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ANEURISM IV News

Version 16b

[p]Citizens of ANEURISM IV, we present to you version 16b![/p][p][/p]
Changelog
[h2]New features[/h2]
  • [p]Added 7 new cosmetics[/p]
  • [p]Added global chat (/// prefix) which is disabled by default and can be enabled on community servers[/p]
  • [p]Added radio chat (// prefix) as an alternative to voice radio for Cortex and Scum[/p]
  • [p]Added a verified server system (see below for details)[/p]
[h2]Gameplay changes & adjustments[/h2]
  • [p]Reduced scrap metal crafting requirement down to one metal trinket[/p]
  • [p]Changed laundry chute spawn behaviour[/p]
[h2]Bug fixes[/h2]
  • [p]Fixed player list mute button not working[/p]
  • [p]Fixed player list mute button displaying different state from interaction menu[/p]
  • [p]Fixed being able to phase through a wall in the club[/p]
  • [p]Fixed being able to phase through a wall at the Cuisine du Cadavre shop[/p]
  • [p]Fixed spawn animation clipping exploit[/p]
  • [p]Fixed crouch-slide exploits at the docks[/p]
  • [p]Fixed nightstand bell being audible at a long distance[/p]
  • [p]Fixed warning text displaying false information when attempting to go below 0 anamnecytes at the ration factory[/p]
  • [p]Fixed trees with missing collisions[/p]
[p][/p]
Verified servers
[p]If you are a server operator and would like to have your server verified, you can send an email to [email protected] and provide details about your server. Please note that the verification process may take some time.[/p]

What's happening to ANEURISM IV?

[p]Hello citizens,[/p][p][/p][p]It's been a while since the last announcement... and that’s because the Vellocet crew has been heads-down, working like maniacs on a ton of new stuff![/p][p][/p][p]We’ve always prided ourselves on transparency with the team, so here’s a full rundown of where we’re at, what we’ve done, and where we’re going next.[/p][p] [/p]
About ANEURISM IV
[p]Back in March, we released ANEURISM IV — everyone’s favourite society simulator. Since then, we’ve shipped 7 major updates in just 5 months. That’s 1.4 major updates a month — that should make the Consul proud.[/p][p][/p][p]That said, updates will slow down so we can deliver smaller, more frequent ones at a steady pace. (In fact, we’re working on one right now.)[/p][p][/p][p]We’ve got 3 dedicated maintainers for ANIV (plus a few part-timers who jump in when needed), so rest assured — this game is far from done. The massive Misery update, featuring a brand-new map, has been in the works for months. And for those worried about Nightmare — don’t be. We’ve made sure it’ll still be playable even after Misery drops.[/p][p][/p][p]Timeline? You’ll get to suffer in Misery this Fall. Hooray.[/p][p][/p][p]Working on ANEURISM IV has been both such a blast and huge learning experience for us that it lit a fire under the team — we wanted to see just how far we could go with game development. We’ve always wanted to stand out as the kind of developers who dare to make different, unexpected, and ambitious things. The challenges we’ve faced over these past months have given us the kind of growth and experience that usually takes other studios years to acquire, and that’s going to help us push our games even further. ANIV gave us the perfect opportunity to prove what we’re capable of, and we plan to keep seizing those opportunities wherever we can.[/p][p][/p][p]On feedback: We’re always watching Discord, Steam discussions, and even YouTube content. Many of our updates are shaped by your suggestions. That said, we can’t please everyone — our priority is to keep steering the game toward its original vision, while weaving in as much community input as we can.[/p][p] [/p]
About the Community Changes
[p]We’d considered spinning up a separate Discord for ANEURISM IV — but that’s not happening anymore. We’ve decided to keep everything under one roof.[/p][p][/p][p]You might’ve noticed some missing channels. That’s intentional — a cleanup to focus on quality. Suggestions and bug reports were piling up for months before March 2025, and we needed to get things under control. We may bring the suggestion board back soon, but for now our focus is on QoL improvements and bug fixes.[/p][p][/p][p]For support, tickets on Discord are still the fastest way to get help. But for more serious issues — or if you’re not on Discord — email us at [email protected] so we can track things better.[/p][p][/p][p] [/p]
What’s Next?
[p]Beyond ANEURISM IV updates, the rest of Vellocet is cooking up something special. We can’t say much yet, but the Discord theories have been… entertaining. All we’ll say for now: Kidneystan’s been up to no good.[/p][p] [/p][p]If you love what we’ve been building, feel free to leave us a review.[/p][p]If you don’t… well, you know where to yell at us (Discord).[/p][p]And remember: never stop the wash.[/p]

Version 16a: Patchnotes

[h2] Improvements and Additions [/h2]
  • [p]Food stands are now persistent through restarts
    [/p]
  • [p]Credits gained from paystations are now persistent through restarts
    [/p]
  • [p]Owners/Managers of a shop may now send credits to their ATM for paycheck redemption and collection at any time post-transaction
    [/p]
  • [p]Added many more food stands to Nightmare
    [/p]
  • [p]Banker Anamnecyte cost adjusted: 6 -> 3
    [/p]
  • [p]Buffed food created/cooked by players
    [/p]
  • [p]Fixed Casino property name
    [/p]
  • [p]Readded Casino paystation
    [/p]
  • [p]Adjusted Dealer/Banker Night Market discount: 10% -> 25%

    [/p][h3]To end off, a message from our C.M:

    "We've listened to the polls, and we're going to be making changes in our dev-ops.

