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!
The Ancient Ones descend upon us again, overwhelming our minds with fogs of madness, granting us an unimaginable blessing!
Speaking through us, they'd like to announce that [b]Forgive Me Father 2 will leave Early Access this year, on October 24[/b]!
And that's not all, as today's a day of good news, we have also launched the Second Content Update, which means adding new levels, weapons, enemies and more to the game! You should definitely check out the whole Change Log below and watch the trailer now!
[previewyoutube=0et3JaSHP3U;full][/previewyoutube]
Today is also the start of the [url=https://store.steampowered.com/sale/Boomstock2024]BOOMSTOCK 2024[/url] Steam event and Forgive Me Father 2 participates (with a 20% discount!), along with the original [url=https://store.steampowered.com/app/1590910/Forgive_Me_Father/]Forgive Me Father[/url] and many awesome boomer shooters and action games in general! Check out the [url=https://store.steampowered.com/sale/Boomstock2024 ]sale page[/url] and pick your favorite games!
[url=https://store.steampowered.com/sale/Boomstock2024][img]{STEAM_CLAN_IMAGE}/43916633/3a36b5aac9f6afc85f71d9b6a66c3e6c958b4c9a.png[/img][/url]
So that's it for today's news - we are incredibly happy to have you on board! And if you want to get even more involved, join our [url=https://discord.gg/9zWWBk9S5e]Discord[/url] and hang out with us, as well as other fans!
[h3][b]Change Log:[/b][/h3]
[b]New Content and Features[/b]
[list]
[*] Two new levels
[*] Two new enemies to fight with
[*] New Boss Enemy to run with
[*] Added Des Goules Remastered - a new Exotic weapon variant
[*] Added Obelisk - a new Exotic weapon variant
[*] Added cloud saving to the game
[*] Added upscaling options (DLSS 3, FSR 3)
[*] Added 4 new passive Dark Tome pages
[*] Added animated sprites for health, armor and ammo pickups
[*] New camera system showing triggered level mechanisms in the upper right corner of the screen
[*] Madness & weapon selection UI changes
[*] Added support for devices with AsusAura
[/list]
[b]Weapons[/b]
[list]
[*] Fixed an issue when explosions and and some weapons didn’t cause enemy pain animations as often as intended.
[*] Fixed an issue with weapon not being reloaded when changing levels
[*] Axe
[list]
[*] Unlocking price changed from 3 tokens to 4
[/list]
[*] Pistol
[list]
[*] Pickups now give less ammo (applies to difficulty levels Hard and lower)
[/list]
[*] Blood Pumper
[list]
[*] Pickups now give more ammo (applies to all difficulty levels)
[/list]
[*] Abyssal Shadow
[list]
[*] Changed crosshair size and animation
[*] Pickups now give more ammo (applies to all difficulty levels)
[*] The weapon is now available for purchase in Asylum
[/list]
[*] Eldritch Grasper
[list]
[*] Pickups now give slightly less ammo (applies to all difficulty levels)
[/list]
[*] Rocket Launcher
[list]
[*] Unlocking price changed from 3 tokens to 4
[/list]
[*] Mortar
[list]
[*] Unlocking price changed from 4 tokens to 3
[/list]
[/list]
[b]Dark Tome[/b]
[list]
[*] Dark Tome vendor’s interface has been entirely reworked
[*] Haste
[list]
[*] Decreased weapon attack speed bonus value
[/list]
[*] Resistance
[list]
[*] Decreased damage resistance bonus
[/list]
[*] Mirror
[list]
[*] Reduced price from 650 to 350
[/list]
[*] Lifesteal
[list]
[*] Decreased amount of health recovered per point of damage
[*] Reduced price from 1000 to 850
[/list]
[*] Guiding Light
[list]
[*] Reduced price from 200 to 150
[/list]
[/list]
[b]Levels[/b]
[list]
[*] Rebalanced ammo pickup placement and distribution on all levels
[*] Fixed several cases where enemies can appear in player’s sight
[*] Fixed an issue with being able to walk through level finish trigger without the summary window appearing
[*] Improved pickup and supply crate visibility whenever madness visual effect is active
[*] Void Plants
[list]
[*] Can now drop ammo pickups of various sizes
[*] Are now less likely to contain armor pickups
[/list]
[*] Asylum (HUB)
[list]
[*] Added interaction to the sinks in the bathroom
[*] Added new visual details to the bathroom
[*] Shower valves rotate when interacted with
[/list]
[*] Shipyard
[list]
[*] Added a sound when the platform is moving in the warehouse
[/list]
[*] Cathedral
[list]
[*] A brand new weapon awaits!
