Gone Viral cover
Gone Viral screenshot
Genre: Indie, Arcade

Gone Viral

Gone Viral Gamescom Streamer Schedule!

Hey, gladiators!

Well, the time has come! Gamescom is upon us and you better believe Gone Viral is out and about with the best of them! We have some very sneaky, very cool content coming up this weekend, but before any of that stuff, let's talk streamers!

We have some of the best, funniest, fastest and slowest players out there giving Gone Viral a shot this weekend, not to mention past episodes of Buddy Gets Good and some of our very own animatedbreak's streams up on the store page. If you want to tune in, here are the times!

Friday, August 28th:
Buddy Gets Good! at 2PM Eastern, 11AM Pacific, 6PM GMT!
AcceptableLsses at 4PM Eastern, 1PM Pacific, 8PM GMT!

Saturday, August 29th:
Spinachee at 4PM Eastern, 1PM Pacific, 8PM GMT!

If you'd like to try out all the latest and greatest that Gone Viral has to offer, make sure you check out the demo live now on our Steam page!

Good luck in the Arena-- you'll need it!

Hotfix 0.2.25.1

CLOSED BETA UPDATE 0.2.25.1

It has been a ton of fun watching people stream and experience the big art changes that came with 0.2.25 and we have been getting a bunch of feedback from our testers which is super awesome! All of this activity has inspired us to throw up a quick hotfix just to smooth out the experience a bit more. Thanks, and...

Enjoy!


Polish:
-- Pre-work towards making knockdowns/etc. last less time as the game speeds up
-- Fixed issue where Bullet Box guardian could spawn even if you picked up the chest superfast - nice find @lueders_rebel and owlma85!
-- Preparing three more languages for localization
-- Updating existing localized languages
-- Moved some harder rooms to no longer appear on Entrance level
-- FTL dash now respects your dash options settings (thanks @Ceapa_Verde)
-- Fixed in-game menu confirmation boxes staying up after closing the in-game menu with the escape button (thanks owlma85)
-- Game show tileset doors now all suppress their neighbor's wall's décor to prevent more overlaps (thanks @Ceapa_Verde)
-- Tutorial difficulty now has the same extra health modifier as Insanity 0, to avoid confusion about why you gain health after defeating the tutorial. Now, enjoy the confusion about why you'd need extra health on a level where you Really Really have to work to lose any health at all.
-- Shopkeeper outfit properly hides itself on new levels (thanks @Owlma85 and @lueders_rebel streams)

Developer Notes
-- [DEV] Lots of log improvements around audiences and voting tracking down occasional Fan Poll spammery happening
-- [DEV] SDS Integration
-- [DEV] Removed log spam on first creating visibility data
-- [DEV] Added visibility cheat to show all Murderpedia entries
-- [DEV] Updating the game version to 0.2.25.1

Closed Beta Patch 0.2.25

CLOSED BETA UPDATE 0.2.25

HOLY SNIKEYS VISUAL GORGEOUSNESS!!!

What’d we do in the last week or two? Lots of polish and tweaks, combat feel improvements, new goodies, and oh… UPDATED THE VISUALS OF MOST OF THE DAMN GAME!

One of our ongoing goals when improving the game is to increase the feel of the world and vibe of the crazy game show you’re on - and even though the Pit of Carnage you’re fighting your way through IS in an abandoned prison, we wanted to really get across the game-show-of-death vibe more frequently. So… lots more spotlights, cameras, death traps, sexy Who Wants To Be A Killionaire style lighting, and a snazzier vibe! But don’t worry - while we’ve added new tilesets to much of the game, some areas still give off the grungy prison/arena vibes; we’re building for the future so we can add more and more environments as the Pit grows deeper.

But damn - IMO Klimas outdid himself with the artist frenzy he’s been in and the overall variety of visuals we’re super happy with. Hope you like ‘em too!

If it’s been a while since you played - now is a GREAT time to check stuff out and bombard us with feedback as we are adding in content, tuning the game’s feel, and generally happily crunching our way forwards!

Early Access is in the not too distant future and you’re the ones guiding us to do the right stuff as we keep swinging for the fences! No pressure!

Enjoy!


