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VIRVIUS Update (Feb 6th 2026)-Episode 1 Build v3.1.3

[p]Log - 02/06/26 Notes: Happy New Year folks! its been a long time since an update was made and I sincerely apologize in the delay as of late. The project is still in full development as Virvius reaches its 5 year development mark! [/p][p][/p][p]This update was dedicated to trying to improve Virvius's gameplay and performance as there were continuous problems (mainly with level 6) that caused issues of proceeding further in the game. Good news is that I have found some issues with physics, geometry and coding that caused the lack of FPS in the game but there is still more improvements to be made. Fixing these issues in level 6 also applied to the rest of the levels in episode 1![/p][p][/p][p]I have made a hard decision to keep \[E1M6: Fallen Scourge] as the performance update has helped immensely. I implemented a level layering system that can shut off layers of the level so they're not rendered in the background. Though, the layout of the level could be improved, there's no time to back track and replace the contents level. [/p][p][/p][p]Over the past few months, I have continuously listened to feedback in regards to the game and every single bit of it has made the game what it is today. By looking back 3 years ago, the game was never near the quality it has become. I thank you so much in participating in the development of Virvius! The game has potential to reach over 1000 downloads. [/p][p][/p][p]In regards to future updates I can't promise how quickly I can push updates but let me talk about the current plans of the project. Early Access --> I want to push Virvius out of Early Access and the base of the game as Episode 1. I will gradually be adding content over time and getting Episode 2 going. "which I'm excited for!" [/p][p] [/p][p]***Episode 2 should include new enemies, level structures that would take the player out of the foundry and into a more decrepit crypt. The are also Ideas for 3D models and how to improve current 3D Models with AI. The project will be investing into new tools with funding and learning how to make a better experience by updating weapons and current enemies first.[/p][p][/p][p]Keep up the great work in the discussions forum and keep that feedback coming! If you would like to leave a review of the game leave a review on Steam or let me know your thoughts of the new update on the discord server! --------> [/p][p]https://steamcommunity.com/app/2335370/discussions/[/p][p] --------> [/p][p]https://discord.gg/HSVPTCCs9E[/p][p] [/p][h2]ADDED/CHANGED FEATURES[/h2][p]-Level Layering system, bigger levels wont matter anymore.
-Improvement in the Enemy Navigation System.
-Game is a bit more difficult on harder difficulties.
-Title screen has skull hell fire animation. [/p][p]-Changing your UI Theme, color is more expanded throughout the menus.
-Better physics/fixed problems with FixedUpdate.
-New alarm sounds and fog in levels. [/p][p]-Improvements to E1M10[/p][p]-Improvements to the Options Menu.[/p][p]-Improvements to the weapon Wheel.
[/p][h2]GAME FIXES[/h2]
  1. [p]Develop a layering system for large levels[/p]
  2. [p]Level 6 is now optimized. [/p]
  3. [p]Spiker cannon bullets fire mid air and force is not applied, then causes a massive FPS slowdown. [/p]
  4. [p]Grenade, Rocket and sigma projectiles blow up in face when running forward. [/p]
  5. [p]Diabolic enemies not rising with platforms in level 5 after Navigation Update. [/p]
  6. [p]When using controller or mouse/keyboard the navigationUI and usingkeyboard bool not switching.[/p]
  7. [p]Enemies do not engage player yet their state is set to chase.[/p]
  8. [p]Defeating boss in level 10, player still has to wait for the rest of the enemies to spawn to leave. [/p]
  9. [p]Enemies get stuck inside player collider when on elevator lift in E1M6. [/p]
  10. [p]Optimize Vertices, all Items and props that are prefabbed. [/p]
  11. [p]Options UI is cut off when using 6:10 aspect ratio. [/p]
  12. [p]Din Enemy is slower after Nav Update, jump attack needs more punch.[/p]
  13. [p]Game not Hard on Hard difficulty. [/p]
  14. [p]Make Resolution a dropdown in Option Menu. [/p]
