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Genre: Indie

Get Stuffed!

January Maintenance Patch

Hey Everyone!
I have a small update for you.


  • Removed contagious until it can be reworked.
  • Scrap piles now have a small delay before grouping into a larger pile.
  • Adjusted order for immune damage calculation to the end of the damage formula. This will make sure it applies after vulnerabilities.
  • Immutable damage will still go through immunity.
  • Irradiated Blood now does 75% of your current health on removal. Before it did a flat 75 damage, instantly killing the weaker roles and anyone who doesn't put their cart up.

December Maintenance Update

Hey Everyone,
A small update is now available.


  • Fixed navigation issue in Witchwood. Flashlight and AI should work properly now.
  • Ration Machines should work now as intended.
  • Fixed a spot in T16 that objectives could spawn under a rock.
  • Adjusted collision on Trees in Camp Valentine.
  • Reclassified stunt double alignment, hoping this fixes the stall out matches.
  • Research Computer shock damage is now classified as Ignore Punishment.
  • Masochist is no longer punished for dealing damage classified as Ignore Punishment.
  • Fixed a logic issue with Contagious, it was doubling stacks while also doubling durations. It now just doubles duration.
  • Fixed a bug that caused stamina drain immunity from energy drinks to end early.
  • Stamina no longer drains from sprinting if you're in the air.
  • Fixed a bug that caused the Oxygenator to give double oxygen, one through a buff and the other through an old system.
  • Fixed a bug that caused the twins to lose their ability if the player died and possessed their twin.
  • Getting knocked down now applies Tenacity, which will prevent further stuns or knock downs. Slips do not proc this.
  • Removed the scrap gain for Dax's passive until I can come up with a better solution.
  • Tire Iron price increased to 30 from 25.


Per usual, if you run into any bugs, suggestions, demonic possessions. Please join our Discord and let us know.

Murderversary 2

Hey Everyone!
I have a sizeable update that contains some new content, bug fixes, map adjustments and more!




  • Added Auto Crouch option for killers
    Activate it in the settings menu

  • Terminal Illness replaced with Kill Zones
    Capture these to remove 33% max life from all players who's role is not associated with yours. I disliked the previous system but kept failing to come up with a good solution. I feel like this is a good motivator for the final participants to either engage with each other or rush the zone. Once cleared a new zone opens up shortly, elsewhere.

  • Zombie, Swarmling, Devourer and Shadow Subject can no longer interact with Victim only objectives. Turkeys remain chaotic neutral and do what they want.

  • New Damage Type (Necrotic) this deals a percentage of your base max health.
    This only applies to the new soul cube item


  • Spirit is now saved if you respawn

  • When revived through revenant. Killing the person who killed you, clears all remaining bleeding stacks.

  • Added Origin Passives to all subjects. These can be disabled by the host.
    This was something I wanted to do a long time ago. Each character has a passive perk that will grant them an item. I wont list them here, but go explore and have fun! Remember if you hate this system, it can be disabled.

  • New Host Setting "Death Drop System" Which will allow the host to choose what happens to a player's items on death. (Normal, Just Item in Hand, Scrap pile worth half of the items or nothing drops)
    More options for the host to tailor their experience.

  • You can now adjust the strength of jump pads by interacting with them.
    Finally, they're useful in the kavorkian institue!

  • Pumpkin Smash Event has returned. Pumpkins that scare players 6 times, will now be revived as their original role
  • Killing a Treat Pumpkin will now award a random perk you do not have (killers can unique gain perks from this as well) There are some restricted perks that will never appear with this..





Misc Changes

  • Max respawn time for a killer is now 45 seconds, down from 5 minutes. (FAF mode is now 30 seconds down from 45)

I felt like the original time was absolutely too punishing, this value may need tweaking but I think it will be generally fine with how strong victims tend to be.


  • Medical Station now clears the oldest debuff you have instead of all debuffs per use.
  • Cure Ailments and the priest spell cure now clear 1 random debuff from players. Before it cleared all.
  • Damage Resistance now caps at 80%

I did not have a damage resistance cap before, I had a minimum damage dealt. This was a mistake!


  • Electrical damage deals double to players who are swimming
  • Drastically improved dropping code to prevent overlap item piles
  • Revenant has been removed from starter tutorial
  • Refactored a bunch of old buff code to be compliant with Addicted to Dave (ATD)
  • I am making the Axe Murderer axe buff immune to ATD
  • You can no longer swap weapons while searching
  • Middle Event display has been cleaned up and superfluous text removed
  • Removed buff descriptions in shop.
  • Tidied up Codex a little.
  • Removed the aiming for the reverse camera
  • Engineer's Packed Cooler passive now directly puts an energy drink into an empty hand if you have one
  • Beer should be affected by discount event
  • Lowered the volume of Buff Icons being applied
  • Priest ability tooltip no longer shows spell icon on it
  • Flashlight IES profile changed, its color also shifted to a colder value
  • Flashlight has a lens flare when looked at
  • Added damage tags for death screen. This will display the type of damage that killed you.
  • Minimum search time has been set to .75 seconds
  • Moved location of host settings in a lobby
  • Cleaned up host menu a bit
  • Buttons in lobby screen on the top, dynamically generate now



