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ViscerafestNewsVISCERAFEST IS OUT NOW!!!
Steam news

VISCERAFEST IS OUT NOW!!!

Viscerafest · published 14 Apr 2025, 17:00 UTC

All newsPlayers around this dateRead on Steam

Hello, ladies and gentlemen! The time has come! Viscerafest has left early access!!!
And we are very tired...

Regardless, there are some initial things to keep in mind.

First! Your save data with older builds will not be compatible with the full release.
This is because the game, from top to bottom, has undergone a substantial facelift
with virtually every system, mechanic, weapon, enemy, level, etc, etc, etc...
being subject to a cacophony of change.


So many changes have been made, in fact, that there is no possible way
we could ever dream of cataloging it all. But to give you a very, very, very...
truncated rundown of the changes...

  • Every weapon has been rebalanced and received significant visual updates along with major mechanical changes.
  • Every enemy has been rebalanced and received significant visual updates along with several enemies receiving new attacks.
  • Brand new enemies have been introduced into the already existing chapters.
  • The gore system has been reworked.
  • The tutorialization has been reworked.
  • The pacing of enemy and weapon reveals across the campaign has been heavily altered.
  • There's new story dialogue.
  • Most of the levels have been completely remade.


And believe me, I could keep going...


None of this even touches the brand-new chapter, the updated hub space,
the now functioning shop! The now existing Lorebrary and Bestiary!!!
There is so much just within the realm of what technically already existed
in the early access build that has been updated and changed that the game
is radically better, overall much more refined, and basically... just a brand new experience.
Even if your saves were compatible, you would definitely want to replay the game from
it's start because in not doing so you would be missing out on so much.

But then! We get to what's actually new!

  • 12 new enemy types! (not including the new enemies introduced in chapters 1 and 2)
  • 3 new boss fights! (Not including... actually never mind... Pretend I said nothing :3 )
  • 8 new levels!
  • 30 Gameplay Modifiers and Cheat Codes you can buy using Skullies and play around with when replaying levels!
  • The Lorebrary, where you can read up on the game's universe!
  • The Bestiary, where you can read up on its critters!


So yeah! There's a lot that's in store for you! And we really hope you enjoy the efforts of our sleepless nights. Additionally, we do, in fact, have another brand-new feature worth noting...

Narcolepsy Mode


Did you find Viscerafest too hard? Even on the easiest difficulty setting with the assist options turned on? Do you have no shame? Are you so coddled that you cower in the face of moderate pretend adversity? WELL THEN HAVE I GOT NEWS FOR YOU!!!


We introduce to you... NARCOLEPSY MODE!!! An even easier easy difficulty setting with extra ammo pickups and enemies so pathetic it's almost merciful to put them out of their misery!

Enjoy pretending that Viscerafest is, in fact, meant to be played like Doom and enjoy mindlessly blasting foes!!! Or, ya know... be a cool way to break your little kiddos into gaming or whatever, that too.

Please Note


So, those of you who have actually been following us relatively closely will know that life
and circumstance have not treated us kindly. This release date of April 14th was unshiftable, Viscerafest needed to come out today.


Now, Viscerafest is content complete, but there are several things we wanted to finish before release that we have been unable to. First... Let's talk about the elephant in the room...

The OST


John S. Weekley was going to compose the music for Viscerafest chapter 3, and a good
chunk of that music is *almost* done. But last month's life circumstances saw John
having to put his work on Viscerafest on hold, and as such, the OST for the game's final chapter
was not completed in time for this release. For chapter 3, none of the current music fits the tone
we were striving for, and as such, chapter 3 is pretty musicless, save for a few key moments.

We will be striving to keep folks posted on what's going on with the OST, and we hope to add it
in as soon as possible, but for the time being all we can do is wait until life calms down for John.

The Hub


Chapters 1 and 2 are still using their early access sub-hub variants, we wanted to update
these before release, but we did not have the time. As such, whilst they function perfectly
fine, they are a little uglier than their respective chapters are now. We hope to rectify this
fairly quickly, and the updates to these will likely be coming in about 2 to 3 weeks.

C2L7 - Arche Ascension


Chapter 2's finale has received several updates, but its updates were not able to be
completed in time for the "Full" release. The levels more than playable and honestly
probably in better shape than it was in the early access phase, but understand the
opening of the level is visually a little rough if you pay too close attention, and we'll
be cleaning her up and making her as pretty as the rest in the weeks to come.

Chapter 3 - Static Story Moments


There are a number of in-game story moments in chapter 3 that are... well... a little less
visually interesting than we wanted them to be. There's some spice to those moments
we did not have the time to add, and this is yet another thing we will be looking to fix
up in the coming weeks.

The Ambient Audio Bug


There is an infuriating issue we were not able to address prior to release
where sometimes when you hit a transitional point for a levels ambient audio
the ambient audio just... does not play. Again, we'll be working to fix this asap.

Enemies Having a Seizure


Another issue that cropped up like... 2-3 weeks ago? Enemies now hate slopes
and weighted surfaces now for some reason, and traversing them causes the enemies
to vibrate with intense rage. Functionally, this doesn't have much impact gameplay,
but it looks dumb and I hate it. In addition sometimes enemies might... just... kind of...
wobble in place, jittering their walking animations, again.... both of these issues are
things we will be aiming to address as soon as possible.

Flying enemy pathfinding


There are a couple of doorways in the game where flying enemies just make...
bafflingly daft navigational decisions. Yeah... we'll be working on that.

Some U.I. Jank


We wanted to give some of the menu's a bit more love before release but... yeah...
you know the drill. A couple of the U.I. elements are a bit ugly, which... I mean... was
also the case in early access but we wanted to fix that before the game came out.
Needless to say, we will be fixing now that the game is out.

And Probably More


There are no doubt many more issues I have not cataloged above, and if you come across
please report them in the Steam forums, or... far more preferably, our discord server,
which you can join here.

Link: https://discord.gg/zQ4S8PPRFA

I will likely be making another post within the next few days, updating everyone on the situation,
and walk out our post-launch goals in a bit more detail, but for now! Thank you so much for
your support; we really hope you enjoy our game! And as always...

May the Lord bless you, keep you, and make his face to shine upon you.
God Bless you, and have a wonderful day!

From,
Noah Dickinson

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