  15. [p]Make Delusion fall faster after Death. [/p]
  16. [p]Sigma projectile would bounce off enemies and stop moving. [/p]
  17. [p]Railgun projectile freezes mid are when firing at some enemies. [/p]
  18. [p]Add defaulting options to each separate page. [/p]
  19. [p]Add a confirm window to defaulting options. [/p]
  20. [p]Rail bullet does not go through enemies. [/p]
  21. [p]Saving in the menu makes an acknowledgement sound. [/p]
  22. [p]Problems with Enemies not going after the player. [/p]
  23. [p]Weapon emitter rotation is off on all weapons. [/p]
  24. [p]Player has beaten EP1 the text should speed up when pressing down a button. [/p]
  25. [p]Run button while autorun should be a hold to walk.[/p]
  26. [p]Doors permanently closed after loading save and reactivating inactive layer. [/p]
  27. [p]Change the weapon wheel selection from keyboard arrows to mouse wheel. [/p]
  28. [p]Explosives don't do enough damage to enemies. [/p]
  29. [p]Add alarm sound to flashing error lights.[/p]
  30. [p]Bridge after elevator down in level 6 does not move the player while player is standing on it. [/p]
  31. [p]Added a Blue Key Plaque in E1M3.[/p]
  32. [p]Scrolling through weapons, the weapon message disappears after minigun selected message.[/p]
  33. [p]Diabolic enemy swings too fast on demonic difficulty. [/p]
  34. [p]Add initiating sound to computer/Press switches/main switches. [/p]
  35. [p]Change water back to murky water in level 4. [/p]
  36. [p]Rocket System ignore colliders is not setup for diabolic enemy.[/p]
  37. [p]Remove the loading bar from loading screen and just fill colored text with normal color. [/p]
  38. [p]Make Torches Hurt the player.[/p]
  39. [p]Mastoid fires lasers too far away instead of chasing down the player. [/p]
  40. [p]Weapon wheel off screen when changing to lower resolution.[/p]
  41. [p]Elevator should only start moving when the elevator is not already moving. [/p]
  42. [p]Level completed font color needs to match the primary theme color.[/p]
  43. [p]Mist from water falling in level 5 entrance is too large. [/p]
  44. [p]Add jumping sound to Din.[/p]
  45. [p]Add other disabled color UI elements to match the theme sub color.[/p]
  46. [p]Grenades projectile speed too fast after using weapon wheel.[/p]
  47. [p]Ultra Shotgun appearance updated.[/p]
  48. [p]Enemy knockback implemented.[/p]
  49. [p]Pressing F11 resets all options where F12 resets just that category EX: Video.[/p]
  50. [p]Changed the sound of the rocket launcher.[/p]
  51. [p]Increased turning speed for enemies.[/p]
  52. [p]Delay added in explosive projectiles to not collide with player just after shooting.[/p]
  53. [p]MSigma X1800 Weapon shows the ball charging before shot.[/p]
  54. [p]Added better charge particles effects to MSigma.[/p]
  55. [p]Changed the appearance of the Mastoid Enemy.[/p]
  56. [p]Fixed when loading save while punisher power active the sword is also active.[/p]
  57. [p]While charging the MSigma, the charging ball kills enemies.[/p][p][/p]
[h2]GAME ISSUES[/h2][p]1. Enemies clip through Elevator in E1M2.[/p][p]2. Secrets found still not matching total secrets.[/p][p]3. Enemies killed still does not match total number of enemies in level after loading.[/p][p]4. Enemies still having jittery behaviors.[/p][p]5. Enemy count not adjusting based on difficulty.[/p][p]6. Player Jumping feels off, struggles to get up crates, jumping in general feels sluggish.[/p][p]7. Enemies no longer engage when sounds of player shooting close by.[/p][p]8. Grievers move when the walk/chase animation is not playing.[/p][p]9. Some of the game music doesn't loop properly[/p][p]10. Fog in level 1 is effected by lighting and looks weird.[/p][p]11. Enemies not acknowledging player fast enough.[/p][p][/p][h2]UPCOMING TASKS[/h2]
  1. [p]Enemy material should match the new textures in the level. [/p]
  2. [p]Game Task - Runic Key needs to implemented into UI. [/p]
  3. [p]Update weapon icons for UI popup (make 3D) [/p]
  4. [p]Preparation for Episode II [/p]
  5. [p]Remove prologue switches and have the bars unlock when the episode is finished.[/p]
  6. [p]Mouse wheel needs invert option.[/p]
  7. [p]Doors crush Enemies.[/p]

