Embark on a journey into the darkest nightmares to restore your sanity. Blast your way through hordes of possessed enemies, unlock an arsenal of deadly weapons and unearthly abilities, and get ready to face even more Lovecraftian madness in this action-packed FPS sequel.
Greetings, Cultists!
On this most hallowed day, The Ancient Ones have truly blessed us; our minds are about to complete the descend into absolute Madness, as a prophecy has come true - Forgive Me Father 2 is now out of Early Access, and we can witness more of the Priest's quest. But in this strange reality, who is to say if it's the end?
[b]Launch Trailer:[/b]
[previewyoutube=cOD2ObevyxU;full][/previewyoutube]
It has been an astonishing journey since the start of our Early Access last year, and we wouldn't have been able to complete it without your continuous support and your engagement! We are proud to have such a loving community and are tremendously happy to finally show you the full product.
In the two large Content Updates we've released, we have added [b]4 new levels[/b], [b]5 new enemies and a bossfight[/b], alongside [b]new weapons and Dark Tome pages[/b]. The full release is the biggest update yet, since it's even larger than both of the previous ones combined - get ready to delve into [b]5 new levels[/b] and [b]2 additional boss fights[/b], face against [b]6 never before seen nightmarish enemies[/b] and blast them to oblivion with a [b]whopping 9 new weapons,[/b] not to mention a [b]book's worth of additional Dark Tome pages[/b], granting you both active and passive Madness abilities.
But that’s not all - the old levels have also received various updates and improvements, in both design, visuals and enemy encounters. If that doesn't convince you to start a new playthrough and revisit your old stomping grounds, consider also the fact that we have added [b]cutscenes and new story elements[/b], [b]the character is now fully voiced[/b] and new localizations have been added too, you can find them all in the Change Log below. We wholeheartedly recommend you start a new game and enjoy the Forgive Me Father 2 in its full glory, even if you have already finished all the Early Access content!
But of course, while the full release may possibly be the end of the Priest's journey, it is not the end of our development efforts. We are still here to take your feedback, fix any bugs and technical issues you encounter - if you have any such reports, suggestions or complaints, please let us know here on Steam or [url=https://discord.gg/9zWWBk9S5e]join our Discord[/url], where you can chat with other Cultists as well as the development team!
If, on the other hand, you like the game and are having fun, please consider writing a review here on Steam. Recommending Forgive Me Father 2 to other players is the absolute best way to support our efforts. You may also consider buying the newly released Artbook or Soundtrack for Forgive Me Father 2 - if you would like to get both at the same time, the best deal is to purchase the [url=https://store.steampowered.com/bundle/46228/]Deluxe Edition[/url] of the game (this will grant you an additional discount even if you got the game during Early Access already).
https://store.steampowered.com/app/2272250/Forgive_Me_Father_2/
Last but not least, to celebrate this occasion, we are running a [url=https://store.steampowered.com/sale/forgivemefatherfranchise]Forgive Me Father Franchise sale[/url] - check it out especially if you haven't got the original yet, as there are juicy discounts running until November 4th! You can of course enjoy the maddening story of Forgive Me Father 2 on its own, but passing on the chance to experience it in its entirety, from the start of the original game; would be true insanity.
https://store.steampowered.com/bundle/35903/Forgive_Me_Father_Franchise_Bundle/
[h3][b]Change Log:[/b][/h3]
[b]New Features[/b]
[list]
[*] Added Cutscenes
[*] Added voice acted in-game dialogue
[*] Added localization for the following languages: German, French, Spanish, Russian, Chinese
[*] Added New Game Plus Mode
[*] Added 5 new levels and 2 new boss fights
[*] Added New weapons!
[list]
[*] Nasty Lenny - a new Melee weapon variant
[*] Suspicious Box - a new Melee weapon variant
[*] Eternal Fish - a new Pistol variant
[*] Calaber - a new Shotgun variant
[*] Anemone - a new Rifle variant
[*] Gobbler Gun - a new Rifle variant
[*] Verminator - a new Explosive weapon variant
[*] Bloom Siphon - a new Exotic weapon variant
[*] Flamethrower - a new Exotic weapon variant
[/list]
[*] New enemy types! (some of them you can now encounter on already existing levels)
[list]
[*] Abomination
[*] Slidestalker
[*] Eternal Eye
[*] Shot’gunner
[*] Crabber
[*] Abyssal Lurker
[/list]
[*] Added new active and passive Dark Tome pages
[*] Improved difficulty progression and adjusted enemy counts on already existing levels
[*] Added a place to re-read collected story objects
[*] Added new story objects
[*] Added new destroyable collectible objects called Dream Clocks
[*] Flashlight can be now charged by holding the button
[*] Added controller vibrations
[*] Implemented visual improvements for the main menu scenes, which change as you progress through the game
[*] Added new sounds to buttons and sliders
[*] Added new achievements
[*] Added SFX to burning candles, burning torches, rain
[/list]
[b]Dark Tome[/b]
[list]
[*] Dark Tome active abilities now last 8 seconds instead of 6
[*] Reduced prices of all active and passive pages
[*] Double Vision
[list]
[*] Passive page’s weapon bullet spread penalty is now larger
[/list]
[/list]
[b]Weapons[/b]
[list]
[*] Pistol
[list]
[*] Reduced maximum ammo capacity
[/list]
[*] Pump Shotgun
[list]
[*] Reduced bullet spread
