Gone Viral cover
Gone Viral screenshot
Genre: Indie, Arcade

Gone Viral

Friends & Family Patch 0.1.2

-- Game now has a pretty opening main menu
-- Juggernaut now gives Bosskiller: Juggernaut achievement for first slaying
-- Juggernaut attacks with mace and bolas
-- Bolas split into 3 separate spikeballs, which promptly burst into flame (temporary)
-- Fixed a potential error with locked version of Precognition mutation
-- Fixes for resurrected minions locking down rooms (the little jerks)
-- Multishot mutation cleanup
-- Analytics tweaks
-- Acid now has a damage effect.
-- Fixed an issue where gaining flight while inside a pit would trap you inside the pit forever (oops!)
-- Re-enabled X axis FOV to aid with testing of new Main Menu scene
-- Fixed an issue where resurrected enemies had no UI health bars.
-- Fixed an issue where objects could fly inside the shop cage and get stuck.
-- The shop sign now uses the correct material.
-- Added the wall decal to the arena wall pieces.
-- Updated the arena decor sand piles to new materials
-- Minor cleanup for wall decals in general.
-- Machines are now using new assets (especially Health Gambler and Genetic Surgery)
-- Enabled medlab spawning (small chance of one on 1st and 3rd levels, 100% on level 2)
-- Fixed misplaced fire tile in VerticalBots_Std - thanks @Seebo!
-- Machines now save state properly
-- Bombed and Nuked viewer events wait until combat lockdown gates are down before starting find applicable locations, avoiding bombing/nuking the previous room
-- Turrets will no longer infinitely respawn on rooms with multiple waves
-- Doctor Death cleans up all his projectiles on death to prevent the rare case of his syringes landing hits after his corpse is cleaned up
-- Checkin: Doctor Death no longer has crazy ginormous blades when buffed by Spinblades
-- Added ground particle for aiming to PC
-- Telekinetic Weapon buff now stacks properly when applied multiple times
-- Enabled trails while swinging your telekinetic weapon
-- Changes to how buffs/statmods are applied when spawning from a save vs being applied initially. Please keep an eye on any oddities involving health, buffs, going up and down levels, and/or returning from saves
-- Fixed issue with Resilience healing you when coming back from a save
-- Fixed Tracker Shots being able to mark friendlies or unattackables like your cambot or turret buddy as targets for homing. This required some cleanliness of overall checking for valid attack targets, so while I tested the other cases explicitly, do keep an eye out for odd interactions with hostiles or friendlies! (thanks for the find @Seebo!)
-- Clicking through the end of level achievements fully displays any animating/pending achievements in the list and displays your viewer count before heading to next level (thanks for the find @Seebo!)
-- Fixed Tracker Shots issue "Swinging at bullets while you have the tracking shots mutation is causing them to retarget the tracking shots target. The bullets are still hostile to you, and will spin around the target until they despawn and if you run into them you will take damage." Thanks @Seebo / @Justice!
-- Temporarily disabled the sparking smoke death effect until we have a more complete idea of what effects play when enemies are hit and die.
-- Adjusted weights on the Executioner's fingers.
-- Adjusted smoothing group export settings on the Executioner and re-imported
-- Added physics chain setup to Gladiator armor
-- Pods more cleanly handle being Arena rewards, choice rewards in vaults, and child pods in Genetic Surgeries
-- Combat will no longer lock non-Arena pods automatically
-- Replaced all existing neutral prisoner creatures to new neutral prisoner decor actors which are cheaper and simpler.
-- Scout Armor no longer covered by its lootable particle when on pod
-- Shopkeeper now picks from a set of pithy sayings on shop opening
-- Acid Strike makes you immune to acid
-- Fixed an issue where arena edge tiles were accidentally becoming "sandy" on their outer metal surface.
-- Arena pods lowers self down when unlocks
-- Fixed an issue where walls would decorate themselves before they knew which room they belonged to and would thus have odd behavior, like wall lights never turning on.
-- Hooked up all wall and door lights for the new arena look.
-- Health bars now update properly on SpawnComplete
-- Added spark FX to Popper V1
-- Fixed Executioner axe scaling issue (probable side effect of re-weighting the skeleton)
-- Fixed potential blocked price in Weapons Shop
-- Shopkeepers have a few more dialogue options, including warning you of the current boss you'll face on the level
-- Shopkeepers no longer attempt to chat with busy designers placing them in the room editor
-- Bosses without custom boss audio recorded yet give more generic "The Boss Approaches!" audio
-- Fixed some texture value issues with the arena edge tiles.
-- Harpoons travel significantly faster, pull enemies back to you slightly faster
-- Shrank duration of Shielding carnage item from 10s to 5s
-- Fixed room Std_TallMaze which had chest which commonly threw rewards into pits
-- Arena Armor description now reads "Immunity to arena traps" instead of "most arena traps" for clarity. Still just as awesome as always.
-- Fixed bug with gadget display range (they should now be clearly readable even when behind rocks)
-- Poppers live fast, die young, and no longer leave a corpse (good looking or otherwise)

Friends & Family Patch 0.1.1

Overview: This weekly patch has a number of gameplay and visual improvements, a number of quality of life bug fixes based on PAX and early F&F feedback, and includes an upgrade to the game engine.