VIRVIUS Update (June 5th 2025)-Episode 1 Patch 2 v3.0.7

-Fixed problems with Bullet holes not appearing on angle or ceiling surfaces.
-Fixed issue with spiker cannon shooting frozen bullets causing FPS spikes.
-Changed appearance of metal crates.
-Bug with Episode 1 boss not spawning enemies causing an index error.
-Wooden crates in level 9 had water projection.
-Soft lock in level 6 when going up elevator damaging player and not going to upper area of the Acid/lava station room.

VIRVIUS Update (June 1st 2025)-Episode 1 Patch v3.0.6

Log - 06/01/25

Notes: This is a major patch as it includes fixes to the games physics time and moving objects. As you may have noticed for a while, the game stutters when going up or down elevators as well as rail platforms while using the weapon wheel to slow down time.

This has been an on going issue since the alpha builds and I'm happy to finally have addressed the issues. It took a lot of thinking and reworking on how the fixed time step functions in the game so its variable based on monitor HZ and frames per second. Changing the fixed delta time affected major parts of the game which includes bullet force for the player weapons, enemies and the games intro.

This patch also includes fixing the look of the ultra shotgun/rail gun and weapon recoil animations when the weapon is centered on the screen. Other things I worked on are fixing the Delusion enemies delayed death and damage animations and how the bullet force responds to the player movement.

lastly, after playtesting from multiple people, they had struggled on level 3 where you encountered the lasers for the first time. I have removed the first set completely as its one less obstacle in the way to make gameplay more fluent.

If you like Virvius, drop a review or if you have any concerns or problems let me know in the discussions!

--------> https://steamcommunity.com/app/2335370/discussions/
--------> https://discord.gg/HSVPTCCs9E

[h2]ADDED/CHANGED FEATURES[/h2]
- Removed timed lasers when waiting for rail platforms to go up to upper section in level 3.
- Increased laser disappear/reappear time to 3 seconds in level 3.
- Changed Press [start] to restart level to Press [Fire] to restart.

[h2]GAME PATCHES[/h2]
Moving forward at the same time as shooting the rocket or m_Sigma killed the player.
Noticeable jitter on elevators.
Weapon wheel time slow down causes moving objects to skip.
Delusion enemies have a late animation call when they are damaged or just died.
Fix intro scene enemies moving and shooting incorrectly.
Change Ultra Shotguns appearance as it's choppy looking.
Centered weapon recoil animation is faster than left/right hand animations.
Delusion keeps playing damage animation when attacked.


[h2]GAME ISSUES[/h2]
1. Some weapons shoot through glass at the right angle.
2. Enemies killed does not match total number of enemies in level after loading (on going).
3. Secrets found still not matching total secrets (on going).
4. Shoot switches activated but still on but inactive after load.
5. Options UI is cut off when using non 6:9 aspect ratios.
6. Enemies snap to nearby nav mesh when traveling on elevators.
7. Enemies moon walk and not moving in the direction their going.

VIRVIUS Update (May 18th 2025)-Episode 1 Build v3.0.3

Log - 05/18/25

Notes: Everyone, thank you for your patience in the development of this release!

Over the past year, the development was heavily focused on the community as well as endless playtesting by friends and play testers alike. The major result was laggy, non performant, buggy gameplay with poor textures.

