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Hotfix 0.2.25.1

CLOSED BETA UPDATE 0.2.25.1

It has been a ton of fun watching people stream and experience the big art changes that came with 0.2.25 and we have been getting a bunch of feedback from our testers which is super awesome! All of this activity has inspired us to throw up a quick hotfix just to smooth out the experience a bit more. Thanks, and...

Enjoy!


Polish:
-- Pre-work towards making knockdowns/etc. last less time as the game speeds up
-- Fixed issue where Bullet Box guardian could spawn even if you picked up the chest superfast - nice find @lueders_rebel and owlma85!
-- Preparing three more languages for localization
-- Updating existing localized languages
-- Moved some harder rooms to no longer appear on Entrance level
-- FTL dash now respects your dash options settings (thanks @Ceapa_Verde)
-- Fixed in-game menu confirmation boxes staying up after closing the in-game menu with the escape button (thanks owlma85)
-- Game show tileset doors now all suppress their neighbor's wall's décor to prevent more overlaps (thanks @Ceapa_Verde)
-- Tutorial difficulty now has the same extra health modifier as Insanity 0, to avoid confusion about why you gain health after defeating the tutorial. Now, enjoy the confusion about why you'd need extra health on a level where you Really Really have to work to lose any health at all.
-- Shopkeeper outfit properly hides itself on new levels (thanks @Owlma85 and @lueders_rebel streams)

Developer Notes
-- [DEV] Lots of log improvements around audiences and voting tracking down occasional Fan Poll spammery happening
-- [DEV] SDS Integration
-- [DEV] Removed log spam on first creating visibility data
-- [DEV] Added visibility cheat to show all Murderpedia entries
-- [DEV] Updating the game version to 0.2.25.1

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

Gone Viral featured with the Yogscast Tiny Teams Event!

Hey, Gladiators!

While it’s busy, busy, busy for the Skullbot team plugging away at the next big update (truly something special, keep an eye out,) we wanted to take a second for the Yogscast Tiny Teams event running from August 9th all the way to August 15th! We'll be running streams on the store page around the clock just in case you're interested in Gone Viral but haven't taken the opportunity to pick it up yet, including all the VoDs from the fan favorite Buddy Gets Good series from our Youtube page. (Buddy recently got somewhat, kind of, sort of good by beating the easiest incarnation of Da Champ before failing almost a dozen times on Abacus, so... ¯\_(ツ)_/¯)

We've also set the Gone Viral demo live for anyone and everyone interested in giving the game a shot. From the coolest mutations to just a taste of the game's bosses and events, the demo gives a very good picture of what the game can be to all the roguelite fans looking for the next big game to sink tons of time into! If you have any questions or concerns about the demo, please feel free to get in touch with the Skullbot team on Twitter, Facebook, Instagram and especially Discord!

Yogscast will also be featuring our upcoming 2D precision platformer, Spinch this week as well! With mindblowing art from indie comics legend Jesse Jacobs, you can head over to its Steam page to give the game a try!

Hotfix 0.2.24.1

CLOSED BETA UPDATE 0.2.24.1

Now THIS is the truest definition of a hotfix! Two issues. Both big deals. Nothing else.

Enjoy!


Polish:
-- 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!

Closed Beta Patch 0.2.24

CLOSED BETA UPDATE 0.2.24

It’s another batch of polish and goodness, in your favorite frequently-updated Roguelite!

For your viewing pleasure, we’ve got a bunch of polish from watching recent streams over the last week, as well as a MUCH more engaging end of run/achievement/unlocks screen (we never really liked the old ones that interrupted you while playing.) And you can now Master items (and actually see the progress clearly in your Murderpedia) by winning games with them!

And...a giant [DEV] section of patch notes with under-the-hood setup for Big Stuff coming in the not-too-distant future. W00t, we’re excited!

Enjoy!


Features:
-- Mastery! If you win a run with an item, it now becomes Mastered and you can brag to everyone know know
-- Murderpedia Updates:
-- Unknown/Seen/Mastery status displayed
-- Overall cleanup/polish on visuals for unknown items
-- Added new Murderpedia section for Insanity Modes
-- "Miscellaneous" section of Murderpedia is now the simpler "Loot"
-- Run Completion sexiness!
-- Achievements and Unlocks display at run end, along with newly seen or mastered mutations. Snazzy!

Content:
-- New Fan Event and other icons from @LeoFonseca!

