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Virvius: Dreaden Mines - Now included in demo!

Virvius Demo Announcement!
Build Version 07.11.23

Virvius demo now includes two levels to try out as we continue development on the Early Access version.

Scour through the Dreaden Mines of the fallen as they continue to drill through the planet for its resources. Swim through the dark caverns on your way through the processing hall and drop into a pit with an imprisoned houseguest with a voracious taste for human flesh.



[h3]The Demo now includes two levels from Episode 1[/h3]

M1- Virulent Vault
M2 - Dreaden Mines

Download Now!

https://store.steampowered.com/app/2335370/Virvius/

Virvius Update (Jul 10th 2023)

Log - 07/10/23


Notes: Another big update to the game, Added some new tweaks and visuals and focused on removing older assets that were put into the project from the start. This Update hopes to improve most of faults from previous builds. The main focus of this build was to initiate a better player experience as well as the games visual aspects.

[h2]GAME FIXES[/h2]
  • Post Processing had been implemented to everything in the game including UI.
  • Griever enemy not jumping at player properly.
  • Griever enemy stopping in mid chase.
  • Fixed the issue where the level results would display more enemies killed than in the level.
  • Fixed the death animation when the head falls to the ground
  • Adjusted Volume for sounds to be not as loud.
  • Water wave showed player twice in view.
  • Health bar color not returning to original visor color
  • Fixed red glow after shot for the rail gun
  • Adjusted the blast radius for grenades and rockets.
  • Fixed Rail projectile freezing when shooting enemies.
  • Fixed mouse scrolling in UI Menu.
  • Fixed footstep sound for Punisher Powerup.
  • Fixed all the controller vibration effects for weapons.
  • Changed the behavior of the mouse cursor when it locks to the screen.
  • Fixed how object rotate in the scene based on player distance.
  • Changed how much the player takes damage.
  • Fixed issue when using the games CMD Console when the player is dead.
  • Changed the game's quality names in the Option Menu. (Very Low, Low, Norm, High, Ultra)
  • Increased speed of the photon cannon fire rate.


[h2]ADDED FEATURES[/h2]
  • New UI designed for Load & Save game menus.
  • Added more color themes to the visor and UI.
  • Player damage sounds now tuned to how much damage has been taken.
  • Picking up items now flash the screen a certain color.
  • Added Rock processing to Level 4 Rail tracks.
  • Changed the look of the Photon Cannon.
  • Made an animated caution logo on game boot.
  • Added reverb effects to the sounds of the game.
  • Shotgun damage is now based on distance away, close attacks do maximum damage.
  • Armor now has a resistance rate, stronger armor have better damage resistance.
  • Added faster health flashing based on how much health left.
  • Removed damnation blade for damnation fists, Punch enemies.
  • Changed how the gore looks to more realistic.
  • You can now delete used save file slots.
  • Changed how the enemies take over kill damage.
  • Added a new weapon selection wheel, that slows time when selecting.
  • The weapon wheel position now adjusts to what side the weapon is being held.
  • When the player gets gib'd, the camera switches to the gore explosion.
  • Added Post Processing effect - Motion blur to Options Menu.
  • Added a Color blind feature to adapt to most color blind types or custom.
  • Added a Level 0 Developer level Hidden in the game. (For testing enemy amounts)
  • Moving background objects don't move until player is in range. (for performance)
  • Enemies now have their own specific gib explosions.


[h2]GAME ISSUES[/h2]
  • Explosions still go through walls.
  • Player can still pop on top of enemies by running into them.
  • Environmental sounds can be heard during loading.
  • Wave effect for underwater is stuck to a square on the screen.
  • Sounds for the player Don't sound great.
  • Environmental Sounds can be too loud.
  • The crushers in Level 4 and 6 the player can get permanently stuck inside with Divinity Powerup.
  • the rain triggers sometimes stay on when not under rain.

