Forgive Me Father cover
Forgive Me Father screenshot
Genre: Shooter, Indie

Forgive Me Father

Forgive Me Father is 20% off now!

Hello, cultists,

We have some really good news for you! During this week, you can get Forgive Me Father at 20% off!

This deal is a part of our Weeklong Sale that ends on June 13.

Besides Forgive Me Father, other games of ours are also discounted, such as Space Rangers: HD: A War Apart or A.I.M.2 Clan Wars.

Forgive Me Father is also a part of a few bundles along with plenty of other cool games, check them out below and buy the game for even a higher discount! The additional discount applies in full even if you already own some of the games in those!

https://store.steampowered.com/bundle/23337/This_Is_My_Boomstick_Bundle/

https://store.steampowered.com/bundle/23339/Lovecraftian_Madness_Bundle/

https://store.steampowered.com/bundle/24463/IndieDB_Players_Choice__Best_FPS/

Head to our Steam page to find out about all of the discounts. Also feel free to join our Discord to always stay up to date and not to miss any future sales!

The anticipated patch v1.2 for Forgive Me Father is out now!

We greet thee, cultists,

The Old Ones teased you and delayed our progress to torment you even more, BUT, the awaited update for Forgive Me Father is finally here! Largely based on your feedback, the patch adds many new important features and significantly improves the game as a whole. We've also managed to fix many annoying bugs and we're not done yet, we will keep working on the game and making it even better!

Full changelog:



New Features



  • New auto aim setting that can be accessed in the Gameplay options.
  • Player now has a brief death animation before showing the Game Over screen.
  • Trying to shoot with a weapon that has no ammo will automatically switch to a different weapon. This can be turned off in the Gameplay options.
  • Weapons with no ammo can no longer be selected.
  • Each weapon on the Skill Tree has an icon showing what kind of ammunition it uses.
  • Level selection now remembers campaign progress even when saves are deleted.
  • Hallways and doors where levels end are now marked.
  • Added separate autosave and quicksave slots for Priest and Journalist characters.
  • Level progress tracker was added to the pause menu.


General Balancing




  • Experience requirements are lowered for each new skill point acquired. At the end of the adventure players can now receive 14 points instead of 11 assuming no experience upgrades were taken.
  • Adjusted experience upgrades to be more effective.


Enemies




  • Ancient Portal - decreased health.
  • Entity of Torment - decreased flying speed.
  • Boss 4 - fixed occasional game crashes.
  • Secret Lab - fixed navigation of some Liquidators.


Weapons




  • Worm Nest - explosive worms now steer towards the closest enemy on its path.
  • Worm Nest - fixed projectile exploding in situations where it shouldn't like climbing stairs from a sharp angle.
  • Worm Nest - fixed projectile getting stuck in level geometry without exploding.
  • Worm Nest - shooting and reloading sprites are no longer blurred.
  • Thunderonomicon - upgrade no longer increases damage dealt.
  • Whale's Bane - fixed weaker projectiles not penetrating enemies.
  • Whale's Bane - fixed weaker projectiles disappearing near doors.
  • Des Goules - fixed energy beam not following the crosshair when looking around at high speeds.


Skills




  • Aspergillum - increased range.
  • Aspergillum - more forgiving stun hitbox.
  • Necronomicon - fixed time not pausing when the player was reading story elements.
  • Medallion - increased duration.
  • Herbs - increased player damage resistance while active.
  • Flashlight - increased light distance for all upgrades.
  • Camera - stunning enemies is now more reliable.
  • Camera - enemies standing behind other enemies are now affected by stun.
  • Camera - slightly increased range.
  • Camera - fixed bright light affecting fog in certain levels.
  • Cigarettes - slight balancing tweaks.
  • Flashlight - fixed flickering when moving.


Levels




  • Boss 3 - changes made to increase readability of the intended path between phases.
  • Sewers - acid now raises at the same speed as the player on low framerates.
  • City of Ancients - made light skills more effective in dark areas.
  • City of Ancients (Endless) - fixed invisible enemies.
  • Mines - now it is easier to jump off from minecarts.


General Tweaks and Fixes




  • Aim sensitivity can now be set to higher values.
  • Aim sensitivity can now be set to more precise values.
  • Endless Mode - fixed a bug where less enemies spawn in later waves.
  • Localization - Polish language adjustments while playing as Journalist.
  • Door tip widget is now correctly aligned to the texture.
  • Removed decimal numbers in character level progress bar in skill tree.
  • Fixed the Continue button in some cases prioritizing autosaves over quicksaves or normal saves even if they were older.
  • Fixed enemy health bar not touching the top of the screen then HUD is hidden.
  • Fixed skip options hiding and music stopping when the player pauses during the credits.
  • Fixed player being able to delete invisible save slots.