Fixes

  • Fixed spelling for Coffee Withdrawal
  • Fixed description for DNA Injector
  • Fixed a spot you could get stuck in, in the institute map
  • Fixed a bug that would cause buffs to occasionally duplicate effect if triggered past 1 stack. Refactored buff code that affected our tag states (things such as being immune to stamina loss) Refactored tag tracker code (again dealing with temporary tag states, but per character)
  • Helicopter kills again... oops!
  • It is no longer possible to escape the tutorial map using a jump pad
  • Elevators no longer destroy constructions in Thalassophobia
  • Fixed a bug that caused items to show up as pickup-able for roles that cannot pick up items.
  • Doors now highlight as interactable
  • Non Weapon Items now properly highlight as interactable
  • Store no longer highlights if a role is blocked from buying
  • Drink Machine no longer shows the buy option for roles that are blocked from buying
  • Build Nodes no longer highlight or give "construct" option for roles that are blocked from building
  • Scrap is no longer highlighted or give the "pickup" option for roles that are blocked from picking up scrap
  • Fixed a bug that caused the immunized buff to remove cold type debuffs
  • All killer abilities except puppet master now clear on death
  • Fixed a bug where "none" would show up on the tab screen for characters that were invisible
  • Fixed chaos warp healing values
  • Channeling abilities are cancelled on weapon swap
  • Cloning Chamber door will open if it detects a player inside
  • Collision for trees in Witchwood has been tightened up.
  • Raygun Renegade Translocator no longer jitters the player if they have high latency Scanner Translocator no longer jitters the player if they have high latency
  • The can't pickup item bug >>>should<<< no longer happen (I was unable to replicate any more issues, but let me know if it is in fact still a problem)

Butcher Changes
Tenderized Meat now gives 25 health down from 45+25(over healing).
Butcher's bite heals him for 50 health if he kills a player with it. Butcher's bite heals him for 20 health if he kills a construction with it.

Ripper Changes

  • Ripper no longer sprints but instead goes into ghost form. This has a 1 second cooldown. Radius in which ghosting is restricted has been lowered.

Ripper was always meant to feel like a horror movie killer, omnipresent. This helps give him that characteristic.

  • Ripper's Fear gain from him killing someone now has a falloff after 20 meters.
  • Fear chance to fall from damage scale changed from 1%-10% based on stacks, down from 40% max.
  • Removed Rip N Tear ability from base Ripper.

Law Changes

  • Lowered volume of Law's footsteps.


Werewolf Changes

  • Werewolf no longer builds the Micro moon. It now spawns on its own. Once destroyed, it will spawn again after 60 seconds.
    I wanted to let werewolf focus on their 2 phases, rather than relying on gathering scrap to get going

  • Micromoon health reduced to 100 from 150.
  • Werewolves are now allied with each other.
    I'm like 83% sure this was a new addition for this update, but I may have added it in the last one.


Snickle Snackle Changes

  • Snickle's execution charge is now individualized.
  • Using their Spirit Reap on a non fully charged player will result in dealing 10 damage and a 7 second cooldown.
  • Using it on a fully charged player will deal 125 damage and a 1 second cooldown.
  • Snickle no longer teleports to a nearby location after killing a player with Spirit Reap.
  • Snickle's Spirit Reap has a new animation.
  • AGMs now reveal Snickle
  • Snickle now deals 25 damage to constructions. Up from 10.
  • Snickle's teleport ability resets on respawn.
  • Fixed a bug where Snickles could reap each other
  • Removed Snickle's damage from scaling from the amount of fear on a player.



President Changes

  • President now recovers stamina equal to 125% of his patriot stacks when he uses his Patriot Beam ability on a player.
  • President now gains 40 Patriotism stacks from kills, up from 10.
  • President conversion of scrap to Patriotism stacks is now 3x the amount, up from 2x.
  • President Rip Disc cooldown lowered to 4.5 seconds, it now uses stamina.


Painting Changes

  • Painting Primary Attack stays locked onto the last player they targeted as long as that player does not break line of sight.
  • Painting Cheap Knockoffs no longer block player collision
  • Painting's teleport now checks volume to see if they can fit before allowing the player to teleport.
  • Painting's Madness Gaze ability now is 100% stronger on pitch.
  • Insanity duration is now 5 seconds up from 1.6.
  • Insanity clear rate up to 34% max per stack removal. This is roughly 20% more than previous.
  • Painting insanity rate reduced to 66% of what it was.


Champion Changes
The check for champion's slam has be increased in size



    I am happy where Titan One Six is finally. The objective is easy enough to understand, the adjusted gravity gives the killers a better chance. And of course, radiation!
  • Adjusted gravity slightly
  • Shower models replaced
  • New POI added
  • Lighting and color shifted
  • Space Anomaly moved into a better sight line
  • Remodeled architecture to match the original intended design
  • Floppy Disk now highlights when looked at




    I wanted to update the visuals for Camp Valentine. This was the first map created for Get Stuffed's horror side. But I wanted to be careful not to destroy the map. since it is the second favorite of the community. I did bring the amphitheater closer to the rest of the map.
  • Tightened up the playable area
  • Shifted colors to a more cohesive look
  • Redid tree layout to simulate an actual camp
  • Replaced Light poles with an updated model
  • Adjusted moon color
  • Sleeping cabins were redesigned
  • Welcome center was redesigned
  • Hunter's Lodge was redesigned
  • Added a slight drizzle
  • Generators now highlight when you look at them



Heck has been a labor of love for a while, I've liked it thematically. But it always had a looming issue, it was just too big and hard to navigate. I hope you all enjoy the changes I've made to the map to bring it in line with the others.