Virvius Update (May 28th 2023)

Log - 05/28/23


Notes: A major (stable build) update to Virvius, The main fixes include GPU instancing and static batching which allows the Graphic Rendering to be handled in a correct way, as this improves Occlusion Culling of the game. Speaking of which, Occlusion Portals were added to movable walls and doors so the camera wont draw objects behind. It was taken into consideration to shut down moving objects in the scene when the player is out of range like enemies and pickup items, since materials were redesigned for GPU instancing, this allows for more enemies or objects of the same type and mesh to be rendered together which will increase a bit of performance.

[h2]GAME FIXES[/h2]
  • Static game objects are now optimized for batching
  • Dynamic objects are now optimized for GPU Instancing.
  • Moving Objects are turned off in the background.
  • Most of unnecessary mesh colliders were removed for box colliders
  • Complete overhaul for the some weapon sounds like the shotguns and minigun
  • Each enemies has their own specific gore explosions with fixed textures
  • Fixed rotational objects and changed to shut off in the background
  • Fixed damage timing with the player. (player was invincible for more than ~1 second)
  • Fixed the player death camera.
  • Fixed Invisibility via enemy behaviors
  • Fixed Reflection probes in each level
  • Added Occlusion portals to doors and moving walls
  • Added a new griever wall mount prop
  • Optimized level objects a System Access class
  • Fixed most issues with level 6

Virvius Update (Apr 26th 2023)

Log - 04/26/23


[h2]GAME FIXES[/h2]

[h3]ENEMIES[/h3]
  • Enemies need an option to turn off resurrection on Demonic difficulty.
  • Griever enemy snaps to damage animation when idle.
  • Griever not rising when player gets close.
  • Griever chases player while in idle animation.
  • Enemies still react to the player when Vanisher power is active.
  • Delusion enemy goes into walking animation when close to player.
  • Mastoid unable to hit player when below the player.
  • Delusion hit collider still active when mutilated.


[h3]USER INTERFACE[/h3]
  • Rain shader Z-Write material viewable through walls.
  • Environment sounds continue during loading screen.


[h3]OPTIONS[/h3]
  • Volume for game is saved but not implemented in options.
  • Setting a custom framerate "secretly" turns on V-sync.



[h3]LEVELS[/h3]
  • Rain Environment: Rain too bright and should look transparent.
  • Ep1-L5 boss music starts up after boss was beaten.
  • Ep1-L6 Crane door shuts on Crane while crane goes through it.
  • Ep1-L2 Rising from water does not jump Ledge in water Caverns.
  • Ep1-L2 enemies walk through drill rock.
  • Ep1-L3 Player stuck in acid in crate storage room
  • Remove Din Enemy from EP1-L5 Enemy Ambush room.
  • Remove Logos from Crates and add a picture texture instead.
  • Rain comes through top vent Ep1-L1
  • Ep1-L2 lights on panels don't shut off when activated.


[h3]GAME[/h3]
  • Grenades blow the player really far
  • Removed Instant Elevator Movement
  • Explosive crates & barrels state not saved
  • Mini Rockets rotation is not reset when firing a rocket.
  • Ultra Shotgun pickup is showing "0" ammo collected.
  • Shotgun & Ultra shotgun needs to do more damage.


[h3]PLAYER[/h3]
  • Input System Player would get stuck on wall coming up for air.
  • Player dive force value was too low.
  • When player is underwater and hits a ceiling player tries to jump up.
  • Player would not jump out of water when close to ledge.


[h2]GAME BUGS[/h2]
  1. Din enemy can hit player through wall.
  2. Elite enemy grenades kills itself and other enemies.
  3. Mastoid needs to fire lasers faster on easier difficulties.
  4. Some particles underwater wave shader render weird.
  5. Fix sprites in loading screen to fade not cut off.
  6. When switching to another monitor, the activated monitor stays active for the duration of the game. (Unity Issue)
  7. Setting a custom Frame Rate effects the V-Sync by turning it on when off.
  8. Video and audio on preview on main menu video lose sync.
  9. Railgun red fade doesn't match the return rate of recoil.
  10. Sword can kill enemies through walls.
  11. Explosions sometimes doesn't kill enemies. Overlap Sphere is blocked by other objects.
  12. Brightness is only interactable when post processing is active.
  13. Railgun red fade doesn't match the return rate of recoil.



