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Viscerafest News

Viscerafest's Full Release is Near - Audio Updates, and Price Raise

Howdy folks!

We have a bit of a quick update regarding the full release. The game is pretty much on track to hit the previously announced release window of April this year. There is, however, one minor hiccup.

Our lead sound designer, Markie, has been going through one heck of a tumble dryer with all life has been throwing at him; as such, we've had to bring in another sound designer to help us wrap up everything. Even with this, however, there's a very real possibility that Viscerafest will launch with some placeholder/missing audio. We'll be working to make sure that doesn't happen, and if it does, we'll be aiming to patch in the missing sounds as quickly as possible.

On a similar note, if you've not been following our youtube channel, we've been posting a few extra little sneak peaks as of late, including some looks at the new tracks for the OST by John S. Weekley.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

We'll be announcing the exact date of release fairly soon here, but for everything to fall into place, we have to raise the price of the game to its final value of 19.99 USD/EUR (and its equivalence in other currencies, based on the Steam pricing matrix). This will go into effect on Friday, March 7th. With the full release will come the game's third and final chapter, massive changes and revisions to chapters 1 and 2 (with some of the levels being longer than their originals), new enemy types, a new weapon, the lorebrary, the shop, gameplay modifiers, and... probably some other stuff I'm forgetting...

So with that if you want to grab Viscerafest at the lower, Early Access price, you better hurry!

[previewyoutube][/previewyoutube]

We can't wait for you all to see the fullness of what's in store for Viscerafest and we really hope you enjoy your time with the full game. In the meantime if you'd like to hang out with us and chat, come join us at the Viscerafest Discord server and if you haven't follow us on Twitter to keep up with our shenanigans! Thank you for your time, we hope you have a wonderful day!
God bless you.

https://store.steampowered.com/app/1406780/Viscerafest/

Viscerafest - Developer Update: Aren't I a Stinker

Howdy, ladies and gents! And welcome back to that thing I said I wouldn't be doing again!!!
Aren't I a stinker!

Last time we chatted, I said that devlog would probably be the last one we did, and I meant it. But!
I still intended to post something of substance for you all to read. I was hemming and hawing about
what to post, though. Something about the game's development history? Perhaps something
about the game's story? But now did not particularly feel like the right time for any of the ideas I was
coming up with.

Regardless, enough work and developments have accumulated that I do, in fact, have something to talk
about from a developmental perspective. It was getting to the point where I was honestly planning on ending whatever I posted with a mini-devlog of sorts anyway. So I thought... "Eh, why the heck not? What's one more devlog? It's not like anybody is going to care..."

So! Without any further ado...
Here's one more devlog for your reading pleasure!



OST and Sound


We've been in the trenches a bit working with our new composer, John S. Weekley, on establishing
and refining the sound of chapter 3's music. Thus far, the score screen track and the song for C3L1
are just about done save for some final polish. Up until recently, John was working on Coven, which
just dropped recently, but now his schedule is a lot more open, so we're heading forward at a much quicker pace. We recently dragged Markie into the equation to help refine the sound of the music a
bit, and because of that, we've mostly been tinkering with the two above songs to make sure they're perfect before moving on to the rest of chapter 3's tracks.



As for the audioscape though, Markie has been having a darned tooting heck of a time up until recently. Without getting into the nitty gritty details, he'd gotten a home that, for, uh... stupid reasons... he wasn't able to move into for quite a while, which, as you can imagine, slowed us down a tad. But now! He's finally been able to move in! He's been in the process of re-establishing his workspace, and once he does, the work should start getting done fairly quickly.

As a final note on the sound and music side of things, several songs that were previously not on YouTube (notably "Signal to Slaughter" and "Minutes to Midnight") are now on our channel along with the rest of the OST! So, if you care to jam, you can check out our YouTube playlist with fancy little visualizers here!


