1. Gone Viral
  2. News
  3. Closed Beta Patch 0.2.25

Closed Beta Patch 0.2.25

CLOSED BETA UPDATE 0.2.25

HOLY SNIKEYS VISUAL GORGEOUSNESS!!!

What’d we do in the last week or two? Lots of polish and tweaks, combat feel improvements, new goodies, and oh… UPDATED THE VISUALS OF MOST OF THE DAMN GAME!

One of our ongoing goals when improving the game is to increase the feel of the world and vibe of the crazy game show you’re on - and even though the Pit of Carnage you’re fighting your way through IS in an abandoned prison, we wanted to really get across the game-show-of-death vibe more frequently. So… lots more spotlights, cameras, death traps, sexy Who Wants To Be A Killionaire style lighting, and a snazzier vibe! But don’t worry - while we’ve added new tilesets to much of the game, some areas still give off the grungy prison/arena vibes; we’re building for the future so we can add more and more environments as the Pit grows deeper.

But damn - IMO Klimas outdid himself with the artist frenzy he’s been in and the overall variety of visuals we’re super happy with. Hope you like ‘em too!

If it’s been a while since you played - now is a GREAT time to check stuff out and bombard us with feedback as we are adding in content, tuning the game’s feel, and generally happily crunching our way forwards!

Early Access is in the not too distant future and you’re the ones guiding us to do the right stuff as we keep swinging for the fences! No pressure!

Enjoy!


Combat:
-- Weapon tune-up - melee weapons are a bit more forgiving on the angle of creatures very near to you, making claws/sword in particular now hit some enemies that it "felt" like you should hit
-- Rocket Launcher and Bubble Wand now are both fired by the Primary attack key (i.e. the button that swings your sword). They reload/swipe respectively on the Secondary attack key

Content:
-- New tilesets, lighting visuals, and tons more! See GameshowVisuals section for lotsa deets
-- Added new rooms
-- Added more loading screens
-- More Icons from @LeoFonseca!
-- Added new Tips/Shoutouts
-- Updated localized text for various languages