[h2]GAME ADDITIONS & CHANGES [/h2]

  1. Enemies are now scripted with inheritance.
  2. Enemies now have shoot accuracy.
  3. Removing Virvius logo from crates drastically increased game performance.
  4. Added moving enemy sprites on loading screen.
  5. Changed the look of some weapons and enemies.
  6. Converted TechDemo level 0 into EP1-L6.
  7. Enemies now FIGHT each other only if its a different type of enemy.


[h2]GAME IDEAS & POSSIBLE CHANGES [/h2]

  • Build EP1-L7 level.
  • Rotating Grenades when shot.
  • Lava Kills Enemies.
  • Change Blood color.
  • When player uses sigma weapon with v damage to expand the radius/damage of the explosion.
  • Add blood enabled option.
  • Add gore enabled option.
  • Add look rotation assist option.
  • Enemies listen for player sound.
  • Add explosion holes for explosions.
  • Build a new damnation blade.
  • Stack Powerup powers – add power sprite stacking.
  • Tele-fragging.
  • Add vibration strength to options.
  • Controller disconnection UI message.

Virvius Update (Mar 30th 2023)

Log - 03/30/23


[h2]GAME FIXES[/h2]

[h3]ENEMIES[/h3]
  • Explosive box kills grunt in shoot animation causes them to stick in animation.
  • Elite grunt close range needs to be adjusted when player is very close.
  • Delusion enemies E1L3 spawn points need to be moved ahead.
  • Din enemy does not come out of Idle animation when engaging player.
  • Spawned enemies takes performance due from the probuilder Mesh.rebuild() method.
  • Fixed issue with Din Enemy pushing player on top of it when attacking.
  • Bullet holes appear on Din Enemy when shooting it.
  • Loading a save, enemy corpses will not mutilate.
  • Spawned enemies don't count to total level enemies.
  • Delusion Enemies LOS needs to be increased in L3 Crate storage.
  • Grunt Enemies LOS needs to be increased in L3 Crate transfer Upper
  • Nail gun always mutilates Delusion.
  • Enemies still see player with invisibility powerup but don't shoot player.
  • Elite enemy swing animation is poor.
  • Elite grenade Animation needs to fire only one grenade and shortened.
  • Grunt in level 3 floats in air after laser area.
  • Save the spawn system state.


[h3]USER INTERFACE[/h3]
  • Player dead messages need to match type of death.
  • Rain filter darkens visual to an extreme. (Fixed on it’s own?)
  • Center messages are not removed when transitioning into a new level.
  • Fix issue where crosshair would disable.
  • Add another picture of griever with griever loading image.
  • Pop UI text color needs to changed sooner.
  • Hand position option needs to be changed to left center right.


[h3]OPTIONS[/h3]
  • In Options, drag values on sliders do not correspond with internal index values.
  • Default options to have UI environment effects on by default.


[h3]LEVELS[/h3]
  • Drill noise in EP1-L2 needs to be louder.
  • Drill explodes after spin when rock is already opened.
  • Found Secret doesn't work in crate storage L3.
  • L2 & L3 plays secret sound on message triggers.
  • L3 Laser don't kill player falling down to crate storage.
  • Add more lights to Lava Ep3 in Prologue.
  • AudioSource not assigned in spawner E1L3.
  • E1L4 cave wall ambush textures need to be distinguished from outer textures.


[h3]GAME[/h3]
  • When saving on a moving platform, platform is not saved or activated.
  • Explosion crates/barrels when exploded caused a massive performance issue.
  • Auto save method also saves the options and should be separated.
  • Divinity Powerup Model is terrible looking.
  • Increase blood size and amt.
  • 25 health kits only giving 15 health.
  • Enemy drops an extra ammo pack when restarting level.