And that's it! We hope we satisfied most of your FMF needs! And if not, don't be worried, another update is already on its way! That being said, you are welcome to join our official Discord server and to hit us with as much feedback as possible! You are the reason for these improvements, after all.

Also if you enjoy Forgive Me Father, you'd be most kind if you left a review of the game on the Steam page. Thank you very much!

Until next time!

Update incomiiiiiiiiiiiiing!

Hello, cultists,

How are you enjoying Forgive Me Father so far? We have great news - we have just started testing the first of the two big updates we promised you would come soon. Would you like to know more about what it's going to bring?

You will probably love to hear that a decent lump of the changes comes from your heads! That's right, we heeded your calls and are updating the game in ways you yourselves requested. For example - you will now get the death animation when you die and therefore will not be surprised and accidentally click something while furiously spamming Space!

For those who like to 100% the levels, we have added a feature that indicates that you are approaching the end of the level! So you won't suddenly exit the level without properly exploring it! That being said, you will also now have an option to use a Level Tracker that will show you exactly how you're progressing.

And guess what, the XP gain is being rebalanced as well! You should now feel much more comfortable with leveling up and will probably explore more of the Skill Tree during one playthrough. XP Gain Upgrades will also be more effective.

That's all we are going to reveal for now, but the complete change-log is going to be MUCH larger!

Did we tease your taste buds? We certainly hope so! The update should be released soon, but as we said in the beginning - we have just started testing it thoroughly, so please be patient for a little while yet, we need to make sure there are only pleasant surprises waiting for you :)

Most of the feedback the update is based on came through the Steam discussions and our official Discord. Feel free to join both! Also we'd appreciate any kind of reviews here on Steam, they really help.

Forgive Me Father… for this Unholy Accolades trailer

Greetings, cultists,

Have you managed to finish Forgive Me Father already or are you one of those who still had not got their copy? Either way, we have something to show you. Something that we are really proud of. FMF was really warmly received by the media, the influencers and the gaming scene in general and many nice things have been said. Hence we've decided to create an Accolades trailer that would summarize these.

Watch the Accolades trailer now!



We are really grateful to all of you for supporting us, this would not be possible at all without you. We hope you are having fun with the game and if you have not tried it yet, let the trailer change your mind.

We also welcome any kind of feedback, so click the link and join our Discord server now!

What's next?

Dear cultists,

We hope you are enjoying Forgive Me Father at least as much as we are! So far the feedback has been really positive and we can't even put to words how grateful we are! All the improvements and updates would not be possible without your engagement. Thank you for playing FMF and letting us know how we can make the game even better!

And what's coming next? We will be releasing two significant updates in the near future - we are aiming for one in May and another in June. Our top priority is definitely to make the game as stable as possible, so we are currently investigating the reported issue that causes the game to crash under certain conditions.



Based on your feedback, we will also be rebalancing a few game features, such as the Experience Points gain, certain skills and some enemies (especially the flying ones). Other quality of life improvements include separate save files for each character, "secrets found" tracker on the pause screen and improved controller support.

There are also many new features on the way! Just as you requested, you will get the "New Game +" feature, a way to partially reset your spent skill points, and more. We will be revealing all of that in the announcement of each particular update. We just want you to know that we are indeed working hard on improving the game experience for you, and that all your feedback is not going unheeded.

And don't worry. While we are focused on improving the current version of the game, we are also considering "bigger" plans for the future. No spoilers for now, but we hope to have some exciting announcements for you soon!

Thank you very much for your ongoing support! If you like Forgive Me Father, hit us up with a review on Steam and don't forget to join our Discord server!

The patch that almost was, now is - Forgive Me Father v.1.1.2 is now LIVE!

Greetings, cultists,

A week ago we informed you about the update that was about to be released, but was unfortunately delayed due to Covid. We are happy to say that it is LIVE NOW! Forgive Me Father is now more balanced, has significantly fewer bugs, and many of the weapons look cooler than ever! Thank you very much for your patience and understanding.

Change log:



Balancing


Abyssal Hunter, Mutant, Entity of Torment, Observer, Slither, Abomination - decreased damage dealt.
Observer and Ygolak - decreased maximum health.
Increased amount of Rocket pickups in early to mid-game levels.
Increased amount of all pickups in mid to late game levels.