  • Adjusted Landmarking to allow players better navigation
  • Adjusted layout near center store
  • Adjusted layout near the area that was chopped off and added a portal there
  • Gave center store area contrasted lighting
  • Max objectives lowered to 6 from 8. (8 possible locations still exist)
  • Time between objectives raised to 90 up from 60 seconds
  • Added LODs to meshes
  • Removed roughly 20% of the map to streamline flow
  • Added a new event to Heck that auto triggers called "Soul Cube"
  • The Soul Cube opens Hell Gates for the holder and siphons nearby player's life. If it does not feed on others for a period of time, it will start to eat your soul until you satiate it.



I wanted to update the visuals slightly with this map, it is one of my favorite ones aesthetically. I also wanted to do a bit of balancing on it.

  • Colors were shifted to be colder and more saturated
  • Doors open 50% faster.
  • Purifier fire now deals 25 damage per second. Up from 10.
  • New event "Rations" (All ration stations pause giving scrap. Instead they give meat cubes which can be consumed for health and a small amount of scrap)
  • Fixed rain not playing audio in Terminus
  • New Sub-Event : Overcharged (Ration machines can be overcharged by spirits to shock a player who uses it)



Ore in Rockmore now has an objective flag to make finding it easier
Adjusted lighting to be more drastic in lit areas
Blocked off all porches to prevent small boys from playing permanent hide and seek


Adjusted colors of side b in Lockout to be red. This will help differentiate the two sides.

New Skin
We have a member of our community who hosts a game and streams what feels like almost every week. I felt like they deserved to have a skin in the game, so I've created a chroma skin for noodle called "Toodle Noodle". Thank you to Toodle Doodle!


I've had a very limited amount of time to work this year, some bugs may slip through. Please let me know about them.






Let's Discuss what the road looks like for Fat Bomb Studios and Get Stuffed.

Financial
Let us go over some quick numbers

  • Get Stuffed has had 209,244 licenses granted to users.
  • It has had 103,053 players launch the game.
  • The Median time played is 25 minutes
  • The gross revenue was $3,611


Now that we have those numbers, let's discuss them.
It took us 2 years to develop the Get Stuffed we launched October 2021. We continued to update it up until today. This year was a lighter year, but on average about 70 hours per week was put into development. Not counting the time from this year, that puts us at 10,920~(3 total years) hours of development. I most likely put in a quarter of that this year, so we can just put that extra to the side and use the 10k value. $3,611 divided by 10,920 hours puts us at roughly $.33 an hour. This of course ignores any royalties owed and valve's cut. It's also just my own personal contribution. It does not cover what our business manager did, our accountant did or what our 2 contractors did.

We've had 103,053 players launch the game with a median time of 25 minutes. When I was working on Get Stuffed before launch, I had hoped it was not going to be too complicated to pick up. I even reworked the construction system because I felt the original would be overbearing and incredibly unbalanced. The UX during launch and even in some areas still for Get Stuffed, is terrible for onboarding players. It's hard to teach a complex game like this, especially when there are so many other titles available on Steam (50,361 games according to backlinko). Unfortunately, I was incorrect. When we launched, a good number of people who were streaming were either bored or frustrated. We had a handful who really enjoyed it, but not enough for a sustainable eco system. A common post and one I've covered before, is the urge for us to market. Looking at the numbers at the beginning of this paragraph illustrates what a financial mistake that would be. Most players don't enjoy the game. There is nothing wrong with those players, it just means we made a niche game that cannot garner the audience it needs to financially stay afloat.

This all of course was coupled by external factors, such as another game having the same title. This again is not their fault. We setup our Steam stuff in 2019 for Get Stuffed and didn't think the system would allow another studio to use the name. It wasn't until they had launched their game a few months before us that I even discovered it (They even had the exclamation point at the end!). The problem is, all of our contracts were already written under the Get Stuffed title name. I contacted Valve about it and was informed that they don't arbitrate game names, it was up to the studios to do so. Again this is fine, it was information I had not known, but I do now. I made the decision that we could both exist in the same space and kept our name for launch. This was a mistake, every streaming platform at the time would not let us create a duplicate entry with our game. I reached out to twitch about it and found out there were problems with duplicate entries, larger studios were suffering from the same problem. So anytime anyone would stream our game, it would fall back to the other title.


Personal
I don't normally allow my personal life to be in public view, however since it is directly influencing Fat Bomb Studios, I will. I am going to keep it very general. In February of this year, my baby girl was born with SVT. This has captivated a lot of attention and my schedule has had to adhere to her medicine and feeding schedule, rather than working in parallel. We are also seeing a bunch of extra doctors because of this, so my external schedule is very busy.