Youtube Playlist: https://www.youtube.com/playlist?list=PLJg0WI2Gczzn_RnszpXIdh5qnGebxOrhZ



General cleanup



There are a lot of little systems in Viscerafest that the average player probably doesn't spend a lot of time thinking about, but they are there, and just like the big boys, they need some polish too. We've made a cavalcade of fixes to our oneliners system: voice overrides, respawn mechanics, Players starting position and aim, gibs, jump pads, weapon auto swapping, push puzzles, occlusion culling, ladders, explosive barrels, cutscene skipping, powerups, save system, switches, UI, etc...



Enemy Polish



Lot's of little tasks in this category that we've been plugging away at, more than I will likely be able to easily recall. A couple that stand out in my mind though...

The parasite enemy type has been a particular nuisance. Parasites don't navigate via navmeshes or nodes like most of our other enemies, they jump around kind of like the spawns out of Quake, and this can make them a real pain from a technical perspective. We've had lots of issues where parasites have clipped through walls or floors, and we have had to fix them. We've dealt with some problems that resulted in them skipping their windups and immediately flinging themselves toward the player when they are not supposed to. We've fixed a bug where they would just infinitely glide through the air, never
actually landing from a jump. Another issue we fixed is sometimes the parasites would just deal double damage to the player, because why not? But it's not all been bug-fixing with them! Because they're one of Viscerafest's smaller and faster enemies, they can occasionally be difficult to track visually. To help with this, we've given them a trail that they leave behind, which makes it easier to keep an eye on their movements. There are also some technical issues related to how we balance them across difficulties, and so we've altered what aspects of their behaviors change from difficulty to difficulty.


There are a couple of enemies that can come back from the dead in Viscerafest, and one particularly annoying and hard-to-replicate issue tied to this mechanic is a bug where the enemy's invisible and invincible corpse will continue to pursue and attack you. Related to this, these kinds of enemies don't always play nicely with scripted sequences, so we've been working to resolve that as well.

There's a flying enemy that gets introduced in chapter 3 who was moving when he wasn't supposed to, that's been fixed. That same enemy occasionally stopped attacking the player for no reason; that's been fixed. Melee enemies had an issue where their movement speed would multiply exponentially, which we fixed. Some of the tankier enemies/bosses have had their stun mechanics reworked a pinch to make sure they are not pushovers. And finally, of course... Enemies have received a vast multiplicity of balancing and behavioral tweaks.



Chapter 1 Polish



Being the oldest levels in Viscerafest's campaign, chapter 1's maps, while polished(ish) mechanically, were pretty rough around the edges in virtually every other regard. Because of this, we decided to remake them and spruce them up a fair while ago, something we've been slowly plinking away at in the background whilst tackling more important tasks. Now! Chapter 1's rework is almost completely done! And it should be wrapped up before the year ends.


The Prelude up through C1L5 is all done and dusted, with only a pinch of audio work remaining for them to be 100% completed. The same will be the case with C1L6 by the time this devlog is reviewed by our publisher and sees the light of day. Otherwise, we've been plinking away at general polish work on all the levels of the game's first chapter. This includes difficulty balancing with the enemy and item placement, setting up the ambient audio volumes that dictate things like the scale of a room and how sound resonates through it. Minor bug fixes, some of which related to how saving works, etc...



Chapter 2 Polish



While Chapter 2's levels are indeed more recent than chapter 1's, they are very much still in need of some intensive touch-ups. Whilst not nearly to the same extent as Chapter 1's levels, we've been going through and giving Chapter 2's maps a solid facelift, as well as completely reworking and improving their encounter setups. C2L1, C2L2, and C2L3 are all virtually finished in this regard, C2L6 is close behind, and C2L7 is midway done.

Once work on C1L7 finishes up, we'll be continuing our work on Chapter 2's general polishing labor.
Otherwise, though to a lesser extent, a lot of what I said for chapter 1's polishing work carries over
to chapter 2, just a bit more WIP.



