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Evil V Evil News

Patch Notes 0.02


First of all, thank you yet again for participating in Evil V Evil’s closed beta. We greatly appreciate your support and continue to do our best to fix all the issues reported by our beta testers!

This is the last planned closed beta before Evil participates in Steam’s upcoming FPS-Fest in April - which will have an open demo for all to play! We’re looking forward to everyone having a chance to try out Evil V Evil very soon.

Patch Notes

Tech:
  • Fixed number display and added support for millions. (You did make Persephida proud!)
  • Destructible Objects can now be damaged with quick-melee.
  • More fixes to weapon animations.
  • Optimization for the matchmaking scene.
  • Fixed a problem where clients did not get outlines on enemies.
  • Various graphical optimizations.
  • Additional improvements to the GPU detection.
Core Gameplay:
  • Increased audio damage feedback when being damaged from behind.
  • Fixed issue where enemies would move between cover without playing animations.
  • Tweaked Bone Gunners behavior and balancing.
  • Heavies can no longer be staggered when their shield is up and fixed a bug where shields would go invisible after attempting to bite Heavies with their shield up.
  • Enemies will now smoothly aim towards the players instead of snapping towards them.
Weapons:
  • BAR-17 - Adjusted the scope to be better usable.
  • JGI-AC 26 Burst - Increased Damage per round, fire rate and shortened pause between bursts.
Levels:
  1. The warehouse - Tweaked spawning for a more consistent experience and tweaked shading environment to make heaviest shields more visible in certain places. Fixed potential soft lock.
  2. Deep Downtown - Added more occult pressure at the end of the first level. Fixed potential soft lock.
  3. Infiltrate to annihilate - Added an objective for more streamlined experience and increased occult pressure in the first level.


Thank you again and good hunting! Here are some bonus weapon concepts!

🩸1 more sleep until this weekend's Closed Beta Test starts! 🩸


Join us on 5th April as badass Vampires for a weekend of adrenaline-fueled battles against the forces of darkness.
Carve, bite, and shoot a path through evil in this action-packed blood-thirsty co-op shooter.
Sign up for access, and wishlist here: https://store.steampowered.com/app/809090/EvilVEvil/

🧛‍♂️⚰️ The next Closed Beta starts Friday 5th April ⚰️🧛‍♂️



🧛‍♂️⚰️ The next Closed Beta starts Friday 5th April ⚰️🧛‍♂️
🩸Hunt down enemies solo or with friends in this blood pumping 3 Player Co-Op Action FPS 🩸
Sign up now for access! https://store.steampowered.com/app/809090/EvilVEvil/

🧛‍♂️⚰️ EvilVEvil Closed Beta is now open!⚰️🧛‍♂️


🩸Blood pumping 3 Player Co-Op Action FPS
🫦Hunt down enemies solo or with friends
🏹Use Artifacts and Weapon mods to destroy waves of enemies
⭐️Sign Up and Play: https://store.steampowered.com/app/809090/

Please check your emails for a notification from Steam to see if you have been accepted, (don't forget to check the spam folder too!), and follow the instructions there.
If you didn't get accepted this time, don't worry, your application is still valid and in the queue, and we will be holding more Closed Beta sessions before release. If you haven't requested access yet, you can still do so from the store page

Patch Notes 0.01


First of all we want to say a huge thank you to everyone that participated in the first Closed Beta. We have been blown away by the kind words and great feedback. Your testing highlights a variety of issues and helps us tremendously to prioritize all the possible improvements that we strive for to make the game better.

Here is a list of the fixes that we worked on to deliver you a better experience.

Tech:
  • Improved GPU detection and possibility to define the used GPU in settings to tackle performance issues some players faced. If you are still experiencing performance issues please let us know
Core Gameplay:
  • Feeding - first health tick comes in earlier now, also split the health gain in more ticks to speed up the average health gain towards the start of the feeding
  • Melee - increased range by 10%
  • Mashakas Gateway - made faster and more fluid, also added a small explosion on exit




Artifacts:
  • Teleport - rebalanced explosion damage, now also adds a fire DoT to enemies
  • Blood reload - changed the reload to happen at the start of the feeding, not when you reach 100% health
  • Pyro - removed an unwanted legacy health buff that came with the artifact
  • Choke - bug fix with calculations
Levels:
  • Cut the Cult - changed layout and scripting of the final fight in the second level and removed a potential softlock
Misc:
  • Renamed “Extra 1” to “Mouse 4” + “Extra 2” to “Mouse 5” in the controls
  • Minor Text updates
  • Improvements to matchmaking
  • Fixed an array of bugs regarding weapon animations
  • Moved epilepsy warning to before intro


Thank you again and good hunting! Make Persephida proud!