Early Access Patch 0.5.3

Gone Viral

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]EARLY ACCESS UPDATE 0.5.3[/b] Hey! As per our discord update, we’re slow but steady over the last few months (and intend to be so for a bit longer as we wrassle with RL stuff). The downside: Slow. The Upside: Steady! So here’s some polish, goodies and work in progress (especially a lot of work on our next level and new creatures to be revealed in a future update) coming to your favorite blood-soaked-streaming-gladiator goodness! Enjoy! -The Skullbotians [b]Content:[/b] -- Hooked up a bunch more awesome icons! (thanks @LeoFonseca) -- Added new rooms [b]Bugs & Polish:[/b] -- Enabled murderpedia entry for Blood & Anger (good catch @Seebo) -- Fixed the collision position for several of the corner columns so that they line up correctly with the wall collision -- The falling object catcher, mouse blocker, and path mesh volume now all scale themselves to the same map sized region -- Fixed an issue where pickupables were not actually using the more aggressive collision detection they were supposed to be using (thanks @Justice) -- Fixed an issue stopping you from earning champ achievements for any character other than Decimus (thanks @[AG] David) -- Cleaned up some items that don't yet have icons by assigning them better temporary icons -- Flying things can no longer pass through Jo's cage -- Fixed issue with Lockpicks / Breaching Charges not unlocking folks trapped in cages (thanks @loginerror / @Justice / @Seebo) -- Potential fix for Jo escaping her cage in cooked build due to collision issue - sneaky, sneaky -- Attempting to fix an issue with Jo falling through the floor in cooked builds -- Dr Death is generally more resistant to Fury speeding up his attacks -- Dr Death's Twin resurrection is slower to execute and no longer affected by the good Doctor's Fury / attack speed (good suggestions @Gruntled / @loginerror and others) -- Fixed issue where chests were unlocking properly but not opening until touched a second time -- Optimized creature spawning, other things checking for test rooms -- Decreased the health from all tank enemies but gave them a point of armor to partially offset the reduced health -- Tweaks to burrowing behavior (whaddya mean, nothing burrows?! Just you wait…) -- Silhouettes no longer look like poo in the corners of the security tileset -- Adjusted the size of blade buffs that were too big on several tank enemies -- Moved the back security gate on security doors to be visible -- Removed the security door mats as they don't currently look correct -- Imported all newly localized strings -- Fixed enemy AI sometimes sometimes imagining phantom bridges between connected pits and thus walking (or driving) into them like dummies (thanks @DraxTV) -- Fixed several small targeting and charging issues in the base AI functionality -- Tanks no longer blindly drive over traps and hurt themselves -- Fixed issue with Pulverizer / thrown weapons not multiplying properly (thanks for the find @loginerror and @Seebo) -- Fixed issue where blood locks were causing damage but not always unlocking -- Added run modifiers to unlock levels after The Big Show (temporarily added to Insanity 3+, may require additional effort to unlock) -- Added a new movement mode for enemies that walk but ignore rocks -- Fixed several issues with enemies and FX scaling -- Fixed some issues with the Fanatic not cleaning up his minions on death -- Imported and compiled latest localized text -- Repaired a boss room that had its normal bosses swapped with the new boss [b]Developer Notes[/b] -- [DEV] Did the new string export for the next round of localization -- [DEV] Fixed an audio file (lol) with incorrect concurrency settings -- [DEV] Transaction overhaul -- [DEV] Transactions (spending coins / keys / bombs / heath / yadda) can now partially succeed and fail -- [DEV] Cleanup throughout stats and consumables system (largely invisible, sadly unless I broke something) -- [DEV] Added ability to export rooms to JSON -- [DEV] Support for Room Data to be saved to DataTable system rather than save file system -- [DEV] Fix for link error on port with JSON library -- [DEV] Cleaned up all of our old level manifest data -- [DEV] Rooms now save / load to JSON instead of SaveFile -- [DEV] New Room Saves setup for packaging (testing) -- [DEV] Removing old JSON data -- [DEV] Added new JSON directory to packaging -- [DEV] Jo no longer gets all chatty in the room editor -- [DEV] Rolling back some lighting changes that broke in-game lighting -- [DEV] Updated the valid floor information for most existing special rooms to work with deeper floors -- [DEV] Updated the hallway length data on all level manifests to match the existing constant defaults we currently use -- [DEV] Cleanup to NPC melee combat system -- [DEV] Updated the default lighting setup in the main game to be gameshow lighting instead of prison lighting -- [DEV] Added additional logging when level generation can't find enough room types -- [DEV] Fixed Jo's cage room forcing itself into non-game levels, like into the room editor test level -- [DEV] Fixed an issue with the weirdly aggressive Jo room now refusing to appear at all -- [DEV] Removed a bunch of unnecessary components in drones -- [DEV] Cleaned up bomb spiders a bit -- [DEV] Adding a new creature tester map using the security tileset -- [DEV] Cleanup work around bomb / spikeball projectiles -- [DEV] Made some changes to some security rooms to try to work out some tileset issues -- [DEV] Fixed tire stacks not being detectable as occluders -- [DEV] Contact damage components will now call OnContact for moveable targets -- [DEV] Added ability to tweak relative mesh Z via animation -- [DEV] Updated FlyUp so that it can be called without landing automatically -- [DEV] Small cleanups to stompers -- [DEV] Fixed a few bugs with room editor and various systems not being ready to survive being in the room editor -- [DEV] Disabled the new floor for the patch as it is unfinished [b]Work Still In Progress[/b] -- [WIP] New Trap prototype -- [WIP] Added data for new trap -- [WIP] Prototype trap collision tweaking -- [WIP] General new enemy work -- [WIP] Additional new enemy work -- [WIP] Wormbot properly handles self-collisions while walloped -- [WIP] Wormbot room added -- [WIP] Wormbot now has melee attacks -- [WIP] Wormbot improvements -- [WIP] Cleanup to Wormbot -- [WIP] Cleanup of preview assets for bomb drone -- [WIP] Added in behavior for the bomb drone -- [WIP] Increased the size of the Bomb Drone, fixed its look when dying, and disabled a debug sphere that was accidently being drawn -- [WIP] Slightly increased the size of the Bigbot -- [WIP] Initial setup for a mutant brute enemy -- [WIP] Additional implementation of the Mutant Brute -- [WIP] Checking in a Mutant Brute spike strike test case that isn't working -- [WIP] New boss initial tag setup -- [WIP] Initial slam movement prototype work -- [WIP] Additional support for hopping movement mode -- [WIP] Prototype Fanatic in for testing -- [WIP] Switched to the new Fanatic model and material -- [WIP] Added the new hub and spoke level generation type -- [WIP] Implemented the pre-carve data setup and organization for the new hub and spoke level generation -- [WIP] Added data / test rooms for new bonus level -- [WIP] First pass implementation for hub and spoke level generation -- [WIP] Added a few new rooms to support security specific floors -- [WIP] Updated the level manifest data for security specific floors to function with realistic settings