Chapter 3 Polish



Save for the boss fights, missing audio, difficulty balancing, and some save issues, Chapter 3 doesn't have a whole lot more work left for us to tackle. Given we spent so much time already cleaning it up, it's almost at the finish line - so our primary focus has been bringing the earlier chapters up to speed. With that said, we recently had a milestone to meet with our publisher that involved us sending a content complete build to them so they could look everything over. This highlighted some technical issues for us internally that we spent a fair bit of time working on. Amid that, I also found a method
to help optimize one of Viscerafest's less performance-friendly levels, C3L3 - Virile Vanity.

In essence, the vast majority of the work we've done on chapter 3 as of late has been bug-fixing, most of which was tied to some of the new enemies we introduced, and I highlighted a few of those issues above.



The Thing You Can't Escape



In the section above, I mentioned a little milestone that we were working on that we recently had to send to our publisher. Working on this milestone dredged up some memories, some truly horrifying memories, and because of that, I feel talking about this milestone would be an appropriate way to end this update.

Game development is a rough time, and nothing quite highlights the pain it induces more than playtesting. Don't get me wrong; I love playing Viscerafest; it is a game I have made for myself, first and foremost, after all. The problem is that... when you go to make a build for testing, or perhaps a build that will get released publicly, you must ensure that the build works fairly flawlessly. I mean, obviously, there will be bugs and whatnot, but generally speaking, most players/testers should be able to get through the experience without any significant hiccups. This means before the testers test a build, we, the developers, have to test the build, and doing so calls to mind that belovedly memed scene from the film entitled "A Clockwork Orange."

There are a host of stupid, nonsensical, ridiculous bugs and issues that crop up during game development, and my favorites are the kind that only show up when you export a build or are in the midst of a long play session. Nothing quite ruins a day like a soft lock that only occurs when you play a level smack dab in the middle of the campaign after having sequentially walked through the entire experience to get there. In isolation, the level might play fine, but in the context of the greater whole? And only when you've exported a standalone build? Nah...

When we were pushing early access updates or releases, it was not uncommon for me and Elijah to have to stay up all night testing builds, doing 100% playthroughs of the entire campaign's content, only to find a last-minute issue that required us to stay up another 4-5 hours to both address it, and then export and test the build again.

Those lucid memories of craving rest as I stared at my monitor, waiting for Elijah to send me the newest build so we could hopefully finally go to sleep in a few hours and meet our deadline, have re-awakened once again. You see... that milestone involved us sending them a build... So, the pains of that process have returned! They're just worse now because... well... the game is *at least* double the length of the early access version... About two weeks ago now, I had to play through the game a good 8-15 times back to back as we attempted to address any last-minute issues with the build before we sent it off to our publisher. A fair few of those times, I'd gotten almost all the way through an entire playthrough before we found a significant problem we needed to address.

The fun part is... this is just the tip of the iceberg! Soon we'll be in the beta-testing stage, where this process will get much, much, much worse... And I am not going to lie... I am moderately dreading the coming months. We'll get through it, but the closer we get to release, the lower the threshold for error is going to get. I simply don't have the energy to stay up all night testing builds anymore, and I probably took a good few years off my life doing that already. So basically, we're going to be having a fun time, I'm sure...




A Not So Quick Side Tangent



In our early access days, the process of finally getting a build test ready for our publisher could potentially take... well... days. This is, of course, not to mention the fact that the builds we sent to them would often still have bugs that needed to be resolved before said builds could be pushed to the public. Hence why they were testing them to begin with; two developers playing a game are simply not going to find the full suite of issues teams of testers can.

In case you were wondering, this is, in part, why we were so quiet on the content update front. We could have probably released more early access updates between now and our last update, which was published quite a while ago. But doing so would have meant...

1 - We likely would have ended up adding another couple of months to the game's development.

And...

2 - We would have ended up killing what energy and sanity we had left doing so.

I had some reason for bringing this up...
I think at a certain point, my schpeel about the milestone just turned into frothing rambling...
But it does allow me to... in no uncertain terms, comment on something.