The Future
Get Stuffed was a game I had wanted to make since around 2013. What I have here, I am proud of. There are tons of stuff I'd do differently if I were to ever make a game like this again and I'm ecstatic with members who have joined our discord and become a part of our community. We've added an insane amount of content, mostly from what our community has asked for, in the past 2 years. Get Stuffed right now is in a state where it has a ton of replayability. Going forward I will be placing Get Stuffed into maintenance mode. Which means future updates, will be bug fixes and balancing anything that is incredibly unbalanced. It was a great experience to work on and I will miss the characters and world we created for it. I will be focusing full development on Light Bearers 2, after that who knows. I have a giant list of genre divergent game ideas. The hottest time to play any of our games, is on launch. So join our discord!

The Perky update!

Hey Everyone!


We have a sizeable update today, so let's just jump right in!

First is the main focus of this update, upgradable perks! All purchasable perks have been rebalanced and have 3 levels. Each upgrade improves the perk and lessens the drawbacks on that perk.








  • Homewrecker is only obtainable by having the assault and battery perk now.
  • To help avoid confusion for new players, I've level gated most host settings.
  • Adjusted hint system
  • Fixed a bug that caused multiple energy drinks to make you immune to stamina loss after their buff expired.
  • Shovel and Cultist Shovel properly give points for revival.
  • Negotiator now properly drops damage between surfaces, including players.
  • Negotiator now has a smoke trail past the first surface hit.
  • Codex has been fully updated and should no longer contain out of date information.
  • Added a color variation for Daxalope skin
  • Added a free chocolate skin for each character
  • Hitman Has access to Katana, Axe and Snowball. Can get missions for Axe and Katana now.
  • Defective Clones are now spawned with a random mutation.
  • Fixed a bug that prevented some options from being selected in shop
  • Added a scroll bar to the perk list, this is only visible in the sandbox
  • Gaining a new stack of Camouflage should now reset duration
  • Searchable containers now count as floor for the sake of falling off the map.
  • You no longer attack when clicking in the blank area in the shop
  • Searching containers now has an animation to signal that you are searching.
  • Fire stacks can be removed 50% faster from crouch spamming
  • Camo sound would play twice when it ended - fixed
  • Devourer adds 50 blood each time they eat someone.
  • Lottery Ticket changed : During showdown, it gives spirit to all dead players instead of reviving a player.
  • Zombie Change : Health dropped to 50 from 100. New Ability "Contagious Gunk" places down gunk on a build node, this heals zombies that stand in it. Spreads infection to non zombies.
  • Optimization : Healing number now has a max amount displayed.
  • Fixed a bug that would cause health bars to show up as the host if an AI walked near them.
  • Fixed a bug that caused rooftop snipers not to work properly
  • Rooftop snipers duration increased
  • Fought off a handful of spanish speaking ninjas, no one is getting my enchilada!
  • AGMs no longer block killer's abilities
  • AGM price reduced to 20 from 25
  • Cheap Knockoffs now are affected by gravity
  • Fixed a clipping UI bug in the killer selection screen
  • Snowballs apply 20 frostbite up from 10.
  • Snowballs no longer cause players to slide, they now apply a 2 second slow debuff.
  • New clown construction : Funhouse Mirror - Forces non clowns who look at it, to gain a random pill debuff. The first time this happens, 1 prank point is awarded.
  • Hitman : Espionage removed
  • Hitman : Now has a visual indicator of where their target was recently at. This updates every time a new picture is taken.
  • Face Humpers automatically fall off of characters with no head or no capabilities to attack. Right now this affects Painting, Devourer, Turkey.
  • Restless Dead Event now properly cycles players in.
  • Egg Spawn event now cycles through until it finds a spirit who is not spawned yet that put points into it, instead of just resetting.
  • Small boy and Brawny now appropriately set your health values.
  • Fixed a bug that prevented temporary AGMs from building in the sandbox
  • Frostbite screen effect is 40% as strong now.
  • Attractive Floor and Ambiturner event proc chance requirement adjusted. Chance to happen dramatically decreased.
  • Fixed infected receiving a shotgun from restless dead event
  • Adjusted particle for infected cannisters to reduce ground penetration.
  • Ultra Damage now refreshes on kill.
  • Ultra Damage now drops with the remaining duration if the holder is killed.
  • Shadow Subjects gain The Shadow's Inoculated buff and are now immune to parasites and infection.
  • Fixed the spelling of Inoculation buff
  • If a face humper leaps at a chest, it will eat the chest then turn into an egg.
  • Eggs no longer spawn Face Humpers.
  • Deceiver health lowered to 65 from 80
  • Eggs now each heal all deceivers within 20 meters 1 health every 3 seconds.
  • New debuff "Slippery"
  • All Antagonist side objective timers set to 10 minutes up from 4 minutes 30 seconds.
  • Ebony Moon side objective spawns 4 silver torches, up from 2.
  • Tidied up menu visuals
  • Spirit Traps no longer show an X automatically, it is now revealed once a player gets close to it. This was done to incentivize players to start using trap abilities.
  • Price is now shown in construction wheels
  • Fixed a bug that caused some buttons not to show as selected in the front menu.
  • Bots no longer ragdoll and lay around in the sandbox
  • Fear no longer has the trip QTE. Fear now has a chance to cause you to get knocked down if you take damage or jump. This chance increases based on the amount of fear you have.
  • Flashlight lighting intensity 6x as strong and distance is 3 times as far (reduced for other players for optimization purposes)
  • Officer Oink no longer has dating prospects.
  • Doorknocker knockback lowered by 60%
  • Pirate no longer buffs nearby killers, this was a bug.
  • Swarmling Mucus spit heals deceivers for 10 health.
  • Swarmling Egg cooldown reduced to 75 from 90 seconds
  • Swarmling bite now applies 9 stacks of parasites up from 6.
  • Camp Valentine Objective now properly displays a progress bar
  • Removed the killer cam from the TVs in Route 69, these were causing framerate drops on lower end machines.
  • Widened the boards in Skyfall to give the AI easier navigation
  • Remodeled the catwalk outside of the Office 1.
  • Heck's layout has been adjusted (trimmed some fat)
  • Heck's lighting adjusted to be more moody.
  • Heck's speed gates disabled for the time being.
  • Cleaned up lighting a bit in the sandbox
  • Increased resolution for the motivational posters
  • Accidently paid my taxes
  • Replaced background buildings in Skyfall.
  • Adjusted lighting slightly in Skyfall.
  • Fire is now flagged as "Non Punishment" for the sake of Karma check