    Small updates will be released over-time instead of lumping them in with major updates. Stay tuned. The stove is still on, we are indeed cooking. Give us time. To add to that, the dealer rework is NOT complete. We have some awesome systems (shoutout to Tarandus) coming to fates which are going to change the flow of gameplay. The ideas from our community have been astonishing, and we will be adopting some of them into our internal discussions. I want to take a minute to thank everyone for their immense feedback, constructive criticism is how we grow. Going forward, we will be changing up Aneurism IV. Certain buffs/debuffs or changes of systems will be considered game-wide events, and will be published to ⁠🚨︱consul-transmissions within the Discord and in change-logs to keep things interesting. This could be anything from food shortages, to economical depressions. Since moderating a community is not all that I want to do, I'm going to be more engaged in your Prole lives, whether for better, or for worse. Thank you for your continuing patience, we look forward to sharing more as time goes on, including some exciting news about neutral fates soon to join your experience in Aneurism IV." - A.C
    [/h3]

Version 16: The Midnight Update

The Midnight Update
[p]Citizens of ANEURISM IV, have you heard of the Midnight Bloc? They've just settled in ANEURISM IV and have revolutionized business as we know it.[/p][p][/p][h2]Heads‑Up on what’s next[/h2][p]Version  16 is the opening move in Aneurism’s biggest overhaul yet. Its new systems are groundwork for version  17, which will bundle the fresh Misery map with the long‑awaited apartment rework.[/p]
  • [p]In Nightmare, food stands will appear alongside Paystations.[/p]
  • [p]In Misery, food stands will replace Paystations entirely.[/p]
[p]Nightmare is moving to “legacy” status as we adopt a streamlined map‑development pipeline that promises far greater stability and performance. We’ll keep a few official servers running Nightmare for die‑hard fans, but most servers will shift to Misery once version 17 lands. You can find some pictures of the upcoming Misery map on our Instagram page.[/p][p][/p]
Changelog
[h2]New Content[/h2]
  • [p]Added the Night Market, which complements the DealerNet. It functions as a reverse‑DealerNet where players pre‑pay with credits, receive a receipt code, and pick up their goods once any Dealer/Banker fulfils the order (fulfiller receives the tax; buyer gets a waypoint).[/p]
  • [p]Added Food Stands: stall‑style vendors that let shop‑owners sell food shipments at their own prices. Shipments are restocked via the Night  Market.[/p]
  • [p]Added shipments: Gabagool, Sausage Rolls, and Canned Bread are now available as shipments through the DealerNet.[/p]
  • [p]Added a new music track.[/p]
[h2]Improvements[/h2]
  • [p]Renamed Dealer Pickups to Dead Drops for clarity.[/p]
  • [p]Changed how DealerNet functions to support the new Night Market/Shipment workflow.[/p]
  • [p]Added more slave spawns.[/p]
  • [p]Improved property system efficiency and reliability.[/p]
[h2]Gameplay Changes[/h2]
  • [p]Applied anti-theft system to eating, drinking, and grabbing.[/p]
  • [p]Paystation and Food Stand payouts are now taxable income and therefore must be collected from Civil Terminals.[/p]
  • [p]Non-Cortex weapons are now considered fully contraband and are therefore illegal to be in possession of the Cortex.[/p]
  • [p]Gabagool, Sausage  Roll, and Canned Bread single items have been removed from the DealerNet (they are now obtained via shipments).[/p]
  • [p]Added burning air hazard to Volos Precinct (affects all fates except Slave).[/p]
  • [p]Slave corpses now despawn faster.[/p]
  • [p]Suspicious Meat only drops from players who have been alive for > 5 minutes. (Proles take time to ripen)[/p]
  • [p]Properties can now only be renewed after 50% of the lease time has passed.[/p]
  • [p]Cortex patrols will now award 20% anamnecyte gain (Increased from 10%).[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed a bug with properties where incorrect info would be displayed.[/p]
  • [p]Fixed a bugged ore node in the mining area.[/p]
  • [p]Fixed turret glitching.[/p]
  • [p]Fixed recoil control when inverted.[/p]
  • [p]Fixed workbench interaction window on ultrawide monitors.[/p]
  • [p]Patched conditions that lead to illegal item interactions.[/p]
  • [p]Improved user authentication security.[/p]
  • [p]Improved anti-theft system logic.[/p]
  • [p]Patched transport to Brazil.[/p]
[h2]System & Server Improvements[/h2]
  • [p]VIP Slots: Servers now support a VIP role that bypasses the player cap. Use -reservedslots argument on the command line (default  4).[/p]
  • [p]New command: cleanupitems \[user id] – destroys all items grabbed by the specified user[/p]
  • [p]New command: cleanupitems – destroys all grabbable items[/p]
  • [p]New command: changemap – switches to the specified map[/p]
  • [p]New command: startgamemode – reserved for future use[/p]
Final notes
[p]We're very glad to introduce this update. The team is working very hard on the next coming versions and we just need a little more time to make sure they're in a good spot before we release them. Your patience will be rewarded! In the meantime, enjoy some well-deserved patches and gameplay improvements to Aneurism IV.[/p][p][/p][p]Lastly, make sure to join our Discord server! We frequently post sneak-peeks on upcoming updates, and it's the first place to receive big announcements![/p][p][/p][p]Join our Discord server Follow us on Instagram[/p]