I’m very much of the opinion that the choice to use an Early Access model for Viscerafest was a mistake. Don't get me wrong - there are certainly good things that have come from it. I don't think the final product would be nearly as polished and refined as it will be were it not for the feedback and help our community has given us throughout the development; and I am incredibly grateful for all of you who’ve had dialogues with us and attempted to help us to work out some of the kinks in our vision.

But as a part of the Early Access model, we were required to constantly shoot for frequent and significant content updates throughout it’s lifetime - and while we initially thought that was achievable, we underestimated the strain that goes along with it. Doing one big release is more than enough trouble for a tiny development team like ours, without having to drag the headache it induces throughout an entire game's development cycle - especially whilst we were often making significant changes and, in some ways, still forming the substantive core of the gameplay experience.

In tandem with the above I would like to apologize to those let down by the lack of content updates post 2023. It was certainly not our intention to leave everyone high and dry, hence why I chose to go the devlog route. Truth be told, through a combination of hubris, inexperience and outside incentive, we chose this route when we could have put our foot down and said no to our publisher, asserting that we thought this was the wrong decision, and it's on us that we didn’t.



Granted, it was not a decision we bumbled into completely by accident, our publisher has a consistent business model by which they abide, and given prior success they felt this was the best route for us to take. At the time, we didn't know what we were doing, and rather than choosing what we felt was right, we wanted to play suck up. But needless to say, it was the wrong choice for Viscerafest, and should I continue to work in gamedev, it's certainly not a business model I intend to adopt again.




But That's All Folks!


Admittedly, this last chunk of the update has been slightly more pessimistic than I would like it to be. But these thoughts have been brewing in the background for a while now. Overall, I'm very happy with how Viscerafest is shaking out, but I'm less happy with the road we've driven to get to this point. Praise the Lord God; It seems we'll make it out the other side in one piece with a game to be proud of, but boy... what a rocky journey it's been.

With all that said, I do think one final question to answer would be... "Will we make another devlog?" I mean, we already did go back on our word and make one extra, so to be safe... I'm not going to shoot down the possibility. I doubt it because, as you might have parsed above, the vast majority of the game's remaining work will mostly just be grinding. But I'll leave the door open!

For the rest of development, we'll probably be down in the trenches. Maybe just giving you some sneak peeks of the content coming in the next 4-5 months!

But until next time, or perhaps the time before next time! :>
We ask God bless you, keep you, make his face to shine upon you!
Hope you had a wonderful Thanksgiving, pray you have an even
better Christmas! And perhaps even a spectacular new year!
So, ladies and gents, thank you for reading, and have a great day!
Adios!

Forgive Me Father 2 is Out of Early Access Now!

Greetings, everyone!

Allow us to inform you, loyal players of Viscerafest, that another first-person-shooter from Fulqrum Publishing has just left Early Access and is available now - the game is none other than Forgive Me Father 2!

https://store.steampowered.com/app/2272250/Forgive_Me_Father_2/

Drawing inspiration from various FPS subgenres, including classic boomer shooters like Quake and Doom, combined with modern mechanics, unique visual style, and Unreal Engine 5 technology, Forgive Me Father 2 offers an action-packed retro-meets-cutting-edge love letter to all FPS fans.

Building upon the original with a darker story, players are now entrenched deeper into the mythos, with equipable Dark Tome pages to upgrade their madness skills. Be that healing wounds with Lifesteal, becoming more powerful with Might, boosting fire rate and reload speed with Haste, or reducing incoming damage with Resistance, players can give their mind to the eldritch apparitions to improve their chances of survival.

While Forgive Me Father 2 has seen multiple major updates over its Early Access period, today’s 1.0 launch introduces tons of new content including vast new levels, new weapons, eldritch monstrosities to battle, and much, much more!