[*] Replaced elevator levers with buttons
[/list]
[*] Court of Sanity
[list]
[*] Void Plants have been replaced with standard pickups
[*] Player receives more ammo at the beginning of the fight
[*] Armor pickup at the beginning of the fight is now large
[*] Fixed the issue where the boss's runic ring was not rotating
[*] The boss fight has been rebalanced to make the encounter more engaging and to reduce its overall duration
[list]
[*] Boss health has been reduced for all phases
[*] Boss moves smaller distances in first and third phases
[*] Projectile speed changes aren’t as drastic with different difficulty levels
[*] All attacks now deal more damage
[*] Blue projectiles in the first phase now require different dodging pattern to avoid
[*] Pink projectiles in the first phase are now slower and have different targeting behavior
[*] Yellow projectiles in the first phase now hint at the best way to dodge them
[*] Boss moves slower during second phase
[*] Second phase projectiles have been slowed down, received trails and their targeting behavior has been changed
[*] Boss does not speed up as much with damage in the third phase
[*] Projectiles in the third phase have smaller explosion radius and they take longer to reach the ground
[/list]
[/list]
[*] University
[list]
[*] Civilians high up in the study hall no longer spawn during the fight but will appear once the player reaches the second floor
[*] Fixed several grates and elevators that were not making any sounds
[*] Replaced puzzle and elevator levers with buttons
[/list]
[*] Basement
[list]
[*] Added adjustments to music volume
[*] Added collision to metal floor around elevator in arena section
[/list]
[*] Sinking Station
[list]
[*] Added more detail to the final section of the level
[/list]
[/list]
[b]Enemies[/b]
[list]
[*] Added two new enemies
[list]
[*] First flying enemy now appears from Trenches level onward
[*] A brand-new enemy appears in the new level from this update
[/list]
[*] Enemies that shoot projectiles now target player’s upper torso
[*] Increased the sound volume of certain enemies' melee attacks
[*] Improved enemy spawning in front of the player
[*] Improved enemy visibility whenever madness visual effect is active
[*] Squatter
[list]
[*] Now introduced in the first act and appearing in Villa for the first time
[*] Enemy can now be teared apart
[/list]
[*] Phantom
[list]
[*] Now introduced in the first act and appearing in Abandoned Tunnels for the first time
[*] Reduced projectile homing power
[/list]
[*] Liquidator
[list]
[*] Reduced melted Liquidator's health
[/list]
[*] Hollow Hunter
[list]
[*] Enemy can now be teared apart
[/list]
[*] Mimic
[list]
[*] Improved navigation in narrow corridors
[/list]
[*] Brute
[list]
[*] Added new unique gibs matching Cultist reskin
[/list]
[*] Civilian
[list]
[*] Added new unique gibs matching Commoner reskin
[/list]
[/list]
[b]Settings[/b]
[list]
[*] Settings are now additionally grouped into categories for easier navigation
[*] Bullet tracers can now be disabled in Gameplay settings
[*] Added aim assist settings
[*] New subtitles settings
[list]
[*] Subtitles size
[*] Subtitles color (preset options and custom color)
[/list]
[*] New crosshair settings
[list]
[*] Crosshair color (color for empty clip, preset options, and custom color)
[/list]
[*] New controller settings
[list]
[*] Controller icons - you can now switch between XBOX and PS icon sets
[*] Added controller presets
[/list]
[/list]
[b]General Fixes[/b]
[list]
[*] Increased default gamepad aim sensitivity
[*] Improved controller UI navigation
[list]
[*] Fixed various issues with focus being lost after switching between mouse and controller
[*] Any scrollable list can now be scrolled using controller’s right stick
[*] Game intro logos can now be skipped when using a controller
[/list]
[*] Improved weapon and madness selection background color cohesion on high brightness setting
[*] Improved “Roller” weapon switch mode layout
[*] Fixed diacritics visible next to level replay door in Polish language
[*] Adjusted gamepad icon size in interaction prompt
[*] Changed loading screen appearance
[*] Changed loading / saving throbber image
[*] Changed HUD frame appearance
[*] Weapon name text on the HUD received an outline
[*] Fixed a possibility of getting stuck inside of secret arena
[*] More unique interaction texts
[*] Performance optimizations
[*] Slot name will now be visible in delete confirmation prompt
[/list]