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