Starting from today, players will be able to explore the suitably-named Nightmare Land, a low-gravity Hellscape filled with gigantic mushrooms, and of course, hordes of Lovecraftian monstrosities ready to devour their flesh and soul. If mushrooms aren’t your thing, why not face the chilly horrors of the new Arctic level, which also launches as part of today’s 1.0 release?

Players will also be able to get their hands on new tools of destruction, such as the melee weapon known as ‘The Suspicious Box’, which clears theirs personal space when surrounded by hideous monstrosities. Or if you’d prefer, why not kill enemies through sight alone? Then you’ll love the latest addition to the Dark Tome system, which wounds enemies within your sight at unbelievable frequency. No one is safe as long as you have a clear line of sight to your target.

Get Forgive Me Father 2 for a discounted price and if you think playing the second installment without even trying the first one, be informed that there is a bundle that includes both of these games and that offers a bundle discount (this discount applies even if you already own one of the included games).

https://store.steampowered.com/bundle/35903/Forgive_Me_Father_Franchise_Bundle/

Viscerafest - Developer Update: The End is Nigh

Well! This is somewhat bittersweet.

So, you've likely noticed that it's been a hot minute since our last dev log, and that was no accident. We're very much in the final stretch of Viscerafest's development, and because of that, there's been progressively less exciting things going on. More time and effort has been put toward just cleaning up what exists rather than doing anything fancy or new.

Truthfully, it's stuff that's not particularly exciting to talk about, and thus, I wanted to wait until enough interesting things had accrued to make a brand new post. Well just the other day we dropped a new trailer with a big announcement in it, so surely that means we've got more than enough to warrant a new post, and with that, this will probably be our final Devlog post. That's not to say we won't be posting anything; maybe as we get closer, we might give you guys sneak peeks and whatnot or talk about some fun craziness that's happened, but the posts like this one that we've been doing for the last year or so, are indeed coming to an end.

But before we get into the dev log part of this developer log,
we should tackle some more big-picture stuff first.



[h2]That New Trailer...[/h2]
As I said above, we released a brand new trailer and, in case you missed it, announced that the game would be released in April 2025 (aiming for early April).

[previewyoutube][/previewyoutube]

Now, obviously, that is not the 2024 window we stated in the Realms deep trailer we dropped about a year ago, so what happened?

Well, truth be told, we were actually somewhat adjacent to on track for a 2024 release. When we dropped that Realms Deep Trailer, we assumed we would see the game released in late 2024, probably sometime in October-November. With our current rate of progress (ignoring the OST), a December release would've been tight but feasible.

But in August, our publisher approached us and asked us to change our plans, and there are a couple of reasons why.

  1. Our publisher has a lot going on during the end of this year, and their marketing, QA, and Translation teams are currently and will remain busy through to the new year with the projects they have in the works. Adding another project to the fray means ours or another project would suffer as a consequence.

  2. There are a host of releases stealing the limelight right now, and that's likely only going to get worse toward the end of the year. The ideal timeframe to release would have been during September, but because that was not possible, business-wise it would be smarter to wait til the new year.

  3. They want to ensure the game is done by the time the release date rolls around.
    Initially, we proposed February, but for business reasons, they felt April would be a better time to drop the game, as well as give us more time to tidy things up.



[h2]Console Ports[/h2]
Being so close to the end of development has gotten our lead programmer, Elijah, thinking about one big thing we've been neglecting up until now: console ports! We proposed such to our publisher about a month or so ago, and we can now confirm that, yes, sometime post-launch, Viscerafest will be getting console ports.



Theoretically, development-wise, a simultaneous release could've been possible. However, as we have now been made aware, there is a host of fun, time-consuming legal nonsense involved in porting our game to consoles. Currently, we're mainly focused on the Xbox and Switch, but we'll likely be looking to tackle PlayStation as the other two to pick up momentum.



[h2]A Baby Boy[/h2]
So, a few days after the last major development update post went live, our lead programmer's bride gave birth to another healthy baby boy! Which is pretty cool, but pray my guy gets some sleep.