Ninja Adjustment

  • Ninja now receives points for attacking a non victim (Aggressive Play)
  • Ninja receives points for attacking a non victim near (10 meters in line of sight) victims (Protected Victim) this scales based on how many victims are nearby.
  • Ninja Smoke Generator construction removed
  • Ninja Jump Pad removed and given to Runners.
  • Ninja can now throw smoke generators
  • Ninja is given an objective to protect a specific victim ( victim with the highest score) this checks every 10 seconds.
  • While near their ward, they earn points.


Priest rework

  • Shrines now give a buff "faith" that gives 15% movement speed and 5% damage reduction for 45 seconds.
  • Faith blocks fear
  • To gain this buff, players must "pray" at the shrine.
  • Praying gives all Priest Divinity, which they use to cast spells.
  • Priest only have 1 shrine now "holy shrine".
  • This also introduces a new keybind for "class special"




At this point every killer except the champion has a class ability again.


  • Killers that can crouch, can now remove fire stacks by crouching.


The President Adjustment

  • President now has the rip disk as his offhand ability.
  • President Stamina buff from patriotism stacks has been rethought out. Now it affects the drain rate rather than the amount of stamina.
  • Rip Disc now forces players to drop up to 5 scrap. It applies a minor slow debuff for 1 second
  • the amount of bounces +1.
  • President damage tick raised to 12 up from 5.
  • President Rip Disk now goes through players and structures enabling for better bouncing combos

The Twins Adjustment

  • Twins Class Ability changed to Sister Swap. Offhand ability changed to Needlework


Ripper Adjustment

  • RipNTear speed boost dropped to 8% from 22% per stack and does not have the energized visual effect
  • Ripper can no longer jump after getting a kill to enter ghosting
  • Ripper's Bloodbath ability deals 100 damage per tick. It instantly kills anyone who has more than 50 fear.
  • Ripper Health adjusted to 125 from 140
  • Ripper's first person camera is no longer tied to his third person animations
  • Ripper's Axe Throw offhand has returned, if it hits a player ripper gains a 15% speed boost.


Signal Adjustment

  • Signal no longer distorts players who hit them
  • Signal's Rage Perk now only gets triggered if it is fully charged and signal chooses to sprint.
  • Signal's offhand ability changed to Distortion, it now also empties the energy of any currently equipped weapon nearby players may have
  • Killing a construction will now charge your rage up 50%
  • Signal's Primary attack has a 30% chance to apply shocked
  • Signal's health lowered to 110 from 150



Dream Eater Kit Adjustment

  • Primary : "Phantom Rush" Hold to charge, after releasing you lunge forward dealing great damage.
  • Offhand : "Dream Beam" Channels a beam that applies stacks of exhaustion. Hastens the duration of Energized on hit players.
  • Class : "Waking Nightmare" Become visible for a short period of time, applying exhaustion to nearby players who are in line of sight of you.
  • Passive : "REM Reaper" You are the master of the Dream Realm, inflicting perpetual torment upon any who stumble into your domain. Your prey take damage every 3 seconds, which heals you and increases your movement speed. As more of the unwary fall under your reign, your power grows stronger.
  • Dream Eater Health Adjusted to 75 from 150
  • Swishing noise removed from Dream Eater's first person animation leap
  • Dream Eater's leap's movement has a smaller hitbox check to help avoid uneven surfaces stopping it
  • Sleep Beam particle effect reduced by 50%
  • Dream Door no longer moves when Dream Eater kills someone
  • Increased volume of Dream Eater sounds
  • Adjusted code for placing a dreamer into the dream realm that should prevent spawning near the dream eater



