a completely different story.

[h3]It’s time to rip and tear![/h3]

As we mentioned, there are different animations depending on the way you kill an enemy, and one of them is tearing them into pieces. But how can you achieve that? All you need is to deal enough damage — just a bit more than for a normal kill. The more injured the enemy is and the more powerful your weapon, the easier it is to turn them from a formidable, scary adversary into just pieces of viscera flying every which way.

Instead of the basic death animation, the enemy, when killed, drops tons of that sweet, sweet gore and gibs that scatter around the player. So, if you’re a fan of bloody games, then you will definitely find joy in fighting hordes of enemies in Forgive Me Father 2.



[h3]Extra treats for extra precision[/h3]

We would be remiss if we didn’t mention the special weak points; Some of the enemies you will encounter in Forgive Me Father 2 have this cool feature that triggers a unique interaction if you hit a particular part of their body.

The most iconic of these interactions from the original game are making a comeback in the sequel - including zombies reloading their spare heads after a headshot and Liquidators, who can be molten with a single shot, transforming them from ranged opponents into melee ones. As you can see, some of these unique effects are added purely for your amusement, while others have a more profound, tactical impact on gameplay.



[h3]Bloody hell![/h3]

While we got gibs, weak points, and death animations in general covered, let’s move on to the substance that flows through it all, makes the experience feel complete and look even better: blood!

Comic-like blood splashing everywhere is one of the distinctive characteristics Forgive Me Father is well-known for. When creating the blood system for the sequel, we wanted to not only keep it similar to the original and instantly recognizable, but also upgrade the way it looks, and even add some quality of life changes. The most important goal was to maximize the players’ vision, while keeping these juicy blood splashes as flashy as possible. So, how did we manage to achieve that?
Blood splatter animations are definitely faster, and the direction of the splash depends on the angle from which you shoot. That prevents the player’s screen from being entirely covered in blood, improving their vision on the battlefield significantly. The amount of blood when hitting an enemy is defined by multiple factors, of which the most important is the used weapon’s power. The harder you hit, the more blood you get.



Oh, and if you’re not a fan of rivers of blood in your games, or perhaps you want to create more family-friendly content and show it to the world, then we have good news: you can always turn off the blood effect in the settings.

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 have, 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

Happy Cthulhidays with a New Patch for Forgive Me Father 2!

Greetings, Cultists!

Praise be to the Great Old Ones; the time of long, dark, nights filled with restless anticipation is here again. So let's celebrate, shall we?

Even the inmates of Forgive Me Father 2's mental institution feel the spirit of the season, and have been moved by it to decorate the hub to mark this festive time of the year - now, you can take your between-levels break or change equipment next to colorful lights and a Christmas tree.:



And while this is not one of the planned big content updates yet, we would like to present all fans of our game with a small Christmas gift - we have patched many of the issues you've reported, tweaked gameplay balance in some areas and made several visual improvements as well - check the full changelog below!

And if you would like to be a part of Forgive Me Father 2's development journey, have your voice heard and impact the final form of the game, please, share all your feedback here in Steam discussions, leave a review or better yet, drop by our Discord!

Happy holidays, and have a wonderful and crazy New Year 2024, everyone!

[h2]Full Changelog:[/h2]

[h3]Weapons[/h3]
  • Bullets fired from non-projectile weapons now have visual tracers
  • Shooting a single bullet with some fast firing weapons is now easier
  • Fixed explosive projectiles sometimes disappearing when fired
  • Hitting enemies with shotgun-like weapons is now a bit more lenient
  • Improved weapon muzzle flash brightness and bloom
  • Pump Shotgun - Increased firing speed
  • Grenade Launcher - Increased firing speed
  • Rocket Launcher - Fixed second firing frame position on screen
  • Fixed weapon stretching on different resolutions and aspect ratios
  • Fixed weapon disappearing when using Flashlight or activating Dark Tome with
  • precise timing

[h3]Enemy Tweaks and Fixes[/h3]
  • Enemies can now see through windows and shoot at them
  • Enemies can no longer start an attack while they are in the air
  • Enemy blood will no longer appear stretched near corners and walls
  • Enemies’ wake up sounds will now play properly after changing difficulty