Polish:
-- Fixed the glowing red door combat gates appearing right away when a room is revealed instead of waiting until the door appears (thanks @Seebo)
-- Fixed some edge cases involving first-time visibility or interactions not being properly recorded/reported
-- Probable fix for crash caused by Multiplication event + rockets + deflection in odd cases. Thanks for the find and logs @Ceapa_Verde!
-- Minimap stands out a bit more
-- Moved various creatures to have new Yellow trails that work better in different lightings
-- Removed the wall skirting from internal walls like bars, gates, and doors as they could cause visual issues (thanks @Ceapa_Verde)
-- Adjusted collision for basic rocks, especially GameShow rocks
-- Magnets/Balls should no longer be stuck in midair sometimes on Fan Events
-- Sawblade projectiles now have a yellow damage trail
-- Your BAE blade now has a yellow damage trail
-- X-Ray Eyes show ??? HP for enemies who will die in one hit
-- X-Ray Eyes properly handles coming back to the corpse of a defeated enemy
-- X-Ray Eyes properly updates enemy HP on them taking damage (was not updating in some cases)
-- Abacus properly shows unlocked Carnage Item on the Character Select screen (thanks @Ceapa_Verde!)
-- Added some blocking collision to rock bridges to fix some corner gaps between rocks
-- Adjusted floor tiles so you can more easily see obscured objects in pits (i.e. they'll be silhouetted) Let me know if you see anything unexpected/odd looking from this!
-- Removed option to hide Fan Polls since they're kinda key to survival these days, and the UI wasn't really paying attention to the setting anyways.
-- Fixed a room with no valid doors that could cause level generation to fail (thanks @Seebo)
-- Adjusted spike traps to be more visible when extended
-- Made spike tiles and wall spikes handle outlining properly
-- Fixed the murderpedia icons not being clickable if they were in Mastered or Glimpsed mode (thanks @Ceapa_Verde, again)
-- Doors hide/reveal their doormat decals based on the lighting model
-- Updated to the latest batch of localized text
-- Converted several pieces of text from an older font to the new font that should be used
-- Added a proper Chinese font to one of our existing fonts that was missing it
-- Converted two non-localizable buttons over to different buttons that can be localized
-- Fixed an issue where certain UI elements on the character select screen would word wrap unexpectedly
-- Fixed an issue where character names were allowed to scale too large in the character select screen if they were short
-- Did some further tweaks to the RocketSigns to make 'em be better at not sticking through walls in the cooked build
-- Killing an insta-kill character while it is spawning no longer spams "-1000000 Damage!" (thanks @Seebo and @Ceapa_Verde)
-- Cleaned up door spawning a bit to make swapping the door meshes a bit cleaner
-- Barrels no longer receive blood splatter from the floor which looked odd
-- Added an extra center spotlight to large rooms that generate without spotlights near the center
-- Made sure wall spotlights still spawned on the ends of long, thin rooms
-- New rocks look better while being blown to bits/fade appropriately
-- Fixed clipping issue on unlocks animating while scrolling
-- Adjusted volume on the Unlocks celebration (thanks @SeirenKara!)
-- Cleanup of old weapon prototypes
-- Adjusted Shopkeeper Outfit to use the shopkeeper mesh and vest (damn good subtle catch @Ceapa_Verde)
-- Slightly reduced the volume of the nuke / mortar whistly sound (thanks @GuardianAngelz)
-- Added new loading screens for some levels
-- Fire Boxes no longer leave fire in mid-air (per @Merz)
-- Quickboxes (and other Fan Boxes) are much quicker to allow you to open them (from streams by @GuardianAngelz and @Arawulf)
-- Chests (and Fan Boxes) no longer require you to step off before opening, if you are still touching them a half-second after they spawn (from various streams)
-- Added more volume ducking to nuke whistles and nuke rock ringing when multiples of the same sound are being played
-- Game show tileset coin rocks no longer spawn prison tileset rock bridges
-- Updated spotlights to adjust their light color based on the current lighting scheme
-- Updated doors to adjust their particle glow color based on the current lighting scheme
-- Adjusted chests to not stick slightly into floor tiles
-- Adjusted start room to have proper tiles/pits
-- Adjusted Start Room to Arena tileset for floors
-- Floor and wall spikes now adjust their look based on the current lighting
-- Added silhouettes to corridors
-- Shop teleporter and minimap colors are now yellow chests to match the shop door iconography
-- Vault teleporter and minimap colors are now green mutations to match the vault door iconography
-- Minimap room icons are shown more consistently vs room contents
-- Updated medlab iconography (placeholder)
-- Changed warning messaging on heading to main menu to reflect the fact that the game state has been saved (good call @Merz)
-- Adjusted Quit messaging
-- Fixed an issue where long secret room hallways could accidently be generated over existing thin rooms (thanks @Ceapa_Verde)
-- Collision tweaks to re-enable tighter collision meshes on rocks/pylons
-- Wallshooters no longer gain blades/other Fan Event buffs or NPC level up buffs
-- Bullet Box turret no longer can cause issues on save/load in a combat room
-- Bubble Wand is no longer gigantic when thrown with Tosser
-- Fixed issue with recalcitrant Wallshooters
-- Some minor polish on LevelEndSummary UI
-- Fixed an issue that could cause valid secret hallways to not spawn, occasionally causing rooms you could not get to (thanks @Seebo)
-- Fix for DoctorSyringeBuddy not firing, and other NPCs with complex firing chains only firing the first affected node
-- Made silhouettes around arenas a little better at hiding the wall they are behind