Butcher Changes

  • Tenderized Speed changes from 3.5% increase per stack, down to 2.5%
  • Butcher's Offhand "Meat Slap" is back. It will now gib a player who hits a wall or other player if their health is 30% or lower.
  • Butcher no longer physically turns you when he hits you, instead it is a camera effect.
  • Butcher Health Adjusted to 140 from 200
  • Butcher Tenderized speed boost lowered to 1.5% per stack on player down from 2.5%
  • Tenderized now has a 45 second duration and drops 10 stacks at a time.
  • Butcher primary attack now applies 3 stacks of tenderized up from 1


Yule Demon changes

  • Yule Demon auto frost chain removed
  • Yule Crystal is now vulnerable to fire
  • Yule demon hits max speed faster
  • Yule demon max speed lowered to 100% faster down from 250% faster, this should line up balance better when sprinting (moving at 900+ cm/s, victims base speed is 550 cm/s) (Without sprinting, yule max is 600 cm/s)
  • Yule Crystals health dropped to 25 was 50
  • Yule Demon health lowered to 130 from 180
  • Yule Demon class ability changed to "Icy Dominion" : When used, a tempest will be summoned that has a radius of 20 meters. Players who are inside the tempest will gain stacks of frostbite and slippery, while structures inside will take damage over time. If a structure is destroyed while inside the tempest, a yule crystal will be built in its place. Additionally, you will move at maximum speed while within the tempest. Last 20 seconds has a 75 second cooldown. Cooldown is reduced by 1 second for each nearby player with frostbite.


Puppet Master changes

  • Puppet Master new class ability "Soul Burst" sacrifices currently controlled puppet dealing that puppet's life to nearby players. Nearby puppets gain 50% of the controlled puppet's life.
  • Deals 15 bonus damage per stack of Puppet Curse on hit player.
  • Range 10 meters. Line of Sight matters.
  • Puppets are 10 centimeters shorter to ensure that they can fit through doorways without the need for crouching.
  • Puppet Curse can be cured.
  • Puppet Curse now stacks to 10 up from 5.
  • Puppets now apply 2 stacks of Puppet's Curse to all players within 10 meters when they kill someone.




The Painting rework

  • Reason : The loop has been unsatisfying as i've been trying to shoehorn in multiple conflicting designs.
  • Primary Attack - "Madness Gaze" - You enthrall a player, forcing them to stare at you and slowly driving them insane.
  • Offhand - "Quickstroke" - You teleport a short distance, leaving behind a cheap knockoff.
  • Passive - "Inconceivable Masterpiece" - Players that stare at you gain insanity; while not being watched, you move twice as fast. This effect resets for 3 seconds once observed. Killing a player creates a cheap knockoff in their location.
  • Ability - "Copycat" - You create 3 cheap knockoffs within 10 meters, then replace one of them.
  • Painting can now be hurt and has 80 health.
  • They move at 550 cm/s base speed


Snickle Snackle adjustment

  • Reason : Snickle is supposed to be a stalker style killer, so I've made adjustments to their kit to encourage staying behind players and out of sight.
  • Primary Attack - "Sickly Sickle" - You swing your sickle, slashing nearby players for 10 health and applying a slowed debuff.
  • Offhand - "Snickle Snap" - You place down a teleport marker, retrigger to teleport back to that marker and heal for 10 health.
  • Passive - "Skulker" - You cannot be seen while you stand still. While moving you flicker in and out of sight, the period between flickers is shortened the closer you are to having your class ability charged.
  • Ability - "Stalker's Strike" - While behind a player, you charge this ability. Once ready, swing your sickle dealing 125 damage. If you kill a player using this, you teleport to a random spot nearby.
  • Snickle max life set to 25 down from 30
  • Snickle damage to constructions reduced to 10 from 30
  • If Snickle kills with their class ability, that player will be prompted with the chance to respawn as a snickle snackle or buff all snickles snackles if they choose no.


Champion Adjustment

  • The champion is affected by 2.5x normal gravity, his jump force was adjusted to compensate.
  • Champion health lowered to 110 from 150
  • Champion stamina increased by 25%


Law Adjustment

  • Reason : I want law to feel rewarding for good shooting skills.
  • Primary Attack - "Brass Scorpion" - Fire your 6 shot revolver. Deals massive damage up close.
  • Offhand - "Pistol Whip" - Swing your pistol knocking down a nearby player.
  • Class ability - "Bomb Rush" Dash the direction you are moving, leaving behind a timed explosive.
  • Passive -"Deadshot" You can see weak points on players, shooting these trigger a critical hit. Once hit a new weak point is available to be shot.
  • Movement speed increased to 500 cm/s from 325.


Toct Adjustments

  • Toct health adjusted to 125 from 150
  • Toct base speed increased to 500 cm/s up from 400 cm/s
  • Toct class ability switched to Buttertillary and offhand set to Fire Burst
  • Toct's fire summon ticks every .2 seconds, up from .1


The Shadow Adjustments

  • Plaguestone self damage for revives raised to 35 from 25
  • The Shadow's health lowered to 115 from 150


Let us know how you feel about this update!

There are a few things I wanted to get into this update that did not make it. As per usual, join our Discord for the steamiest group of get stuffed players this side of the Mississippi! Make sure to hit that like and subscribe so the algorithm can buy the dlc.