Polish:
-- Run Seed now properly updates on RunSummary screen. Previously was correct a millionth of the time or so. 111111 MIGHT have been your actual seed, who knows?
-- Slight buff to the turret gadget attack speed and range (thanks @The_PeaceMaker)
-- Arena armor shop price raised to 20 coins (from watching @The_PeaceMaker's stream but he doesn't want responsibility for it)
-- Fixed an issue where enemies trying to walk toward you would freeze up if you were over rocks or over/in pits
-- Crane cameras no longer constantly break pathfinding
-- Gladiators will now take a swing at you if you are in melee range, but not in line of sight
-- Fixed an issue with the minimap not showing any icons or highlights (Thanks @DraxTV )
-- Level Summary can now handle super long fan names (like "Draxnation Citizens" from @DraxTV stream - good catch)
-- Wall decor can now be set to take up to 7 decor slots
-- Fixed several statistical issues with how we were selecting decor that only begin causing problems with higher possible decor slots
-- Fixed some positional issues with the Prison tileset wall screen decor that caused them to poke into columns
-- Cameras no longer grant 'Caught on Camera" move for gladiator taking damage (thanks streams from https://twitter.com/3BitUK and @The_PeaceMaker)
-- Main Menu mastery percentage updates properly
-- Wall monitors now show just logos or webcam (no old-style faded audience heads)
-- Fixed an issue where the Game Show spike tile traps were using the old prison textures
-- Camera view cones should no longer have subtle visual artifacts (From @[AG] Buddy stream where Buddy did actually kinda get good)
-- Fixed / updated a bunch of navmesh and collision shapes to help with pathing issues as well as getting some performance gains
-- Tips now use custom Fan name pluralization
-- Announcer now respects custom Fan names
-- Steam Achievements no longer risk being ignored if multiples are rapidly earned
-- Abacus no longer makes clanky repair noise on spawn for Insanity levels 0/1
-- Fixed a bug with arena hallways appearing long before you got to them
-- Fixed an issue with very visible silhouette geo when they were next to hallways
-- Added rare boom mics to the existing silhouettes
-- Polished various Run Summary text elements
-- Added animations to Unlocks screen
-- Added VFX to Unlocks screen
-- Fan Event rocket signs no longer can clip through doors (especially on returning from a save) - nice find @Ceapa_Verde
-- Weird artifacts no longer happen from security cameras/oompa cameras intersecting the floor (thanks @Klimas for the assist)
-- Updating our localized text
-- Key To Power grants 5 keys on pickup. Do you dare spend them?
-- Insanity Modes no longer unlock/have craziness in demo - thanks @Ceapa_Verde!
-- Tuned Unlocks UI
-- Tuned visibility system to allow marking of things as visible without being interacted with, etc.
-- Fixed issue with mis-reporting if any difficulty modes had been unlocked
-- Polished Unlocks widgets
-- Removed killed enemies from list of things being mastered/etc. until they have proper icons
-- Cleaned up issue where "Nice Run" button could end up unclickable
-- Added a subtle change to the silhouettes behind secret doors
-- Fixed some issues with secret doors and silhouettes
-- Added silhouettes to medlabs
-- Runsummary/Unlocks polish:
-- Added drop shadows/outlines to text elements
-- Fixed issue where Fame Bar would constantly reset if a key was held down
-- Tweaked names/etc. polish per @Klimas
-- Added SFX to Unlocks
-- Unlock descriptors now handle Rich Text
-- Main menu no longer has odd spacing on 4:3 aspect ratio monitors
-- Account Manager properly handles starting gear being marked as intereaction
-- Account Manager updates versioning existing VisibilityData
--Murderpedia icons correctly show mastered/unknown frames when using square frames
-- Fixed text of Abacus game winning achievement

Developer Notes
-- [DEV] Moved the door announcer child actor to be set in the construction script
-- [WIP] Hooked up the wall decor in the new Game Show tileset
-- [WIP] New Kit Updates and post process
-- [WIP] Moved the Game Show tileset display sign decor higher up on the wall
-- [WIP] More than doubled the size of the Game Show tileset wall screen decor
-- [WIP] Updated the tirestack post for the Game Show tileset
-- [WIP] Insanity Thermometer
-- [DEV] Added ability to set Lighting Models per-level
-- [DEV] Lighting model now stored in DungeonMap for use by DungeonSpawner
-- [DEV] Levels now pick their lighting through a more correct data path
-- [DEV] Updated our existing data to work with our current lighting setup
-- [DEV] Updated our tileset changing cheats to work with the current lighting system
-- [WIP] Added Unlocks panel to Run Summary
-- [DEV] Dungeon rooms now properly switch their spawned light setup based on their tileset and any relevant cheats
-- [WIP] Murderpedia icon borders change color to show current status (Unknown, Seen, Interacted, Mastered)
-- [WIP] Further work on RunSummary Unlock screen
-- [DEV] AccountManager can now return a simple enum to show Visibility status
-- [DEV] Added new Trevor UI assets
-- [DEV] Added UI elements for info visibility
-- [DEV] Source images for new framing elements
-- [WIP] Multi-unlocks initial implementation
-- [WIP] Unlocks screen basic functionality
-- [DEV] Added backend to have localizable pluralized custom Fan names
-- [DEV] Added ability to make repairs w/o FX/audio via RepairContext Repair.Silent
-- [WIP] Further work on the Unlocks page -
-- Handles properly cases of 4+ unlocks of a given type
-- Handles achievements/unlocks unlocked on the previous RunSummary page
-- New layout to handle multiple unlocks visually
-- [DEV] Cleaned up debug text
-- Records elements that have been seen for the first time on a run properly
-- [DEV] Added ability for StatMods to have custom text descriptions
-- [DEV] Added ability for buffs to have first-time-use-only StatMods
-- [DEV] Adjusted BP naming in buff hierarchy
-- [DEV] Added Murderpedia section validity check for VisiblityData
-- [DEV] Added new C++ callback for LightingModel changes
-- [WIP] Unlocks screen cleanup
-- [DEV] Fixed a cook error in game instance
-- [DEV] Hooked up the new lighting model change callback
-- [DEV] Cleaned up a few little things in base tile
-- [DEV] Added versioning to InfoVisibility for future backwards-compatability
-- [WIP] Run Summary cleanup
-- [DEV] Fixed several issues with the fan event signs not checking if they were valid before doing things and throwing errors