Combat:
-- Weapon tune-up - melee weapons are a bit more forgiving on the angle of creatures very near to you, making claws/sword in particular now hit some enemies that it "felt" like you should hit
-- Rocket Launcher and Bubble Wand now are both fired by the Primary attack key (i.e. the button that swings your sword). They reload/swipe respectively on the Secondary attack key

Content:
-- New tilesets, lighting visuals, and tons more! See GameshowVisuals section for lotsa deets
-- Added new rooms
-- Added more loading screens
-- More Icons from @LeoFonseca!
-- Added new Tips/Shoutouts
-- Updated localized text for various languages

Polish:
-- Fixed the glowing red door combat gates appearing right away when a room is revealed instead of waiting until the door appears (thanks @Seebo)
-- Fixed some edge cases involving first-time visibility or interactions not being properly recorded/reported
-- Probable fix for crash caused by Multiplication event + rockets + deflection in odd cases. Thanks for the find and logs @Ceapa_Verde!
-- Minimap stands out a bit more
-- Moved various creatures to have new Yellow trails that work better in different lightings
-- Removed the wall skirting from internal walls like bars, gates, and doors as they could cause visual issues (thanks @Ceapa_Verde)
-- Adjusted collision for basic rocks, especially GameShow rocks
-- Magnets/Balls should no longer be stuck in midair sometimes on Fan Events
-- Sawblade projectiles now have a yellow damage trail
-- Your BAE blade now has a yellow damage trail
-- X-Ray Eyes show ??? HP for enemies who will die in one hit
-- X-Ray Eyes properly handles coming back to the corpse of a defeated enemy
-- X-Ray Eyes properly updates enemy HP on them taking damage (was not updating in some cases)
-- Abacus properly shows unlocked Carnage Item on the Character Select screen (thanks @Ceapa_Verde!)
-- Added some blocking collision to rock bridges to fix some corner gaps between rocks
-- Adjusted floor tiles so you can more easily see obscured objects in pits (i.e. they'll be silhouetted) Let me know if you see anything unexpected/odd looking from this!
-- Removed option to hide Fan Polls since they're kinda key to survival these days, and the UI wasn't really paying attention to the setting anyways.
-- Fixed a room with no valid doors that could cause level generation to fail (thanks @Seebo)
-- Adjusted spike traps to be more visible when extended
-- Made spike tiles and wall spikes handle outlining properly
-- Fixed the murderpedia icons not being clickable if they were in Mastered or Glimpsed mode (thanks @Ceapa_Verde, again)
-- Doors hide/reveal their doormat decals based on the lighting model
-- Updated to the latest batch of localized text
-- Converted several pieces of text from an older font to the new font that should be used
-- Added a proper Chinese font to one of our existing fonts that was missing it
-- Converted two non-localizable buttons over to different buttons that can be localized
-- Fixed an issue where certain UI elements on the character select screen would word wrap unexpectedly
-- Fixed an issue where character names were allowed to scale too large in the character select screen if they were short
-- Did some further tweaks to the RocketSigns to make 'em be better at not sticking through walls in the cooked build
-- Killing an insta-kill character while it is spawning no longer spams "-1000000 Damage!" (thanks @Seebo and @Ceapa_Verde)
-- Cleaned up door spawning a bit to make swapping the door meshes a bit cleaner
-- Barrels no longer receive blood splatter from the floor which looked odd
-- Added an extra center spotlight to large rooms that generate without spotlights near the center
-- Made sure wall spotlights still spawned on the ends of long, thin rooms
-- New rocks look better while being blown to bits/fade appropriately
-- Fixed clipping issue on unlocks animating while scrolling
-- Adjusted volume on the Unlocks celebration (thanks @SeirenKara!)
-- Cleanup of old weapon prototypes
-- Adjusted Shopkeeper Outfit to use the shopkeeper mesh and vest (damn good subtle catch @Ceapa_Verde)
-- Slightly reduced the volume of the nuke / mortar whistly sound (thanks @GuardianAngelz)
-- Added new loading screens for some levels
-- Fire Boxes no longer leave fire in mid-air (per @Merz)
-- Quickboxes (and other Fan Boxes) are much quicker to allow you to open them (from streams by @GuardianAngelz and @Arawulf)
-- Chests (and Fan Boxes) no longer require you to step off before opening, if you are still touching them a half-second after they spawn (from various streams)
-- Added more volume ducking to nuke whistles and nuke rock ringing when multiples of the same sound are being played
-- Game show tileset coin rocks no longer spawn prison tileset rock bridges
-- Updated spotlights to adjust their light color based on the current lighting scheme
-- Updated doors to adjust their particle glow color based on the current lighting scheme
-- Adjusted chests to not stick slightly into floor tiles
-- Adjusted start room to have proper tiles/pits
-- Adjusted Start Room to Arena tileset for floors
-- Floor and wall spikes now adjust their look based on the current lighting
-- Added silhouettes to corridors
-- Shop teleporter and minimap colors are now yellow chests to match the shop door iconography
-- Vault teleporter and minimap colors are now green mutations to match the vault door iconography
-- Minimap room icons are shown more consistently vs room contents
-- Updated medlab iconography (placeholder)
-- Changed warning messaging on heading to main menu to reflect the fact that the game state has been saved (good call @Merz)
-- Adjusted Quit messaging
-- Fixed an issue where long secret room hallways could accidently be generated over existing thin rooms (thanks @Ceapa_Verde)
-- Collision tweaks to re-enable tighter collision meshes on rocks/pylons
-- Wallshooters no longer gain blades/other Fan Event buffs or NPC level up buffs
-- Bullet Box turret no longer can cause issues on save/load in a combat room
-- Bubble Wand is no longer gigantic when thrown with Tosser
-- Fixed issue with recalcitrant Wallshooters
-- Some minor polish on LevelEndSummary UI
-- Fixed an issue that could cause valid secret hallways to not spawn, occasionally causing rooms you could not get to (thanks @Seebo)
-- Fix for DoctorSyringeBuddy not firing, and other NPCs with complex firing chains only firing the first affected node
-- Made silhouettes around arenas a little better at hiding the wall they are behind