I'm happily to announce better, smoother gameplay, optimized level models and items and new textures that have changed the atmosphere of the game as well as fixing a years worth of bugs.
I want to mention that I had changed the location of the games save files [h3][C:\Users/UserName_/AppData/LocalLow/Enfenyx Games\Virvius][/h3] in order to fix a few problems of the game, keep in mind that the older save files can still be booted but may not run or will cause issues when playing the game and will no longer be supported.

Please view below the new changes with build 3.0.3.
Everyone who has (played or thinking about) the game, plays a major part in the development of Virvius. I hope to continue hearing good and of course, bad things from the game as I continue working everyday to make a great FPS!

--------> https://steamcommunity.com/app/2335370/discussions/
--------> https://discord.gg/HSVPTCCs9E


[h2]ADDED/CHANGED FEATURES[/h2]
-Player movement was updated.
-New textures including walls, floors, ceilings etc.
-Optimized level models
-Optimized items and props.
-Added UI elements to death screen.
-New attract trailer for main menu.
-Add time stamps/dates to save files.
-Failsafe for pressing new game in the menu to confirm they want to overwrite existing gameplay.
-Update intro with new textures, rain and fog.
-Add custom player damage to console commands.
-Add level name to UI stats.
-Add level number and episode number to UI stats.
-Design a berserk UI flash screen.
-Enemy grenades now adjust to players distance.

[h2]GAME FIXES[/h2]
Enemies would shut off when using the vanisher power.
Optimized all level models in episode 1.
Significant fps slow down in level 9 acid room.
Change all load level screenshots to new updated shots from new textures.
Swim [Jump out] does not allow the player to jump out of environment.
Enemies not turning to player when shooting.
Nav mesh is blocked by water falls confining din near end in level 8
Weapon wheel switchback bug when player grabs the berserk powerup
Griever enemies are stuck on underwater platform in crypt level 4
When player holds down a key on main menu and uses mouse at the same time causes a sound to play every frame.
Controls/Horizontal Sensitivity button not interactable on boot.
Can activate mini boss in level 5 and then leave the room (bridge doesn't lower)
Quick selecting weapon remains the new weapon collected before you died but enabled after your loaded save.
Quick switching weapons is not saved when loading a file.
Secrets found count doubles after loading game.
Griever enemies not adding to the total kills count.
Player sound is shut off when defaulting options.
Enemy movement snaps super fast when travelling over nav links.
Grenades for player and elites enemies have variable bullet force after using weapon wheel.
Acid, water and lava pipes are not static in levels.
When player is at very low health and the game saves, they can die upon load.
Checkpoints are not saved when loading levels.
Diabolic enemies gets stuck and just walks slowly on nav surface of elevator in level 5.
First elevator in level 1 hurts you and doesn't return back up.
Invisible wall in level 9 acid room beside plasma secret.
Enemies would disappear when player has died.
Player movement was too slippery.
Weapon bobbing and breathing did not match footstep sound.
When saving and loading at mini boss level 5 the battle music doesn't play.
Player entering water at high speed does not trigger swimming.
Option horizontal selection not working.
Griever enemies constantly make noise when walking around.
Level 4 crypt secret hole you can swim in it making it hard to jump out.
Quick switching shows arm model while rotating.
Boot animations and screens are too slow to the title menu.
Add Lights to water pathway in level 9.
Clipping crate on Level 7 lava room.
Enemies not following after player.
Holding against a crate and jumping causes the jump sound to play every frame.
Environmental sounds would trigger when starting the level.
Weapon quick switching switches out the prev weapon not the current.
Switch for elevator to boss room in level 5 should be facing player and set to the side.
When going into a new level after playing a previous one, quick select weapons would reset.
Make elevator go back up after crushing player underneath.
Minigun pickup on level 5 mini boss room still remains after saving and loading.
Upon death, while the player was in mid quick switching, the gun would be rotated wrong upon restarting.
Add lighting to level 9 din enemy ambush hallway.
Grunt enemy would move through pipes.
Boss health was reduced.
Make grenades bounce on first and second collisions.
Pressing B when exiting the start menu will select a weapon from weapon wheel.
Enemies cant navigate on rail platform in level 2.
Enemy bodies would stretch on Elevators.
Can't jump out of acid in acid pit level 8 blue key door room.
Block in acid in level 8 is not set to level layer.
Invisible collider by minigun pickup level 4.
Weapon wheel selects middle option when selecting another weapon.
Can't hop out of drill pool because of underwater layer in level 2.
Frames per second affected distance of grenades shot.
Always run selection not working.
Photon barrel spin up/spin down did not work properly.
Level 3 the shotgun box falls through Level in four switch room.
Level 5 the shotgun box falls through floor first enemy room.
Crusher sounds not working properly.
Z-Fighting in end tunnel level 7.
Error lights in level 1 & 2 blink too slow and needs light object to change to red.
Add portal to go back up area from waterway tunnel in level 8.
Old light is still clipped with new light on rail track room level 2.
Add lighting to hallway with rail platforms in level 3.
Fix nav link on elevator in level 4 EP1.
Rain going through level in level 5 crypt pit room.
Armor shard lights are not bright.
Add lighting to ventilation area in level 1.
Fan in level 1 is old object and needs update.
Vignette doesn't change color when powerup is enabled.
Shotgun sparks needs smaller spread.
Lights are automatically on when booting level 3.
Player still shoots after level beat (minigun).
Switch positions of the mastoid and elite enemies where plasma weapon is in level 7.
After resetting the default options music should stay the same and not reset.
Normal door goes black at a certain angle/distance.
Armor shards blocked by crates in level 9 health room.
Floating crates in level 2.
Player strafe tilt was not immediately moving when changing direction.
Damnation fists still active with other powerups active.
UI values for horizontal and vertical values are returning floating points.
Invisible collider on rail platform in grinder room in level 2.
CMD console when entering invalid code, clear out previous successful code message.
Remove overlay bar from start screen menu.


