Gone Viral is an over-the-top action game with heavy roguelite elements where you fight for your life in a prison arena to entertain a blood-thirsty audience. Rack up your kill count, grab mutations and crazy weapons to change gameplay and get what you need to escape and Go Viral.
[b]CLOSED BETA UPDATE 0.2.26[/b]
Another week, another update! Well it’s not just any other week - we’re getting ready for the end of Closed Beta (boo) on the 23rd - and the start of Early Access (yay!) on September 24th! Exciting times!
This week - an overhaul of Polls, fixing lots of subtle issues when transitioning levels or coming back from saves, tweaking Insanity Modes, and lots of polish as we clean the windows and spray potpourri around the joint before Early Access!
Thanks for the streams/suggestions and feedback over these weeks - we’ve got a giant amount of stuff in the hopper for new content, classes, mutations, levels, and more coming down the pike in EA - but makin’ sure the core is solid has been a primary goal of Beta and we couldn’t have done that without ya.
Enjoy!
[b]Content:[/b]
-- The "Gain 6 heart containers" achievement is now "Gain 7 heart containers" since you have a bonus heart on Insanity 0 (from https://www.twitch.tv/Wyvern stream as he got this achievement in the first room from Resilience)
-- Added a new achievement for becoming the new Champion with Abacus
-- Insanity 6 now speeds up Enemies, no longer speeds up the PC, and beefs up Bosses (Good suggestion @Seebo)
-- Added +IT, +ShotZip, +Attack Rate stats to Telekinetic Weapon
[b]Polish:[/b]
-- Polls and Fan overhaul - fixes following tracked issues:
----- BUG: Poll - new polls can start during level end/run end sequences (from @AcceptableLosses stream)
----- POLISH: Poll delays need to be tested across levels/save states
----- NEED REPRO: Poll ended up in uncompleted state but paid off
----- BUG: It looks like Audience is voting on a poll left over from the last game in its begin play, which meant it was voting before it had any traits set
----- BUG: when starting at 30 fans, it completely skips the 25 fan chest (@Seebo and others)
----- POLISH: Sometimes Polls stack up when crossing levels and get very spammy
----- BUG: Issues with too many polls, polls that shouldn't be running, and "NONE" fan gift rewards (@lueders_rebel stream)
----- POLISH [DEV]: Vote for Fan Gift had no winner because cheated to next level before poll was started officially
----- BUG: Polls should fully clean up on changing level/pay off immediately on the new level
----- POLISH [DEV]: Hitting restart cheat doesn't clean up polls properly
----- POLISH: Polls are still voting/paying off/etc. while level complete is up
----- BUG: Fixed issue where a poll could end up in a strange state if you were to leave the level at just the wrong time
-- Cleaned up a few collision and shadow issues in the silhouette decor
-- Hooked up silhouette decor for game show and security tilesets
-- Turret Buddy no longer hides under the floor like a scaredyturret (thanks @TempleVIPER1 and @Merz but not @Seebo)
-- Updated the collision on the level greeter signs to reduce things getting stuck on them and behind them (thanks @AcceptableLosses and @Ceapa_Verde)
-- Fixed rock bridges using the wrong texture when in shops (thanks @AcceptableLosses)
-- Fixed an issue where the claw's leap attack could get stuck when it was too close to too many walls (thanks @Ceapa_Verde)
-- Level greeters and tire stacks can no longer be flown through (thanks @Merz)
-- Cleaned up the collision and pathfinding settings for tire stacks
-- Significantly reduced the chance that mutant choppers get stuck in doors and between rocks (thanks to a million different testers who have been asking us to fix this for a hundred years)
-- Secret rooms no longer protect their floors from nukes
-- Fixed bug where GameShow style pretty doors weren't responding to Breaching Charges (thanks @AlderFX) or Lockpicks (thanks @AcceptableLosses) because Doug (thanks @Doug).