[*] Increased number of pellets fired at once
[/list]
[*] Rifle
[list]
[*] Increased damage dealt per bullet
[*] Reduced accuracy penalty when continuously fired
[/list]
[/list]
[b]Enemies[/b]
[list]
[*] The random spread of enemy projectiles is now slightly higher on harder difficulties
[*] Improved enemies’ projectiles visuals
[*] Fixed an issue where enemy gibs would not disappear when quick-loading in certain cases
[*] Fixed aim assist continuing to focus on certain dead enemies
[*] Void Moth
[list]
[*] Enemy sprite is now bigger
[*] Enemy now moves less erratically
[*] The enemy is now moving slightly slower when not in a death state
[*] Changed death explosion visuals
[/list]
[*] Cultist
[list]
[*] Increased firing sound volume
[/list]
[/list]
[b]Levels[/b]
[list]
[*] Certain new enemy variants have been introduced in some Early Access levels
[*] Increased difficulty and improved progression on initially released Early Access levels
[*] Increased total enemy count on certain Early Access levels
[*] On top of glinting, pickups are now slightly illuminated when approached. This makes a significant difference in darker areas
[*] Various performance optimizations
[*] Asylum
[list]
[*] Added progression system which unlocks further parts of the HUB and introduces visual changes as you progress through the game
[*] Added dining hall section
[*] Added courtyard section with a new mini-game
[*] Implemented visual improvements in level selection area
[*] Secret arena pickups no longer respawn during subsequent visits to the HUB
[*] Removed certain collisions which blocked player during movement
[*] Adjusted the secret arena token count in accordance with the new weapon pricing
[/list]
[*] Hospital
[list]
[*] Tweaked enemy placement during the final encounter
[*] Fixed a few places where light was not properly baked
[*] Added environmental sounds: sounds for dark ritual, candles fire
[/list]
[*] Port
[list]
[*] Added environmental sounds: fire sounds, water sounds, wind sounds
[/list]
[*] Shipyard
[list]
[*] Fixed the issue where player could skip Grenade Launcher pickup
[*] Added environmental sounds: fire sounds, water sounds, wind sounds
[/list]
[*] Sanctuary
[list]
[*] Fixed the incorrect footstep sounds that played when walking on cobblestones in the courtyard
[*] Improved stairs textures
[*] Improved the geometry in certain areas
[*] Fixed a few places where light was not properly baked
[*] Fixed the issue where player could skip Obelisk pickup by jump over it
[/list]
[*] Cathedral
[list]
[*] Tweaked level geometry in the dining hall encounter
[*] Tweaked level geometry in the final fight section
[*] Improved stairs textures
[*] Improved geometry in underground sections
[*] Fixed a few places where light was not properly baked
[/list]
[*] Trenches
[list]
[*] Fixed a problem where the death sound wasn’t played properly after dying from a mine
[*] Added environmental sounds: rain sounds
[/list]
[*] Frontline
[list]
[*] Fixed a problem where the death sound wasn’t played properly after dying from a mine
[*] Improved visuals for the explosion radius indicator during the artillery section
[*] Fixed a few places where the light was not displayed correctly
[*] Some of the sinks are now interactive
[*] Added environmental sounds: rain sounds
[/list]
[*] Villa
[list]
[*] Some of the sinks are now interactive
[/list]
[*] Abandoned Tunnels
[list]
[*] Some of the sinks are now interactive
[*] Fixed missing water footstep noises in flooded room with red key
[*] Improved stairs textures
[*] Added environmental sounds: rain sounds, water sounds, fire sounds
[/list]
[*] Sinking Station
[list]
[*] Improved stairs textures
[*] Added environmental sounds: rain sounds, water sounds, fire sounds
[/list]
[*] University
[list]
[*] Improved and added new geometry in the underground section
[*] Added new hall name signs
[/list]
[list]
[*] Botanic Garden
[*] Fixed a certain section skip
[*] Fixed the issue with enemies not shooting at the player properly when near the wall
[*] Improved collisions with certain walls
[*] Fixed a few places where player could get stuck between the bushes
[*] Fixed a few places where light was not properly baked
[/list]
[*] Greenhouse
[list]
[*] Fixed the problem with the Grenadier not properly encountering the player during a battle with Dimensional Leapers
[*] Fixed the problem of certain doors playing the wrong sounds
[*] Resolved the issue with certain metal doors not opening properly
[*] Resolved an issue that allowed players to exit the boundaries of the level
[/list]
[*] Path of Enlightenment
[list]
[*] Added auto save shortly before entering the arena
[*] During the fight, ammo is now awarded only to weapons that are not currently held by the player
[*] Fixed an issue with boss sometimes not resetting properly
[/list]
[/list]
[b]Settings[/b]
[list]
[*] Level mechanisms preview can now be disabled in the settings
[*] Hide crosshair color settings when crosshair is disabled
[*] Gameplay settings no longer automatically scroll to the top after being reset to defaults
[/list]
[b]General Fixes[/b]
[list]
[*] Resolved crashes related to corrupted save files or game not starting, which players encountered during the early access
[*] Optimized texture memory usage
[*] Improved the oil lamp light shader
[*] Fixed an issue where the camera preview was still displayed after the player's death in certain cases
[*] Fixed some UI buttons that were not scaling properly in the menu section
[*] Reloaded weapons are now properly displayed on the weapon wheel
[*] Fixed an issue with missing weapon textures in certain cases
[*] Fixed an issue where game progression did not load properly when replaying a level
[/list]