Version 15c - Proud Worker's Patch

[h2]Proletariates, the Cortex has approved this message for immediate transmission. Standby for broadcast. [/h2][p][/p][h3]Hey guys, our lead developer is away for a while and so new content is going to be cooking for a little longer. In lieu, Vellocet Software proudly presents Version 15c, where workers thrive once more. [/h3][p][/p][h2] Adjustments[/h2]
  • [p]Increased Metalworks and Distillery anamnecyte gain[/p]
  • [p]Killed "Bouldermaxxing"[/p]
  • [p]Hijacker can now only be used once (to open the door)[/p]
  • [p]Balanced property prices[/p]
  • [p]Added slight delay to holstering/equipping/swapping weapons[/p]
  • [p]Increased metal ore health[/p]
  • [p]Decreased withdrawal curse frequency[/p]
  • [p]Slightly increased Limitator HP[/p]
  • [p]Adjusted several weapon crafting requirements[/p]
  • [p]Closing sewer door(s) no longer requires a hijacker[/p]
  • [p]Adjusted DealerNet component pricing[/p]
  • [p]Added spotlight to suspicious chair[/p]
  • [p]Moved the Metalworks forge wall closer to prevent having to jump into the fire
    [/p]
[p] [/p][h2] Bug Fixes[/h2]
  • [p]Fixed lighting in various areas[/p]
  • [p]Fixed devmenu fire rate desync[/p]
  • [p]Fixed cosmetics console spam [/p]
  • [p]Fixed stealing trigger[/p]
  • [p]Fixed some collision problems[/p]
  • [p]Adjusted Metalworks collision logic [/p]
  • [p]Held items no longer drop when transforming[/p]
  • [p]Fixed Metalworks entity clipping[/p]
[h2] [/h2]
Weapon Balance Adjustments
[p][/p][h3] CTX Surma[/h3]
  • [p]Raised magazine size: 75 -> 100[/p]
  • [p]Increased recoil [/p]
  • [p]Increased fire rate[/p]
[h3] CTX Conciliator[/h3]
  • [p]Raised magazine size: 20 -> 30[/p]
  • [p]Lowered rank requirement[/p]
[h3] CTX Arbiter[/h3]
  • [p]Increased accuracy[/p]
  • [p]Raised recoil[/p]
[h3] Bile Binty[/h3]
  • [p]Increased damage[/p]
  • [p]Raised fire rate [/p]
  • [p]Slightly increased reload speed[/p]
[h3] Lung Puncher[/h3]
  • [p]Greatly increased recoil[/p]
  • [p]Reduced fire rate[/p]
  • [p]Adjusted damage to suit fire rate[/p]
[h3] Liver Fief[/h3]
  • [p]Now only holds one bullet[/p]
  • [p]GREATLY increased reload speed [/p]
  • [p]Changed reload audio[/p]
  • [p]Greatly increased swing speed of axe attachment[/p]
  • [p]Adjusted damage of axe attachment[/p]
[h3] Kidney Splitter[/h3]
  • [p]Patched "flashlight" bug[/p]
  • [p]Increased accuracy[/p]
  • [p]Increased damage[/p]
[h3] Brain Scorcher[/h3]
  • [p]Increased accuracy[/p]
  • [p]Slightly increased damage[/p]
[h3] PM9 Evil Gun[/h3]
  • [p]Made it not worthless [/p]
  • [p]Increased damage[/p]
[h3] Frommer[/h3]
  • [p]Balanced fire rate [/p]
[h3] Tantalizer[/h3]
  • [p]Increased accuracy[/p]
  • [p]Increase damage[/p]
  • [p]Increased reload speed [/p]
[p][/p][p]Thank you for your patience, and for bearing with us while we worked on this patch. There's much more to come and we're excited to share many more things with you. Glory To Aneurism IV. [/p][p]-A.C[/p][p][/p][p][/p]