[h2]A New Composer Enters the Ring...[/h2]
So our boy Geoffplaysguitar was initially slated to do the OST for Viscerafest chapter 3.
However, his schedule was booked until about June-July, so we were left having to wait to start working on it until he was available again. Well... in reconvening with him, unfortunately, he was still working on said projects, which were supposed to be done by now. (Funny how that works :P) Unfortunately, there's not really a solid estimate as to when said projects will be wrapped up. (Funny how that works :P)

Thus (in what will inevitably be misinterpreted as an ingenious creative decision) each of Viscerafest's chapters will now feature the works of their own standalone composers, with Viscerafest chapter 3's OST being composed by Primeval (Aka John S. Weekley) whose body of work you may be familiar with if you've played the stellar DOOM mods composing the Ashes 2063 saga! (also, hi Vosty :>)

For the last month or two, we've been working with John on nailing the sound of Viscerafest Chapter 3's OST, and I'm very comfortable saying he will be more than capable of finishing us out on a strong note.

[previewyoutube][/previewyoutube]



Onto the Devlog


With all that preamble out of the way, it's time to talk about what we've been working on the last few months. To kick things off...



Chapter 3


Chapter 3 is done, or well... it's close to being done. Last we talked about chapter 3; we were working on taking the "Rough Draft" versions of the chapter 3 maps and cleaning them up to get them to a place we were more comfortable with.


That cleanup is mostly done, and the levels are in a far better place than they were when we left them. However, there's still more work to be done before they're ready for release. For example, the only playable difficulty in chapter 3 right now is Nightmare (the other difficulties don't have enemy or item spawns set up).


The chapter is missing some story dialogue along with its entire soundscape; there are several progression-blocking bugs, along with some performance issues in a couple of locations present in a few maps; the boss fights need some tweaking, some enemies have buggy behaviors, etc, etc, etc...

Mostly, a lot of minor maintenance work with a few big remaining things to tackle.
But the chapter is playable from start to finish and is in pretty good shape heading into the final polish phase.



Chapter 1/2 cleanup


With the bulk of chapter 3's work done, the focus has shifted to cleaning up the rest of the game, which is what we're focusing on right now. While we've done a bit of work on Chapter 1 and Chapter 2 on the side, most of the game's levels that you can now play in early access haven't been touched since our last major patch, which was over a year ago.

In working on chapter 3 (and some other stuff I'll talk about soon), a lot of stuff got updated, changed, improved, and optimized in such a manner that it inevitably rippled throughout the rest of the game. For example, we made changes to how explosions work and are triggered, as well as to how explosive walls work and are triggered. This resulted in several of chapter 1 and 2's levels having cracked wall secrets or progression points that no longer work because they used the old systems for these things. Thus, we have to go back through them and tidy them up.


In addition, we want to make changes to address some feedback we received during the early access period. For example, there's an elevator in C2L4 whose switch absolutely baffles and befuddles new players, some areas where players get easily turned around, and that one level in chapter 2 with lots of platforming that was remade mid-development and rushed out the door due to time constraints that has a tendency to really piss people off... You know, that kind of stuff.


But even beyond that, we had always planned to do a major balancing pass in the lead-up to the game's release. With the final chapter playable, we can establish a better throughline with the game's difficulty curve and by extension, implement the planned changes to the game's pacing to improve the overall experience.


My primary focus for the moment is stuff like this, along with making these old levels a little bit prettier.
But a bit more work has been done than just what's been mentioned with the chapter's stuff, so let's get to that.



The Hub


Welcome to Heuristic Halls! Viscerafest's hub!


The hub that you guys experienced in the early access period was effectively a placeholder;
there was a bunch of stuff that we had yet to add, and the overall visual presentation of the hub effectively used Chapter 1 textures due to time constraints. We've been planning on making these additions and changes for AGES, and it is so awesome that we finally have been able to make them.

