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Viscerafest 1.3 The Post Break Patch

Viscerafest · Community Announcements · June 16, 2025

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Howdy folks! We're back! With another patch!

After we managed to clean up a good few of the major issues plaguing the release build, we were pretty winded from the grind leading up to and following release. As such, I elected to take something of a short rest.

Following that, we got right back on the train of bug hunting and general tweaking/polishing based on notes from watching folks play and general feedback here on Steam as well as elsewhere. We had hoped to release this new patch two weeks ago, but last-minute issues that required extra time to fix kept cropping up, delaying us until now.

Before we get to the patch notes themselves I wanted to take a quick moment to talk a bit about some of the changes coming in this update. So! On that note...

Player Movement

I've seen a few folks complain that the base running speed is a pinch too slow. Now I'm hesitant to adjust this too much, as fiddling with the player's speed a great deal would require the game to be rebalanced, with projectile and enemy speeds all tailored around the player's movement. However, I thought I would give the player's speed a brisk boost in light of the feedback.

The Bunker Buster

I felt the game's double-barreled shotgun needed a slight buffing. It's utility lagged behind some of the other weapons in the arsenal, and as such, the projectile spread has been tightened, and the weapon's damage has been boosted. To make sure that this doesn't completely break the game's balance, some of the enemies' health pools have been adjusted in light of this change.

A Helping Hand

There are a fair few linear levels where players would get turned around and lost fairly easily, levels where the path forward really wasn't meant to be obscured in any way, shape, or form, but where that was the case nevertheless. As such, for a fair number of the offending levels, a variety of changes, additions, and/or tweaks have been made to guide the player forward more effectively. (And we'll likely make a few more changes like this in patches to come)

The Deus Mortis

The Deus Mortis is a weapon a lot of folks struggle to get a handle on, both in how and when to use it; as such, a number of players really fumble through its introduction in C2L1. To help make the weapons intro a little more forgiving, we've added a few more ammo pickups for it to that level.

Reverting the Invisilads Change

In the last patch, we made a significant change to the Assassin and Void Drifter enemy types that meant any and all attacks would instantly knock them into a stun state, even whilst they were attacking. An unfortunate byproduct of this change is that as enemies, they became incredibly ineffective and super easy to cheese. As such, we have reverted this change.

Buffing the Final Boss

We're currently working on buffing the final boss as it's a lot easier than it was intended to be, and I've seen that exact sentiment echoed by a number of players. A fair few changes to said boss have made it into this update, but depending on how the sentiment stands following this update, we may do more to crank it up further.

But with that said, I've done enough prattling on... here are your patch notes!

Patch Notes

Tweaks:

Fixes:

Some Quick Closing Thoughts

In the wake of the above, I thought I might also take a moment to highlight things we are looking to address in the future, as there have been a number of complaints/reports that I wanted to address more directly. I highlighted a couple of issues above, things like the difficulty of the final boss, level navigation, etc... However, there are a few others I think worth bringing up.

The Marionettes' "Sight" Attack

For starters, on the note of the final boss, a few people have rightly pointed out that the final boss uses a very similar line of sight tell to the Shambler enemy type despite the fact that the attack is not dependent on line of sight. As such, especially for first-time runs, the attack can be a little confusing. We're planning to alter the visual aspects of how this attack manifests itself in such a way to visually distinguish it more, which hopefully will help.

The Adopted Night Gaunts

A fair number of players have complained a great deal about an enemy type introduced in chapter 3 known as "The Adopted Night Gaunt." For those not in the know, this enemy is a stationary turret that fires homing projectiles that rather than damaging you, teleport the Night Gaunts next to you. In addition, they have an area of effect around their body that drains your health and slows you down. They also cannot be killed, only momentarily disabled.

Now this enemy won't be getting nerfed, as they're not threatening or dangerous enough to justify such a change. They also probably won't be receiving too much in the way of changes to their behavior. However, I do recognize that they are a very real pain point for a lot of players in chapter 3, and as such, we do plan to make some form of changes to them, likely in how their attack is presented, as well as how the player is notified of said attack. As of right now, we don't have much in the way of a clear idea of exactly how we will be changing them, but the aim will be to make sure the player is better informed of both their presence and, ideally, how to deal with them.

Steam Trading Cards

Moving on from more feedback-related issues, we are currently collaborating with a community member, Matowaar, to add Trading Cards for the game to Steam. I know many people have been requesting this, and I wanted to let you all know that it is indeed something we are working on.

The OST

I felt the need to comment on the state of the OST as I'm sure it's something that's weighing heavily on the minds of a number of people. The fact of the matter is, I still have no updates on that front. I have not heard from our composer, John S. Weekley, for roughly a few weeks now, and as such, really don't have much to report. We're still waiting on him; we'll likely announce when he's back, so everyone can be made aware that we're trucking along on the OST again. But until then, it's probably best to assume not much in the way of motion is being made. I have been considering potentially bringing in yet another composer to help us close things out. I am very hesitant to do this, though, as I would prefer to ensure that the quality, sound, style, and vision are consistent throughout the entire soundtrack of chapter 3, and I really don't want to have to bring someone else in to complete the final three levels. But we'll see what happens.

In Closing

A big, big, big, big, big thank you to everyone who's been supporting us and helping us to track down issues in the wake of the game's release. We hope this update finds you well, and we pray the Lord bless you, keep you, and make his face to shine upon you! God Bless you all! Noah Dickinson,

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