Levels


Treatment Plant - fixed invisible enemies.
Improved Ship, Crystal Cave and Mines levels in terms of enemy variety.
Cult Hideout - pressure plate runes now only light up when pressed.

Weapons


New designs for some weapons.
All explosive weapons - increased blast radius.
Shotguns - rebalanced audio levels.
Rusty Vito and upgrade - increased damage per bullet.
Melee weapons - made knife hitboxes more forgiving.
Noller - increased damage per bullet.
Des Goules and upgrades - increased ammo consumption.

Enemy Tweaks and Fixes


Boss 2 - death barrier reverses directions less frequently in the second phase.
Boss 2 - death barrier now takes longer to change speed and direction.
Boss 2 - fixed idle animation not looping after shield regeneration.
Boss 3 - sinking islands now also shake the screen when it is sinking, and the player is still standing on it.
Yellow Cultist - improved homing projectile behavior.
Yellow Cultist - decreased homing projectiles’ lifespan.
Yellow Cultist - homing bullets now dissolve when the owner dies.
Yellow Cultist - new particle effects when homing bullets disappear.
Abomination - improved pathfinding.
Abomination - fixed idle sound playing on level load.
Dark Bane - killing it is no longer required to get 100% kills for level stats.
Entity of Torment - several bug fixes.
Patient - fixed idle sound playing when killing the enemy during sitting animation.

General Fixes


Fixed achievement Voodoo from Hell can’t be unlocked.
Fixed Journalist’s cigarette skill causing frame drops.
Fixed player camera under certain conditions staying tilted for the rest of the level.
Fixed Numpad movement bindings networking on some levels.
Energy Booster and Energy Catalyst - fixed animations breaking when using skills while shooting.
Fixed weapon switch sound playing at the start of the level.
Fixed weapon idle sounds playing when using skills.
Fixed audio glitches with light skills when pressing use during hiding animation.

New Features


Added Brazilian Portuguese localization


We are also working on improving the XP and levelling curve, re-balancing the Experience gain skills, and an ability to change some already purchased skills. These changes did not make it to this patch, since they require a lot of work and we didn't want to keep you waiting for the rest of the changes.

Most of the issues were found by you, our loyal supporters, so feel free to hit us with any other feedback you might have in the future, the best option is creating a thread in the Steam discussions and joining our Discord server.

On the other hand, if you enjoy the game, consider leaving a review on the Steam page, it helps more than you think. Thank you and keep those heads flying!

Forgive Me Father For The Patch That Almost Was

Greetings Everyone,
We would like to thank you very much for all the feedback so far, both positive and negative. The development team has been hard at work, and we initially had a re-balancing patch scheduled to be published today, that would alleviate many of the issues most frequently mentioned here in reviews, discussions and on Discord.

Unfortunately, at the very last minute of testing, we uncovered some very unpleasant technical issues and at this moment, we have a more balanced, but less stable build. And since the lead developer was struck with Covid this week and is unable to work, it was not possible to fix the problems in time. Rest assured that as soon as humanly possible, we will release a patch bringing (at least) the following fixes and improvements:

Balancing



  • Abyssal Hunter, Mutant, Entity of Torment, Observer, Slither, Abomination - decreased damage dealt.
  • Observer and Ygolak - decreased maximum health.
  • Increased amount of Rocket pickups in early to mid-game levels.
  • Increased amount of all pickups in mid to late game levels.

Levels



  • Treatment Plant - fixed invisible enemies.
  • Improved Ship, Crystal Cave and Mines levels in terms of enemy variety.
  • Cult Hideout - pressure plate runes now only light up when pressed.

Weapons



  • New designs for some weapons.
  • All explosive weapons - increased blast radius.
  • Shotguns - rebalanced audio levels.
  • Rusty Vito and upgrade - increased damage per bullet.
  • Melee weapons - made knife hitboxes more forgiving.
  • Noller - increased damage per bullet.
  • Des Goules and upgrades - increased ammo consumption.

Enemy Tweaks and Fixes



  • Boss 2 - death barrier reverses directions less frequently in the second phase.
  • Boss 2 - death barrier now takes longer to change speed and direction.
  • Boss 2 - fixed idle animation not looping after shield regeneration.
  • Boss 3 - sinking islands now also shake the screen when it is sinking, and the player is still standing on it.
  • Yellow Cultist - improved homing projectile behavior.
  • Yellow Cultist - decreased homing projectiles’ lifespan.
  • Yellow Cultist - homing bullets now dissolve when the owner dies.
  • Yellow Cultist - new particle effects when homing bullets disappear.
  • Abomination - improved pathfinding.
  • Abomination - fixed idle sound playing on level load.
  • Dark Bane - killing it is no longer required to get 100% kills for level stats.
  • Entity of Torment - several bug fixes.
  • Patient - fixed idle sound playing when killing the enemy during sitting animation.