This was teased in the game's tutorial screen when you guys reached the hub after the Prelude, but Bestiary and the Lorebrary are finally accounted for. As you progress through the campaign in the Bestiary, you'll unlock little statuettes of the enemies you face. These statuettes feature placards with more details regarding the enemy's species, faction info, etc...


In the Lorebrary, you'll unlock more general info about the world's history, characters, and locations, accompanied by a little companion named VIX, an A.I. character who was actually cut from early drafts of Chapter 2.

Obviously, as implied above, the game's hub has been given a massive visual overhaul to separate it visually from the rest of the campaign, and it's even got a funny little name now. Hooray! There's even more stuff in the new hub I've not mentioned, mostly for spoiler reasons, but to close the hub stuff out...


There's also the shop! With our own little shopkeep! So you'll finally be able to spend all those Skullies you've been collecting! Speaking of which...



The Gameplay Modifiers


As mentioned in one of the prior updates, the content you can unlock in the shop includes gameplay modifiers and cheat codes. This is another big thing we've been working on for the last while.

28 of the 30 gameplay modifiers are now implemented, with most of them being finalized. The last two remaining ones that have yet to be implemented are an enemy randomizer and a pickups randomizer. Also worth noting... Some of the gameplay modifiers (the randomizer included) will feature enemies you will not see in your standard playthrough of the campaign. These are enemies we will be primarily featuring in an NG+ Mode we intend to add post-launch, but we thought we would sprinkle them in for you here.


In tandem with this, the game's save system had to be entirely rewritten to account for how a modifier playthrough deviates from a standard playthrough, and with that, improvements have been made to the game's save system in general.



Stackable Powerups


So, because I hate myself, I decided to add mugshot sprites for every variation of the different combinations of powerups (Even across the OG Caroline and Dopefish skins) that you can pick up at any one time, and with that, you can now stack powerups. There are not too many times in the campaign where you will see this happen (though powerups appear much more frequently than they did in the early access version). Still, a couple of the cheat code unlockables use powerup functions as their base, invincibility, for example, and thus, with being able to mix and match those, you'll be able to see the effects reflected on the hud.




Plague Rifle Tweaks


For a variety of reasons, a number of semi-significant changes have been made to the game's weapon, "The Plague Rifle." Without getting into it too much, the two big ones are that the Plague Rifle now has the second fastest player-side projectile in the game, as well as an arching path through the air.



Lots of Writing... So Much Writing...


I mentioned the Lorebrary and Bestiary above, and a big thing we've been up to lately, in addition to all that we've mentioned prior, is writing up their contents. With about 30 critters to write up Bestiary entries for and about the same amount of Lore entries, there's been a lot of writing to do.




Chapter 3's Ending Cutscene

The art for Chapter 3's final cutscene is done! And it has also now been fully animated!
The only thing left to do for it is a sound pass!



And Finally, the Usual...


Art updates! So... So many art updates...
This obviously, in part, is due to us revisiting those old levels from chapters 1 and 2.
There were lots of old, ugly textures that needed fixing, but beyond that, there were still 1 or 2 enemies (such as the Watchers) that hadn't gotten an art update yet. Also! A good chunk of props needed a good brand-new lick of paint.




But that is all for now...


As I said, somewhere overhead? This will likely be the final developer log before release. It certainly won't be the last time you hear from us before then, especially not if you're following us on Twitter or hanging out in our Discord Server. Viscerafest's release is rapidly approaching, and I cannot tell you how excited and terrified I am to say that.

But thank you for taking time out of your day to read this!
May the Lord of Glory multiply and bless your days.
And I pray you have a wonderful morning, evening, night,
or whatever frame of time you currently dwell within.
Adios!

Sci-fi fantasy singleplayer arena FPS 'Viscerafest' launches in April 2025

After building up in Early Access to a Very Positive user rating, retro singleplayer arena FPS Viscerafest is going to properly launch in April 2025.

Read the full article here: https://www.gamingonlinux.com/2024/09/sci-fi-fantasy-singleplayer-arena-fps-viscerafest-launches-in-april-2025