Get Stuffed Short Survey

Hey everyone!



We have a small survey for Get Stuffed "Click Here for Survey". The next update should be out in late March/ early April with some great changes. Fill out the survey to have your voice heard, otherwise I'm just buffing the twins again.

Patch P2023.2

Hey Everyone!



There was a bug with the wheel in Witchwood that would cause it to infinitely spin, I believe it is now fixed (the map was tested 12 times and this did not reoccur). I was going to hold this update until the perk update. However I wanted to get this out now so that I would have proper time to work on the perk system.

This update also includes changes to Fire, Bleeding and Radiation. These are precursors to the upcoming changes and are not fully balanced yet. As it stands, bleeding changes will mostly just affect Revenant. I will be looking into expanding sources of bleeding. Along with methods in which to stop and or reduce it.

Changes



  • Flashlight offhand cooldown reduced to 5 seconds from 15.

    Fire Changes


  • Fire debuff propagation range to players increased to 1.5 meters, up from .5.
  • Fire debuff is no longer non lethal.
  • Fire debuff now deals damage every 1.5 seconds to you while you are on fire. The amount of damage doubles each tick, starting at 1 damage up to a maximum of 35 damage per tick.


    <*> Bleeding Change


    Bleeding still does 1 damage a tick, this damage cannot kill you.
    However, if you do not fix your bleeding you will begin to gain injuries.
    Current Values are as following but are subject to change.
  • 15 ticks = Fatigue debuff
  • 25 ticks = Shaky Leg debuff
  • 45 ticks = Low Blood Pressure debuff
  • 65 ticks = Mortal Wound (cannot be cured, but goes away after 2 minutes)
  • 75 ticks = Death

  • Fixed wheel in Witchwood

Radiation Changes



Radiation now applies a mutation once it reaches a certain level. Mutations act as minor perks that have a pro and a con to them. Mutations are cleared once you are no longer irradiated. There are 5 Mutations for now, if this is a liked feature I will add more.

Join our Discord to find other players, give suggestions, report bugs or just to join our small community.


Patch 1 2023

Hey Everyone!



Our first patch of the year brings a couple of requested functionality along with some bug fixes.

Changes
Host settings are now tab based instead of being drop down boxes. I'm hoping this improves readability for new players.


Added a banning vote system for killers, the two most voted killers get banned. This option is disabled by default.


New Host Setting : Scrap Rate, changes the rate of scrap earned by players from searching containers



Champion's slam damage lowered to 10 from 15.
Champion slam knockdown reduced to 1.5 seconds from 2.
Middle Mouse Button now has the acronym MMB.
Voting keys can now be bound to new keys.
Scrap Adjustments changes.

  • Crates (now give 7-11 scrap up from 5-9)
  • Lockers (3-6 up from 3-5)
  • Cabinets (1-4 up from 1-3)
  • Foot Lockers (1-3 up from 1-2)

Search time for crate lowered to 5.5 seconds down from 6.
Search time for Intern Crate lowered to 4 seconds down from 6.
Giving Tree will now find a different spawning location if someone is standing in its spawn location.
Requirements for Giving Tree to trigger raised.
Priest Shrine cost lowered to 20, Blinken was lowered to 15 (I want to see how this feels on live)
Priest Shrine health changes

  • Blinken Shrine reduced to 50 from 125
  • Tuff Shrine reduced to 90 from 125
  • Speedumz reduced to 100 from 125

Fixed a typo in the previous change list.
Dream Eater can no longer jump out of bounds in Terminus.
You can no longer use the previous weapon's offhand ability while holding a consumable.
DLSS settings now properly save, you may need to reset it once more.
Voice chat is now disabled during map transition.
Gregs lie around in the tutorial, I was going to fix this but decided against fixing it. Unless greg starts unionizing, then we'll look back into it.
President has 30% more stamina.
Lowered volume of radiation storm by 50%, also made it disable during map ending.
Fixed a bug that would prevent someone from spawning in with dual signal.
Fixed a typo in Narcolepsy description.
Fixed some grammar in Assault and Battery.
Added some lights to Titan One Six.

Our next patch will be focused on perks. Have fun and per usual, if you run into bugs or want to meet other players. You can join our -->Discord<--.

Community Heart Beat 2023 #1

Another fun survey, this time mostly focused on perks in Get Stuffed


---> Survey Link <----




The following was copied from our Discord as I do not want to alienate our players that are not there.

Most indie-devs are given the wise advice "You should advertise!". So for the sake of transparency I'd like to address this in an area that can be seen and won't get lost in normal chat. No one wants our games to have more players than us, it is the core driving force into why we make games. We get more satisfaction from people having fun and being passionate about our games, than all that fat cash they generate.

The biggest problem we face is that discoverability is at its strongest on the release of a new title. So by the time we realize the issues that scare away new players, that pool dries up. This goes on until we're at a point where a lot of the issues get resolved, but the player base is already so small that it is very hard to reignite. We drive players to our discord (which is now common practice with games) to help ease the pains of having no one to play with. We can throw money at influencers. However, unless they like the game. They won't play it long enough to pull in new players and we're stuck gambling with the company's resources.
For instance, on our game Galactic Feud we paid a couple of indie game marketing companies to handle advertising. The only outcome from that was an expensive lesson and one of the paid influencers joining our discord and calling us some very spicy names.