Game show Visuals - Details
-- Shop tilesets adjusted
-- Secret Room tilesets adjusted
-- Tutorial tileset and lighting adjusted
-- Secret doors no longer use their floor leaves asset when in the game show tileset
-- Added the security camera decor to the game show tileset
-- Nuke rocks in the game show tileset no longer spawn bridge pieces
-- Tire stacks no longer leave behind rock stumps
-- Updated the boss room in the game show tileset to still use the old boss room walls
-- Switched the boss rooms back to the game show tileset
-- Re-propped all Vault rooms
-- Low game show tileset walls no longer spawn their barbed wire tops if they are in the middle of the room
-- Fixed an issue where the neutral prisoners spawned on high arena walls stay invisible the first time you enter the arena room
-- Color adjustments for enemy and prop textures
-- Corner assets for barbed wire
-- New Bumper asset geo
-- Placed the Game Show tileset barbed wire blockers on top of their columns
-- Significant updates to how room spotlights are spawned and work when in the Game Show tileset
-- Boss rooms with the GameShow tileset properly have bleachers/etc.
-- Adjusted fuse FX placement on GameShow_NukeRock
-- Slightly increased the spacing and size of the Game Show tileset spotlights while lowering their intensity a bit
-- Fixed an issue where short Game Show columns had barbed wire end caps even if there was no barbed wire
-- Added new GS_Wallbumpers to game
-- Arena rooms in levels with the Game Show lighting now use the Game Show spotlight setup
-- Mass update of materials so that they convert with the specific level lighting being used
-- New Boss door open and closed asset for custom boss door.
-- Arena Color Adjustments and PBR
-- Medlab Color Adjustments and PBR
-- Adjusted position of barbed wire to fit correctly with corners
-- Added barbed wire on door frame asset
-- Boss doors use big sexy skull door meshes on GameShow floors
-- Fire traps now update their visuals to match the lighting
-- Pits in arenas now update their visuals to match the lighting
-- Floor decor now update their visuals to match the lighting
-- Rocks of all forms now set their art based on the lighting model
-- Boss doors now suppress decor on their neighbor walls
-- Game show doors now have barbed wire top decor when appropriate
-- Spin tiles now set their art based on the current lighting
-- Fixed a material that was incorrectly set on game show spin tile walls
-- Floor decor now does a better job of matching the tiles it is spawned on top of
-- Fixed an issue where the new game show rock pylon art was being applied to rocks that shouldn't have it
-- Boss room doors are slightly less aggressive with what they remove from their neighboring walls as they were causing ugly missing assets
-- The wall stripe colors now change with the current lighting
-- Door top decor now properly hides and shows itself based on if its neighbors are there or not
-- Fixed stubbornly yellow spotlights in start room
-- Vault Doors use new, overly subtle, @Klimas model
-- Rocks of various types no longer change their art based only on the current lighting, but also based on the tileset for the room they are spawned in
-- Silhouette decor will no longer spawn in one tile wide "inlets"
-- Increased the number of audience members standing on the walls in the arenas and starting rooms
-- Added silhouette decor to the low arena walls
-- New Arena door frames
--Adjusted size of vault door frame
--New Shop door frames
-- Hooked up Arena, Vault, and Shop doors
-- Added placeholder syringe/mutation decals for teleporters and minimap rooms
-- Removed door flashing lights/sirens for special rooms
-- Updated base door special room types for decor placement
--New door frames for Medbay
--Various material color and roughness adjustments
-- Material adjustments for spike traps to be more noticeable
-- Adjustments for basic door frame
-- Fixed special doors destroying wall columns that are next to them
-- Fixed a missing texture in gameshow decor signs

Developer Notes
-- [DEV] All rooms in Prison tileset moved to GameShow tileset
-- [DEV] Updated the lighting for the old prison floors to be game show
-- [DEV] Removed some pretty spammy logging from the tutorial carnage challenge UI
-- [DEV] Added ability to explicitly spawn game show style tiles in RoomEditor
-- [DEV] RoomEditor now handles tilesets while spawning children
-- [DEV] Added some visibility to Room Editor text widgets
-- Temporarily disabled VHS FX from main game levels
-- [DEV] Cleaned up various elements in room editor, dungeon spawner, dungeon map generator for clarity/comments
-- [DEV] Updated our localized string list to add in the newest strings
-- [DEV] Allowed level templates to store the Lighting Model so don't need to talk to DungeonMapGenerator for it
-- [DEV] Can look at LevelTemplates in the data table by talking to DungeonMapGenerator
-- [DEV] Switched the rood editor test level to use the Game Show tileset lighting
-- [DEV] Added GV_Instance call to find current lighting model
-- [DEV] Added ability for most things in the game to auto-adjust materials or meshes based on lighting model
-- [DEV] A bunch of back end clean-up to help support that, especially in walls
-- [DEV] Helper function for particle systems
-- [DEV] Disabled mesh swapping the bomb rocks as we don't yet support moving the fuses and they look off at the moment
-- [DEV] Hooked up the prison tile decor in the game show tileset as a test
-- [DEV] removed log spam from Miniclawspiders
-- [DEV] Fixed an issue that was causing our M_WorldAlignZ material base to throw errors when it was applied to skeletal meshes
-- [DEV] Cleaned up a build warning in dungeon spawner
-- [DEV] A bunch of old gameplay tags and classes cleared out
-- [DEV] Lots of cleanup around ways that Power Attacking and Firing Nodes work to remove dependencies on Secondary Attack always meaning "fire projectile"
-- [DEV] Much logging added to combos/power attacking/firing nodes
-- [DEV] Attempt to clean up a warning in contact damage
-- [DEV] Redirector cleanup
-- [DEV] Did a final localized text pull for this build
-- [DEV] Updating the build version to 0.2.25