General Fixes



  • Fixed achievement Voodoo from Hell can’t be unlocked.
  • Fixed Journalist’s cigarette skill causing frame drops.
  • Fixed player camera under certain conditions staying tilted for the rest of the level.
  • Fixed Numpad movement bindings networking on some levels.
  • Energy Booster and Energy Catalyst - fixed animations breaking when using skills while shooting.
  • Fixed weapon switch sound playing at the start of the level.
  • Fixed weapon idle sounds playing when using skills.
  • Fixed audio glitches with light skills when pressing use during hiding animation.

New Features



  • Added Portuguese Brazilian localization


We are also working on improving the XP and levelling curve, re-balancing the Experience gain skills, and an ability to change some already purchased skills. This may or may not be possible in the first upcoming patch, since it requires a significant amount of testing.

Last but not least we are investigating and working on a fix for the crash issues some of you have reported.

Once again, thank you everyone who submitted any kind of feedback, we appreciate it and we pledge to continue working on the game until it is in the best shape possible and all of you can enjoy it to the fullest. We will keep you posted on further development, stay tuned!

Forgive Me Father is OUT NOW!

Greetings cultists,
The day of joyous madness and exquisite suffering has come, for everyone can now step into the fully realized world blessed by the insanity of the Old Ones! Feast your eyes on the brand new trailer and accept our invitation to explore the now complete story of Forgive Me Father - filled with unending hordes of nightmarish enemies for you to unleash your bloodlust upon!

[previewyoutube="XDLHEVNLxz4;full"]

Compared to the Early Access version, the full release brings another playable character (the Journalist), increases the total number of levels from 17 to 25, 3 new bossfights and 3 new Endless mode arenas, a new weapon and 8 new weapon upgrades, new skill upgrades, animated cutscenes showing the full story of the protagonists, and more!

All this could never be achieved without the help of our amazing community, and we would like to thank each and every one of you who played the game in Early Access, and especially those who took the time and shared their feedback by writing a review, a post in the discussions or came to our Discord server.

The journey of Forgive Me Father is not over yet - we are here to fix any bugs that may yet be discovered, and make improvements to the game wherever we can. So please, stay awesome and keep that feedback coming in, we really, sincerely, appreciate it.

Now go kill some monsters already!

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

Pre-release level showcase

Hey, it’s Byte Barrel!

Forgive Me Father’s full release is almost here, so let’s talk about some levels.

Our game is a nod to H.P Lovecraft mythos, so we prepared places of cult, The Great Old Ones related encounters, levels where you can feel that cosmic presence. The first couple of levels of our game are a bit linear and closed. They are designed to guide players through some basics of our game before they explore the more complex maps. We also wanted to create that horror-like atmosphere, where the player feels claustrophobic and has nowhere to escape.

As the game progresses, levels are getting more open and interactive. A couple of them are maze-like, others require a little puzzle solving from the player.

Some of them you may know, and some will still have a chance to surprise you.

Cornfield



We probably all know that scene when a character in a horror film runs into a cornfield while escaping from the baddie. When it comes to FMF, our character is armed and ready, and definitely not running away, so this time things will go completely differently.

We prepared a few interesting things for you here. First of them - Corn Maze. It's designed to confuse and make the player wonder which path to choose (probably multiple times), but someone with a keen eye may notice that there are some clues hidden all over the place.

As we enter the Cornfield we can see a huge Windmill in the distance. We wanted to create an object that of course has its intended purpose, but would be interactive and fun at the same time. When activated, you can use it as a ferris wheel and take a spin or two. Take your time, enemies can wait, right?

Underwater



In Lovecraft’s stories, the uglies often emerge from the sea, so what would be a Lovecraftian-based game without a water-related map? Underwater is really unique when it comes to gameplay.

We prepared two things for you: a harpoon and diving gear, the rest depends on you. We wanted to make this diving experience as real as it could be, so this level may be a little tricky, because your field of view and movement are limited. While most levels are about fast reaction, this one is more about planning.

Cult Hideout



When the time comes, you will visit the bad guys’ den. We don’t want to spoil too much, so we will keep it brief. In this level you get to decide in which order you progress through encounters. Just pick a door and you will do fine, probably.