Game show Visuals - Details
-- Shop tilesets adjusted
-- Secret Room tilesets adjusted
-- Tutorial tileset and lighting adjusted
-- Secret doors no longer use their floor leaves asset when in the game show tileset
-- Added the security camera decor to the game show tileset
-- Nuke rocks in the game show tileset no longer spawn bridge pieces
-- Tire stacks no longer leave behind rock stumps
-- Updated the boss room in the game show tileset to still use the old boss room walls
-- Switched the boss rooms back to the game show tileset
-- Re-propped all Vault rooms
-- Low game show tileset walls no longer spawn their barbed wire tops if they are in the middle of the room
-- Fixed an issue where the neutral prisoners spawned on high arena walls stay invisible the first time you enter the arena room
-- Color adjustments for enemy and prop textures
-- Corner assets for barbed wire
-- New Bumper asset geo
-- Placed the Game Show tileset barbed wire blockers on top of their columns
-- Significant updates to how room spotlights are spawned and work when in the Game Show tileset
-- Boss rooms with the GameShow tileset properly have bleachers/etc.
-- Adjusted fuse FX placement on GameShow_NukeRock
-- Slightly increased the spacing and size of the Game Show tileset spotlights while lowering their intensity a bit
-- Fixed an issue where short Game Show columns had barbed wire end caps even if there was no barbed wire
-- Added new GS_Wallbumpers to game
-- Arena rooms in levels with the Game Show lighting now use the Game Show spotlight setup
-- Mass update of materials so that they convert with the specific level lighting being used
-- New Boss door open and closed asset for custom boss door.
-- Arena Color Adjustments and PBR
-- Medlab Color Adjustments and PBR
-- Adjusted position of barbed wire to fit correctly with corners
-- Added barbed wire on door frame asset
-- Boss doors use big sexy skull door meshes on GameShow floors
-- Fire traps now update their visuals to match the lighting
-- Pits in arenas now update their visuals to match the lighting
-- Floor decor now update their visuals to match the lighting
-- Rocks of all forms now set their art based on the lighting model
-- Boss doors now suppress decor on their neighbor walls
-- Game show doors now have barbed wire top decor when appropriate
-- Spin tiles now set their art based on the current lighting
-- Fixed a material that was incorrectly set on game show spin tile walls
-- Floor decor now does a better job of matching the tiles it is spawned on top of
-- Fixed an issue where the new game show rock pylon art was being applied to rocks that shouldn't have it
-- Boss room doors are slightly less aggressive with what they remove from their neighboring walls as they were causing ugly missing assets
-- The wall stripe colors now change with the current lighting
-- Door top decor now properly hides and shows itself based on if its neighbors are there or not
-- Fixed stubbornly yellow spotlights in start room
-- Vault Doors use new, overly subtle, @Klimas model
-- Rocks of various types no longer change their art based only on the current lighting, but also based on the tileset for the room they are spawned in
-- Silhouette decor will no longer spawn in one tile wide "inlets"
-- Increased the number of audience members standing on the walls in the arenas and starting rooms
-- Added silhouette decor to the low arena walls
-- New Arena door frames
--Adjusted size of vault door frame
--New Shop door frames
-- Hooked up Arena, Vault, and Shop doors
-- Added placeholder syringe/mutation decals for teleporters and minimap rooms
-- Removed door flashing lights/sirens for special rooms
-- Updated base door special room types for decor placement
--New door frames for Medbay
--Various material color and roughness adjustments
-- Material adjustments for spike traps to be more noticeable
-- Adjustments for basic door frame
-- Fixed special doors destroying wall columns that are next to them
-- Fixed a missing texture in gameshow decor signs