[h3]Levels[/h3]
  • When replaying a level, all found secrets, tokens, dialogue and picked up weapons
  • won’t appear anymore
  • Added new window glass textures on all levels
  • Now after pressing the “Restart Level” button, a confirmation popup appears
Asylum
  • Fixed bug with unresponsive enemies in the canteen and the dark section
  • Fixed gap between textures in the first cell
  • Moved part of the wall that player could walk on in the first corridor
  • Moved the first lever a little bit lower
  • Added wooden scaffolding above the canteen door, which prevents player
  • from skipping parts of the level
  • dded two more Civilians in the canteen
  • Covered the window that was showing the end of the map (in the last room)
Port
  • Added the missing wall in the staircase
  • Now, enemies next to the hostel are spawned when the player is close enough
  • Fixed bug with enemies blocking between beds in the hostel corridor
  • Blocked all the windows to the rooms that shouldn’t be accessible (in the hostel section)
  • Removed access to the boat’s chimney
  • Walking across the bridge on the outer side of barriers and skipping the whole bridge section is no longer possible
Shipyard
  • Added wooden frames in the destroyed building in the first section
  • Fixed bug with unresponsive enemies in the big warehouse
  • Blocked a window near the red key
  • Fixed bug with Liquidator not being able to go above the small space between containers
  • Added new music in the final fight
  • Removed access to the boat’s chimney
Sanctuary
  • Fixed low frame rate when the tombs are moving
  • Fixed bouncy movement on some stairs
  • Fixed an issue with player not being able to jump after destroying an explosive barrel
  • Added an additional layer to the dynamic ambient at the end of the level
Cathedral
  • Fixed enemies spawning and staying out of arena’s bounds during the last fight
  • Fixed bouncy movement on some stairs
  • In the second room of catacombs, Liquidators have been replaced with Civilians on the higher platform; one more Liquidator was added on the ground floor
  • Added collision for the cathedral’s roof
  • Increased wall height near the destroyed statue
Trenches
  • Player can no longer bypass the trigger spawning enemies before arena fight
  • Fixed a levitating rock near the red key section
  • Added some wooden beams above the first door
Front Line
  • Fixed glitchy movement on the boxes in the first secret area
Villa
  • Added new stove and burner meshes in the kitchen area
  • Jumping through the ledge in the library room is no longer possible
  • Added missing poster texture in the secret area
  • Fixed glitchy movement in the barrel area
Abandoned Tunnels
  • Added a hole with water to remove fall damage when player leaves ventilation
  • Fixed bouncy movement on some stairs
  • Fixed an issue where train door could open before killing all enemies
Sinking Station
  • Added sounds of footsteps in shallow water
  • Fixed a bug when players were able to trap themselves between rocks in the first tunnel.
  • Fixed blurry blood on the wall
  • Moved a wooden box which was colliding with steel construction
Court of Sanity
  • Fight now resets properly after player’s death
  • Readjusted attack damage for all phases
  • Saving is now unavailable during the boss fight
  • Removed collisions of meshes in elevator which could block the player
  • Fixed player taking damage when damaging the boss with certain explosives
  • “Finish Level” text is now more visible

[h3]Graphical Fixes[/h3]
  • VSync now locks framerate to the highest available refresh rate (bear in mind that VSync only takes effect in Fullscreen Mode)
  • Door padlocks’ color now change depending on the key required
  • Framerate limiter now has more values available including all found refresh rates
  • Pickup frame now matches screen aspect ratio
  • HUD frame now looks properly on super ultrawide resolutions
  • Fixed some textures appearing blurry
Dark Tome
  • Better screen visibility while Dark Tome is active
  • Dark Tome screen effect no longer removes outlines while active
  • Fixed some blood particles not being colored properly while Dark Tome is active
  • Increased blood color fading distance
  • Screen effect now fades in when Dark Tome activates

[h3]General Fixes[/h3]
  • Added epilepsy warning
  • Fixed an issue with buttons not being focused after finishing a level using gamepads
  • Menu UI & UX improvements (including ultrawide resolutions)
  • Fixed some cases where loading the game could result in unexpected behavior
  • Flashlight radius is now larger on higher FOV values
  • “Big Game” achievement now requires killing the enemy directly
  • Improvements to audio when returning to main menu
  • Music now pauses when pausing the game
  • Shooting the traffic sign to make it spin now works with directly hit explosive projectiles
  • Improved light flickering in some places
  • Fixed an issue which could lead to player receiving falling damage when landing in water on low framerate
  • Fixed an issue with player not being able to jump in some cases