-- Made the highlight colors on buttons of the "Game Over" screen much clearer for controller/mouse highlighting (good suggestion @TheChronicToast)
-- Switched the steam achievement "New Champ: Abacus" over to the new in-game achievement
-- Game show wall screens can now show your webcam if you have it enabled
-- Deadly Mode (Insanity 7) properly raises overall Threat level (good catch @Seebo)
-- Deadly PC RunModifier raises POW by a bit less than previously (thank @Seebo for the nerf, send him love)
-- Fixed spurious warning thrown first time PC is takes an enemy hit
-- Fixed warning thrown by Minispike Spiders/other enemies that die when they deal contact damage
-- Run Visualizer (the little circle icons on LevelSummary and RunSummary) updates to show the current levels/status/progress/boss level
-- Made it a bit easier to navigate between the main character select menu and the character select arrows (thanks @📺Robman92 - 🎨RobmanCartoons)
-- X-ray Eyes is much more consistent in scanning of Chests/non-character actors (thanks @loginerror)
-- Added a SFX marker to show where your Telekinetic Weapon (great suggestion @TheChronicToast)
-- The Juggernaut's charge can no longer be interrupted by being hit (thanks @Seebo)
-- Charges of all types can no longer be interrupted by seeing new targets (thanks @Seebo)
-- Color and rim light adjustments for all enemies
-- New Doors for destroyed secert wall and broken barbed wire for low secret wall
-- adjusted low barb wire corner pillars to not be so damn high
-- Switched gameshow screens over to the newer screen material
-- Set the start room greenscreen GV logo to use its texture transparency
-- Cleaned up various text descriptions for items
-- Moved all in-progress icons to consistently be "Caution: Beta" for prototype items (should never see in game unless devs cheat one in), "Generic Mutation" or "Generic Gadget"/etc. for individual icons that are still in development. Many icons were either improperly Caution: Beta or old, square, icon pack icons.
-- Hooked up broken barbed wire wall topper for low secret door walls
-- Hooked up the new open gameshow secret doors
-- Fixed some minor spelling issues in our options menus
-- Slicer Boxes use a better sawblade asset and have an emissive trail to alert you of danger
-- Updated the win screen to invite you to sign up for the mailing list instead of the closed beta
-- You can now fast-forward through unlocks if you are SOOOOO impatient to get to your next run. Sheesh!
-- The main menu now uses lies and trickery to make your completion % look empty when you have a fresh save file
-- Reduced the amount of time the Rocket Bombadier variant can get stuck facing away from the player (thanks @Seebo)
[b]Developer Notes[/b]
-- [DEV] Added extra logging to VoteManager to track down poll issues
-- [DEV] Added the basic analytics session data we currently have access to
-- [DEV] Removing a few strings that should not have been included in our localized text
-- [DEV] Cleaned up a bunch of unnecessary localized text
-- [DEV] Removed a few deprecated UI's
-- [DEV] Enabled log viewer plugin
-- [DEV] Cleanup and logging added around polls
-- [DEV] LogViewer
-- [DEV] Added backend support for pausing voting at end of/between levels
-- [DEV] Updated the creature test level to use the new lighting setup
-- [DEV] Removing a bunch of unnecessary strings from being localized
-- [WIP] Audience Tiers and Polls overhaul - logging, solidifying,making more resilient to save/load and level changes
-- [WIP] Further Polls bulletproofing
-- [DEV] Fix for 4.25 compile error with USound
-- [DEV] Source and dll for LogViewer plugin in 4.25
-- [DEV] Initial steps to convert to Unreal 4.25
-- [DEV] UE 4.25.3 conversion complete
-- [DEV] Updating all of the modules and dlls for 4.25
-- [DEV] Disabling all default Magic Leap plugins as they started throwing warning in 4.25 and we don't use them
-- [DEV] Fix for UE 4.25 cooked build warning re: LogViewer
-- [DEV] Fixed build issues for UE 4.25
-- [DEV] Bulletproofing in PlayerController camera manipulation for Editor purposes
-- [DEV] Updated comments in GV_BPFL
-- [DEV] Overhaul of base spawning system to make it easier to find when newly created Actors are not yet fully spawned
-- [DEV] Lighting tweaks to adjust to UE4.25's modified autoexpose system
-- [DEV] Improved poll logging further
-- [DEV] Updated the monitor material to allow you to ignore texture transparency
-- [DEV] Test rooms CreatureTester and JG_TinyTest now use new GS_Lighting/Post settings
-- [DEV] Added test audio files to the project
-- [DEV] Added cheats for audio debug logging and playing test audio files
-- [WIP] Added Ricardo's Illustration assets for Abacus and Decimus end sequence.
-- [DEV] SteamDataSuite is not initialized if the game is running as a demo version
-- [DEV] Updated to the latest localized set of strings
-- [DEV] Updating the game version to 0.2.26