[h2]GAME ISSUES[/h2]
1. Enemies total count on normal and easy difficulties do not match total of "active" enemies in level.
2. Noticeable jitter with moving platforms and using weapon wheel.
3. Sword sometimes doesn't collide with enemy.
4. Enemies clip through elevator in level 2.
5. Railgun projectile freezes mid air are when firing at some enemies/objects.
6. Rail bullet does not go through enemies.
7. Enemies moon walk and not moving in the direction their going.
8. Make delusion fall faster after death and land properly.
9. Add nav obstacles to ceiling so enemies cant snap to nav mesh on ceiling.
10. Delusion keeps playing damage animation when attacked.
11. Enemies no longer engage when sounds of player shooting close by.
12. When loading old save files the array lengths are different because objects were added or removed to updated levels.
13. Enemies have a late animation call when they are damaged or just died.
14. Combat shotgun shoots through glass.


[h2]UPCOMING TASKS[/h2]
Removal of level 6 and rebuild.
Add more texture or design to rail gun.
Update weapon icons for UI popup (make 3D)
Preparation for Episode II
Remove prologue switches and have the bars unlock when the episode is finished.

Back from the dead!

Hey folks! I know it's been a long time and I sincerely apologize for the late updates. As a sole proprietor of the project, there has been a lot of life events that have caused ups and downs on progress but great news is that, I've been working ever so vigorously on the project since last year on every bit of free time that I have access too.

The project has made massive progress and I wanted to thank all of you for taking the time to play Virvius and sharing your amazing feedback on the project in the discussions forum. With funding I managed to invest into the project to give it a much better texture design of the game. There's so much to do it's overwhelming! I am very pleased with the work but overall extremely happy with the project thus far in the last 4 years!

Within the next couple months I will be pushing an update that will overwrite the old build on steam.
I will need every bit of help with any sort of problems that may popup with the game. I would also love to hear from you about the new update in the discussions. Thank you for your understanding and patience as I work to bring you a great boomer shooter experience!

Lastly,

as a small teaser, I will likely to starting episode 2 soon!

Myke
[Enfenyx Games]