Ahoi ladies and lads it is that spooky time of the year once again! Or it was when I wrote this originally... we've been dealing with a cavalcade of annoying and hard-to-pin-down problems that held up this release, hence we have a fashionably late holiday update for you! The folks of your favorite enemy faction have dressed up for the season of spooks! But that is not all...
This update brings with it a host of changes tweaks and additions, most notably of course being Geoffrey Day's OST for Viscerafest chapter 2. We've been working with him on it over the last several months and are incredibly excited that we've finally gotten to put it all in the game! What's more, if you scroll down a bit we've provided links to all the cool places you can go and listen to the OST all on its own! So if ya just wanna support ol' Geoff, or acquire some nifty tunes to listen to on your iPod nano's and mp3 players, scroll down to the bottom of the page for all of those!
We do have a few more notable things to update you on, but we know the vast majority of you have likely clicked on this thread for the patch notes, so let's get to em.
New Features:
- Chapter 2's OST
- Enemy, Prop, and menu reskins for the holiday
- New Seasonal options tab under Graphics
- Bunny-Hopping now cuts all incoming damage in half (stacks with armor)
- New option to disable the Bunny-Hopping's damage resistance effect available in hud options
- Enemies can now damage/kill each other and destroy things in the environment
- Enemy projectiles now reflect off of shields
- Improved Menu U.I.
- Improved Menu Art
- Various sprite and texture updates
- Various lighting tweaks across most maps
- Swapped out the doors in the opening room of C2L1
- Extra ammo pickups have been added in most maps
- The spawn rate of certain ammo types in chapter 2's final boss arena has been tweaked
- The spawn rate of stun barrels in the final boss arena has been reduced
- Removed a few save beacons to curve chapter 2's overabundance of them
- Enemies now make a more significant effort to evade each other's line of sight
- The enemy-type version of chapter 2's first bosses' health pool has been moderately increased
- The first boss of chapter 2 now maneuvers as intended
- The first boss of chapter 2's line of sight attack's windup sound's volume has been increased
- The firing rate of chapter 2's final bosses' standard projectiles has been reduced during the first phase
- The firing rate of chapter 2's final bosses' standard projectiles have been increased during the second and third phase
- The damage of chapter 2's final bosses' napalm rockets has been reduced
- The speed of chapter 2's final bosses' homing missiles has been reduced
- The Health pool of chapter 2's final bosses has been slightly increased
- The Warhounds explosion effects have been tweaked
- The BBQ Belters flames now better track the on-screen weapon
- The BBQ Belters flame effects tweaked
- Player's step height has been reworked which should make for a yet smoother movement experience
- Fixed C2L3 doors missing collision
- Fixed a C2L4 elevator Door interact being misplaced upon opening
- Fixed an unresponsive enemy in C2L6
- Fixed broken textures/materials in C2L7
- Fixed transparency issue relating to sky boxes
- Fixed the first boss of chapter 2's line of sight attack's detonation using the incorrect sound
- Fixed controller rebinding issues
- Fixed several bugs related to hud customization
- Fixed minor scaling issues and prefab non-conforming ammo pickups in various maps
- Fixed several bugs with the hud's ammo counter
- Fixed bug where stalker projectiles would not detonate properly once their timer was up
- Fixed an audio bug triggering the war hounds explosions to cause framerate hitching
- Fixed bug where stunning the first boss mid-LOS attack would cause particle effect to stick around while the attack was not active
- Fixed various bugs with the final boss of chapter 2
- Fixed Dashes I-Frames not working on spawnlings
Going Forward:
So in our last Lil update, we mentioned that this would likely be the last major update Viscerafest gets until full release, and that was no lie, but that's not to say there won't be any updates going forward. Most of what we do from here on out will just be significantly smaller in scale, bug fixes, minor tweaks and touchups, that sort of thing. But we do have one major change planned that will likely sneak its way into an update prior to release...
A Weapon is Changing:
Now with Viscerafest's arsenal, we've striven to make sure everything has a role and a place in the combat space, and I'd say we've succeeded at that. However... I've never really liked that the game has 2 relatively standard shotguns... Now functionally the Bunker Buster and Deus Mortis are indeed distinct in the role they play in combat. The Bunker Buster is your nice all-rounder, a workhorse in the combat space, and the Deus Mortis a wonderful 1 shot damage dumper great for dealing with tanks and crowds. But at the end of the day, they are both shotguns, that both fire a spread of normal projectiles, and that's not good enough for me... As a result, the Dues Mortis is changing. We've planned to make the Deus Mortis not only have its shots pierce through enemies regardless of how many it hits, but you will also be able to call the projectiles back to your current location. This will allow you to effectively hit enemies more than once with the same projectiles, or even do fun trick shots because... why not? With this, the Deus Mortis will also be getting a new look, as you can see here!
Now when will this be added to the game? Don't know. We'll be adding it as soon as we get the all-clear that there are no major bugs in this update, but when it will be added to the public version of the game is hard to say. Regardless, we hope you enjoy the new music, the new update, and your holiday as a whole! Stay safe, have fun, and a wonderful day to boot!
OST Links:
Buy OST on Bandcamp: https://geoffplaysguitar.bandcamp.com/album/viscerafest-chapter-2-original-game-soundtrack Listen on Spotify: https://distrokid.com/hyperfollow/geoffplaysguitar/viscerafest-chapter-2-original-game-soundtrack Listen on Soundcloud: https://soundcloud.com/geoffplaysguitar/sets/viscerafest-chapter-2-original-game-soundtrack Listen on Youtube: https://youtu.be/20nzO4BmJO0
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 ]