Oh, and better watch your step there!

City of Ancients



The aesthetics of this place will make you feel like you are in another dimension. It’s almost like the entire map is living its own life. We can feel that cosmic vibe that is so important when it comes to Lovecraftian lore. But what about gameplay mechanics?

City of Ancients is almost like a puzzle for the player to solve, and hordes of enemies do not make it any easier. This hostile place requires the players to make a map inside their heads and figure out how to use this level's core gimmick in order to find the path forward.

We hope that exploring levels in the upcoming full release of our game will be an absolute blast for you!

Got some questions? Don’t hesitate to ask here, in the comments or on our Discord or Twitter. And please, don’t forget to leave a review here on Steam, once you've tried out the game.

MADNESS! How it works, and why it’s even in the game

Hey! It’s Byte Barrel Team again. Last time we shared some secrets about our art design process and inspirations that followed us through developing Forgive Me Father. In this piece we would like to shed some light on how we created and changed Madness System during that time.

So, what exactly is that whole Madness System?

Insanity is an inseparable aspect of Lovecraftian lore, so we knew it had to be in our game somewhere. The choice was simple: why not make the entire system based on it? This allowed us to create an escalating feeling of anxiety that player may experience as our main character steps deeper and deeper into madness. But how does it work?

Simply put, Madness is a mechanic that rewards a player’s aggressive playstyle and picking all in fights over safer confrontations. The more enemies a player kills, the more powerful he becomes. But that's not all. It is a combo-like system where you need to kill as much as you can in a short period of time in order to gain the most benefits.

Madness is also a resource that allows you to use special abilities like Aspergillum - that stuns enemies, or Crucifix - that heals its user for a certain amount. On top of that after reaching half of the Madness bar, the player's screen goes black and white with that juicy red blood splash effect. We wanted to add that insanity factor to our game that is starting to make even more sense when the game story progresses.

Another thing is the fact that Madness gives our game more dynamic and that “what the hell is going on” effect.

How has it changed over time? From idea to Early Access version

Madness System is a feature that we could call the heart and soul of Forgive Me Father's gameplay. We knew that it would be present in our game from the very beginning, but we had to work on some specifics. We started with the thought that we want to make a combo-like system that brings more dynamic to the game and would create more gameplay possibilities for the players.

From that point Madness System had a long, long road to the place where it is now, and we would like to share that process with you. Through developing Forgive Me Father we created at least four completely different designs. Some of them differ in visual aspects (different colors, chromatic aberration effect) others were our attempts to make the best Madness System in terms of gameplay possibilities. Current one is using all the best aspects combined from previous prototypes. The very first Madness System wasn't all black and white like it is now, but it was this intense green color that would take over your screen!



Optimizing the Madness System

Have to say, that one was a little bit tricky. Making a combo-like system that rewards aggressive playstyle but also doesn't punish those who want to take their time while exploring the world of Forgive Me Father, wasn’t easy.

Another, and we think the hardest, thing was making the entire skill system based on the Madness resource. It had to be perfectly synergised. We had a lot of ideas but unfortunately we couldn’t implement all of them. Compromises are hard and necessary especially when it comes to optimizing a system that is so important when it comes to the core of our game.

As we said earlier, Madness System rewards aggressive playstyle, making players stronger as they take down enemy after enemy. But when you play slowly you also can earn your skills but just in a little less efficient way. So don’t worry, we have something for everyone!

Why it looks how it looks, and why it works how it works - about inspirations

We wanted it to bring more flavor to Forgive Me Father, accent its brutality, make the moment of reaching that certain level of madness worth player's effort. Our system had to fit perfectly into the Lovecraftian based universe and retro shooter genre at the same time.

Our intention was to make our game as comic-like as possible. Madness System is a nod to the Sin City comic book series by Frank Miller. It was an obvious choice for us because it’s not only perfectly matching our design but what’s more important, we are just crazy about his work. Also, there is of course that one more thing - nostalgia.

Going forward, we wanted to intensify encounters, especially those bigger ones with hordes of enemies rushing towards the player. Our goal was to create that special moment when the player is in the middle of a fight, madness is stacked, screen turns all black and white and players just know that there is no going back.

Developing the current Madness system was a really long process where we had to compromise a lot, and by saying that we really mean A LOT. But we believe that we created a version that fits our vision of Forgive Me Father!

Got some questions? Don’t hesitate to ask here, in the comments or on our Discord or Twitter. And please, once you've tried out the game, leave us a review here on Steam!