Upgrading to Unreal Engine 4.20.3 from 4.19 should be invisible - but there are very likely some issues that will arise from this shift. Please let us know if you see new issues in general!

Gameplay:
Fire and acid splatter revamped - now uses contact damage system rather than buff system
-- Effects of splatter change - more performant, will cause damage faster, fire does 3x damage of acid, fire damage should now affect stompers, uses temp invulnerability system rather than buff stacking
-- Kind of a fundamental change - please let us know if you see bugs!
Chests have cooldown period after spawning during which they will not open (step on and off to open)
Chests now animate and disappear after they are empty
Deflected projectiles that are about to explode/dissipate now wait slightly longer before doing so
The Electric Sword now refills ammo quickly if on a level marked as Tutorial
Juggernaut Boss has improved (still placeholder animations)
-- Now spawns bouncing, homing mini-hammers occasionally at range
-- Attack cleanups
Fire splatter and fire traps now ignite barrels/damage non-characters of appropriate types
Multishot improvements:
-- When walloping enemies, 2 clones of each enemy are spawned. However, when spamming attacks, old cloned enemies are cleaned up, shortening the range of the knockback and preventing unsightly spam.
-- Gibbed enemies now are properly handled by clones when an enemy dies
Current Run Duration now shown in Character Sheet
Current Win Streaks are now tracked and shown in main menu
Balance: Lowered weapon spawn rates a tad (except in weapon shops)

UI Improvements:
Added increases or decreases to stats to nameplates of pickupables objects (UI is somewhat placeholder)
Viewer events are properly tracked by the UI as you change levels

Visual Improvements:
Changed Scout Armor mesh and particle
Changed Retribution Armor mesh
Added explainer component to arena switches (probably wants some tweaking, but first pass)
Updated Bubble Wand mesh
Added gibbing to all mutants.
Cleaned up the level elevator and hooked up new arrow effects to help folks not seeing the elevator at tutorial/level end.
Adjusted the walk and run anims to be a bit less slidey and match better with player direction.
Hooked up the new gibs for the drone factory enemy type.
Main menu F&F text updated with discord link/some UI polish
Arena visuals improved - Arena tiles now properly fade sand in as they get further from the center.
Various visual improvements to first tutorial room
Added spinning blade trap broken blade effect.

Bug Fixes:
Fixed: Missile Launcher is now flagged to only spawn once per run
Fixed: Tosser / Multishot mutation combo had some troubles with the projectiles from the thrown weapon - they were being blocked by rocks between the weapon and the owner
Fixed: Mutant Shotgunners no longer fire into the floor with LongArms applied
Fixed: Armor dropped during a dash no longer glows when picked back up.
Fixed: Dr. Death's slam attack now works properly
Fixed: Multishot + the dismembering enemies (chopper) causes the multishot ghosts to stretch and fly around all crazy-like.
Fixed a bug where drones were keeping their new ground effect around after death.
Consumable pool was occasionally shooting blanks (extra entry was set to )
Fixed: Retribution Armor could recurse infinitely when you walloped an enemy into yourself with the Orbit and Spike Strike mutations(your armor would then damage YOU as the instigator, which would damage you again, etc.)
Fixed: Dr. Death buff attachments points - with Spike Strike, for instance, the spikes were tiny and at the root of the creature)
Fixed: A fire jet tile was under a rock in room Std_VerticalBots
Fixed: Issues with Force Feedback on controller. Definitely needs testing.
Fixed: Should be more stable loading older runs with newer versions in the future (sorry Rutherford!)
Fixed: Dr. Deaths minions could rarely cause his room to not leave lockdown (thanks Seebo!)
Fixed an issue where failing to hit a target would cause the screen to shake.
Fixed: Made boss healthbar more able to handle resurrection / healing. This does not fix the full "resurrected enemies do not have healthbars" bug as we are still missing a callback for healing.
Fixed: Adjusted issue with Drone V1 rig's bone scaling (Check for drones growing or shrinking)
Fixed: Adjusted issue with projectile scaling (check for projectiles that are now larger or smaller)

Miscellaneous:
Analytics improvements
Upgraded project to Unreal Engine 4.20.3 along with a million fixes to make that work - THIS IS VERY BIG AND LIKELY TO CAUSE ISSUES (theoretically you should notice no changes)