Aighty! So we have a lot to talk about with this coming update but I wanted to kick things off on a
slightly more fun note. If you follow us on social media (which if you don't you totally should) this
won't be anything new to you, however, I know not everyone does. But last week we unveiled a
small teaser for Viscerafest's final chapter via its Lil promo image, and we thought we might give
you guys who may have missed it a peak!
Development on the game's final chapter is kicking off now and as time rolls on we'll be giving you more Lil insider peaks here and there.
But it's time to focus on the here and now because we've got a patch to get to! And boy is it a doozy...
The "I May Have Gone A Bit Too Far In Some Places" Patch
So over the course of time since Viscerafest chapter 2 was released I've had the chance to sit down and observe some folks run through the new content. Hearing their thoughts, watching them play, and just generally taking mental notes as I evaluate what needs to be fixed tweaked, or change. Over the course of me doing this, it ultimately brought to light a fact I'd had a hunch on but was not fully sure about. That of course being Viscerafest chapter 2 was just a bit too hard. You see the way the game was supposed to be paced as follows. Each chapter would escalate throughout the course of its run time, getting harder and harder throughout until it ended, as one would expect. But when the chapter after rolls around the idea was the chapter would open by scaling things back to about the midway point of the prior chapter. This was going to be done for 2 reasons.
- Give players a bit of breathing room in the hopes of preventing the experience from becoming exhausting.
- Prevent the game's consistent escalation from reaching a critical mass where it becomes so torturously hard partway through that nothing after that point could surpass it outside of being unrelentingly cruel.
Patch 0.9.1.0
Tweaks:
- Stalkers HP nerfed
- Stalkers homing projectiles now have looser homing
- Arachnospud's HP nerfed
- Arachnospud's homing projectiles now have looser homing
- Nomad's hitscan attack damage output tweaked
- Nomad Priest's speed buffed
- Nomad Priests' aim nerfed
- Hellbird's speed nerfed on harder difficulties
- Hellbirds will now be vulnerable for longer after they attack
- Spawnlings will now wait longer between jumps
- Mecha scientists now wait longer to begin attacking
- Chapter 1 final bosses projectile spew damage nerfed
- Chapter 2 final bosses homing missiles now have looser homing
- Enemy and item placement tweaked in C1l3 and C1l4
- Enemy and item placement tweaked across all chapter 2 levels
- C2L6's level geometry tweaked to allow enemies free access to other parts of the level
- Warhound's initial blast radius slightly reduced
Fixes:
- Fixed bug where Chapter 2's final boss would shoot one last cheeky projectile between phases
- Fixed level/teleport transitions breaking due to fixed fades
- Fixed bug that allowed the chapter 1 boss to be damageable via melee during its intro
- Fixed train outdoor ambient sections that were playing indoor sounds
- Fixed platform in C2L5 infinitely looping sounds
Viscerafest
Acid Man Games
1C Entertainment
2021-05-20
Indie Singleplayer EA
GameBillet
11.99 /
€
Game News Posts 68
🎹🖱️Keyboard + Mouse
Very Positive
(424 reviews)
https://www.1cpublishing.eu/game/757-viscerafest
https://store.steampowered.com/app/1406780 
Viscerafest Depot Linux [1.63 G]
THE STORY
The year is 3796, and you are Caroline. A bloodthirsty, psychopathic mercenary who wants nothing more than to marry her wonderful boyfriend Athens Fetter. Problem is money's tight, and rings aren't exactly cheap. But thankfully there may be hope for her yet, as a warlock named Cromune has acquired a rather hefty bounty on his head. He's being accompanied by a small fraction of the U.S.C. (The United Scientific Conglomerate) Lead by Dr Mortice. Which means he's got a small army defending him. But what's an army to someone who's taken on a legion? What're a few hundred soldiers to death incarnate? Nothing but a slaughter... Nay... A viscerafest.
The Early Access version includes an introductory prelude level, the game’s main and chapter 1 hubs, and the entirety of the first chapter with 7 levels to play through. It also features 8 of the enemies, and 6 (out of total 9) of the game’s weapons. The second chapter is planned to be added down the line during the Early Access period. The hub's primary features together with the third chapter are planned for the game’s full launch.
KEY FEATURES
Navigate nonlinear hand-crafted levels, stuffed to the brim with secrets, using key cards, completing puzzles and various objectives to progress. Set across a wide variety of locations, from a space station above the earth, to a realm beyond our reality.
Wield 9 unique and powerful weapons, from staples of the genre like the bunker buster double-barreled shotgun, to the more unique and offbeat, such as the Pung Cannon.
Slaughter over 2 dozen different enemy types, from the minor grunts who make up the U.S.C's forces, to monsters beyond your ability to comprehend such as The Soul Hunters. New enemy types are introduced every level, each compounding the challenges you'll face with a variety of attacks and behaviors.
Juggle your resources, as you fight to stay alive, constantly balancing your use of ammo, health, and armor.
Move at the speed of light, chaining bunny hopping and dashing together to move at speeds no man would dream of, and with your overbearing air control, dance around projectiles like no other.
Collect tons of goodies to unlock items such as Cypher keys, and level modifiers to spice up your playthroughs.
- Processor: Intel Pentium i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTS 450
- Storage: 2 GB available space
- Processor: Intel Pentium i5-4440Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 660
- Storage: 2 GB available space
[ 5951 ]
[ 3198 ]