Get Stuffed is an even riskier venture. We are relying on an influencer both learning the game and liking it within an hour. Which is an insane expectation for someone who also has to split half of their attention with their audience. Another thing we have to think about is that there has to be a breaking point on the amount we spend versus the amount of eyes that see our game. We can spend money on smaller influencers, but only get a few eyes on the game which may not translate to anyone actually trying to play the game. Or we can take a gamble and spend a large sum of money for a bigger influencer to play. Which would result in more eyes on the game, however that doesn't mean anyone will actually download and play it. This is further exacerbated by the fact that we make multiplayer games, which means that said influencer has to find a group of people to play with.

The risky nature of advertising is why AAA studios have multimillion dollar budgets for marketing. Which is an impossibility for us. Despite my attempts to wear different disguises to the bank. Making a “good”(subjective) game is not enough for it to become popular. There is an inherent lottery that all developers play when they release their game without a publisher. Games like Among Us only reached popularity because a handful of influencers picked up the game years after it came out. During a time when their concurrent player base was nonexistent. It also helped that their gameplay loop was very easy to learn.
For those of you asking “why not go to a publisher”. We don’t want to lose creative control nor do we want to trade company ownership or control to a third party.

We’ve had players think we are a 10-20 person team, we are not. Our studio comprises a business manager (Pajama), a finance manager, myself and we outsource music and voice acting to Sweff. This was all to say, if we had a sure shot way of spending money and guaranteeing growth in our player base from it, we would. For now we rely on word of mouth, Steam’s discoverability and the hopes that a larger influencer finds our game and falls in love with it. If one of our games were to take off in popularity, all of them would grow.

Halloween Supplemental Update

A small update that addresses some glitches/bugs along with some minor balancing. Painting will be receiving more attention, but I wanted to get this out in time for Halloween.


  • All killers have 25% reduction in knockdown durations.
  • Fixed a ui bug for swarmling help screen
  • Infected no longer spawns as a zombie in the sandbox
  • Masochist Final Form can now be selected in sandbox
  • Shadow Plaguestone ability cooldown reduced to 22 seconds from 35
  • Shadow has 60% reduction to crowd control (knockdown, slows, stuns)
  • Fixed Lichstone appearing as a purchasable
  • AI SIgnal Auto rage only works on Hard or greater. Rage timers adjusted based on difficulty
  • AI Signal Rage gain for killing construction has also been adjusted and scales with difficulty
  • Dream Realm Crouch damage reduced to 15 damage from 30
  • Nuke : Screens now give random numbers to spectating players to prevent coordination from death
  • Face Humper Event : Max face humpers out from event is dropped to 3 from 5
  • Fixed Prank Book not working on vending machines
  • Cliff Jumper no longer allows the next perk to be free
  • Objective markers have a 2 second delay before appearing to avoid prematurely marking things
  • Swarmlings are now affected by attractive ground event
  • Fixed a bug that caused objectives to drop near where you dropped another item
  • Fixed an information bug for dream eater
  • Updated Puppet Master info
  • Turkeys no longer spawn with big heads
  • Sub Objectives on non collection maps no longer spawn if 5 minutes or less remain.
  • Fixed a visual bug for hitman
  • Shop no longer tells you that you have a free perk, if you do not infact have a free perk
  • Construction Zone is now a red marker
  • Side Objectives with construction zones, spawn 2 extra supply boxes
  • New Side Objective : Emergency Medicine (Spawns if no medic or medical stations exist when a player is infected for a little bit)
  • You no longer leave a tombstone behind as you exit the doors in the Sandbox
  • If you join late, your original role is set to Runner
  • Butcher eating the moon, gives him anti-gravity buff
  • Rip N Tear buff : speed increase is now 22% down from 33%
  • Plaguestones now give 8 stacks of shadow plague up from 5
  • Sniper rifle reduction from each wall penetrated changed to a 50% loss from 25%
  • Forgot to write it here, but Shadow no longer heals from his own damage sources (includes map damage)
  • Fixed Dream Eater not being able to leap with small boy
  • Dream Eater lunge fatigue raised to 1 second from .25
  • Butcher Snack Time cooldown raised to 12 seconds from 8
  • Butcher slap camera turn intensity lowered
  • Fixed a bug that let Dream Eater crouch through the ground
  • Event Director given new event "The Hunted" it will only trigger in matches with 8 or more players under specific circumstances
  • Fixed Shadows healing
  • Max banishment stacks lowered to 5 from 10, essentially banishing painting 5 seconds earlier.
  • Insanity gain rate is doubled
  • Insanity drops 25% more stacks each removal tick
  • Painting damage ticks are 50% slower in Dream Realm
  • Banishment Shield lowered to 3 seconds from 10
  • Pumpkin event only brings back players that put spirit into it

Get Stuffed 2022 Q4 Survey

Hey Everyone!
We wanted to post our survey link here for Get Stuffed, for those that are not in our Discord. Please fill it out if you want your voice heard.

Get Stuffed Survey Link