[h3]PLAYER[/h3]
  • God mode power up plays dmg sound too often in lava
  • Sigma, grenade & rockets don't set off explosive barrels
  • BobSystem water swish isn't working
  • Swimming above and under water sound isn't working.
  • Health doesn't degrade with reviver Power up
  • Falling far into water and coming out of water damages player
  • Shotgun bullet holes somehow appear in thin air.
  • Weapon animation for jumping needs to be slowed down.
  • Weapon damage was broken, enemy damage stopped after being dead.
  • When Powerup was active when saved was stored in memory and was never reset when loading caused the power to be active when it wasn't supposed to be.
  • Sigma explosion faded to quickly
  • Tighten spread of ultra shotgun
  • When player saves in the water swimming state not saved
  • allow less friction when swimming
  • When player comes up for air gives gun rapid fire on cliffs.
  • When player is underwater muzzle particles don't show up because of Wave Shader.


[h2]GAME BUGS[/h2]
  1. Din enemy can hit player through wall.
  2. Elite enemy grenades kills itself and other enemies.
  3. Mastoid needs to fire lasers faster on easier difficulties.
  4. Some particles underwater wave shader render weird.
  5. Fix sprites in loading screen to fade not cut off.
  6. When switching to another monitor, the activated monitor stays active for the duration of the game. (Unity Issue)
  7. Setting a custom Frame Rate effects the V-Sync by turning it on when off.
  8. Video and audio on preview on main menu video lose sync.
  9. Railgun red fade doesn't match the return rate of recoil.
  10. Sword can kill enemies through walls


[h3]ALT BUGS (TECH DEMO LEVEL 0): [/h3]
  • Due to the large design of the prototype level and the massive amount of objects does a toll on performance even with optimization. (Probuilder issue)
  • Din enemy that follows after grunt dies has no where to go so it remains at grunts current position
  • Shutdown messages do not turn off when key switches are activated.
  • Some objects in the scene are not saved, these are specific objects to this level, a custom line within save would have to be implemented just for this & levels in the future.
  • Objects that spawn on the big moving elevator section bounce because they're not part of the elevator transform.
  • Blue Key acid pit elevator hurts player when player moves onto platform.
  • Water projection in Red door room is all over walls and should only be under water.
  • Din enemies in Yellow key jail room were set to chase and not idle.


[h2]GAME ADDITIONS & CHANGES [/h2]

  1. Build a terrifying skeleton enemy with a melee weapon that charges player.
  2. Build a big enemy damage/explosive resistant enemy.
  3. Add Level skip in command console.
  4. Light Trigger On will play a sound.
  5. Add F2 as an auto save button and F5 to load it.
  6. Categorize Move and Look in options.
  7. Show game/level stats when active in options.
  8. Add option to change FPS Limit.
  9. Build EP1- L5.
  10. Build a new mini boss for episode 1 halfway point.
  11. Added float values to sensitivity input.
  12. When player obtained a new weapon, show weapon on UI.
  13. When player obtains ammo, show image of ammo collected on UI.
  14. Randomly change background enemy on loading screen.
  15. Game loads last saved slot when died.
  16. Saving now saves enemies, level objects, elevators, switches and other states.


[h2]GAME IDEAS & POSSIBLE CHANGES [/h2]

  • Change Blood color.
  • When player uses sigma weapon with v damage to expand the radius/damage of the explosion.
  • Add blood enabled option.
  • Add gore enabled option.
  • Add look rotation assist option.
  • Enemies listen for player sound.
  • Add explosion holes for explosions.
  • Build a new damnation blade.
  • Stack Powerup powers – add power sprite stacking.
  • Make Enemies fight each other.
  • Tele-fragging.
  • Add vibration strength to options.
  • Controller disconnection UI message.