Developer Notes
-- [DEV] All rooms in Prison tileset moved to GameShow tileset
-- [DEV] Updated the lighting for the old prison floors to be game show
-- [DEV] Removed some pretty spammy logging from the tutorial carnage challenge UI
-- [DEV] Added ability to explicitly spawn game show style tiles in RoomEditor
-- [DEV] RoomEditor now handles tilesets while spawning children
-- [DEV] Added some visibility to Room Editor text widgets
-- Temporarily disabled VHS FX from main game levels
-- [DEV] Cleaned up various elements in room editor, dungeon spawner, dungeon map generator for clarity/comments
-- [DEV] Updated our localized string list to add in the newest strings
-- [DEV] Allowed level templates to store the Lighting Model so don't need to talk to DungeonMapGenerator for it
-- [DEV] Can look at LevelTemplates in the data table by talking to DungeonMapGenerator
-- [DEV] Switched the rood editor test level to use the Game Show tileset lighting
-- [DEV] Added GV_Instance call to find current lighting model
-- [DEV] Added ability for most things in the game to auto-adjust materials or meshes based on lighting model
-- [DEV] A bunch of back end clean-up to help support that, especially in walls
-- [DEV] Helper function for particle systems
-- [DEV] Disabled mesh swapping the bomb rocks as we don't yet support moving the fuses and they look off at the moment
-- [DEV] Hooked up the prison tile decor in the game show tileset as a test
-- [DEV] removed log spam from Miniclawspiders
-- [DEV] Fixed an issue that was causing our M_WorldAlignZ material base to throw errors when it was applied to skeletal meshes
-- [DEV] Cleaned up a build warning in dungeon spawner
-- [DEV] A bunch of old gameplay tags and classes cleared out
-- [DEV] Lots of cleanup around ways that Power Attacking and Firing Nodes work to remove dependencies on Secondary Attack always meaning "fire projectile"
-- [DEV] Much logging added to combos/power attacking/firing nodes
-- [DEV] Attempt to clean up a warning in contact damage
-- [DEV] Redirector cleanup
-- [DEV] Did a final localized text pull for this build
-- [DEV] Updating the build version to 0.2.25

Gone Viral featured with the Yogscast Tiny Teams Event!

Hey, Gladiators!

While it’s busy, busy, busy for the Skullbot team plugging away at the next big update (truly something special, keep an eye out,) we wanted to take a second for the Yogscast Tiny Teams event running from August 9th all the way to August 15th! We'll be running streams on the store page around the clock just in case you're interested in Gone Viral but haven't taken the opportunity to pick it up yet, including all the VoDs from the fan favorite Buddy Gets Good series from our Youtube page. (Buddy recently got somewhat, kind of, sort of good by beating the easiest incarnation of Da Champ before failing almost a dozen times on Abacus, so... ¯\_(ツ)_/¯)

We've also set the Gone Viral demo live for anyone and everyone interested in giving the game a shot. From the coolest mutations to just a taste of the game's bosses and events, the demo gives a very good picture of what the game can be to all the roguelite fans looking for the next big game to sink tons of time into! If you have any questions or concerns about the demo, please feel free to get in touch with the Skullbot team on Twitter, Facebook, Instagram and especially Discord!

Yogscast will also be featuring our upcoming 2D precision platformer, Spinch this week as well! With mindblowing art from indie comics legend Jesse Jacobs, you can head over to its Steam page to give the game a try!

Hotfix 0.2.24.1

CLOSED BETA UPDATE 0.2.24.1

Now THIS is the truest definition of a hotfix! Two issues. Both big deals. Nothing else.

Enjoy!


Polish:
-- Fixed some edge cases involving first-time visibility or interactions not being properly recorded/reported
-- Probable fix for crash caused by Multiplication event + rockets + deflection in odd cases. Thanks for the find and logs @Ceapa_Verde!

Closed Beta Patch 0.2.24

CLOSED BETA UPDATE 0.2.24

It’s another batch of polish and goodness, in your favorite frequently-updated Roguelite!

For your viewing pleasure, we’ve got a bunch of polish from watching recent streams over the last week, as well as a MUCH more engaging end of run/achievement/unlocks screen (we never really liked the old ones that interrupted you while playing.) And you can now Master items (and actually see the progress clearly in your Murderpedia) by winning games with them!

And...a giant [DEV] section of patch notes with under-the-hood setup for Big Stuff coming in the not-too-distant future. W00t, we’re excited!

Enjoy!


Features:
-- Mastery! If you win a run with an item, it now becomes Mastered and you can brag to everyone know know
-- Murderpedia Updates:
-- Unknown/Seen/Mastery status displayed
-- Overall cleanup/polish on visuals for unknown items
-- Added new Murderpedia section for Insanity Modes
-- "Miscellaneous" section of Murderpedia is now the simpler "Loot"
-- Run Completion sexiness!
-- Achievements and Unlocks display at run end, along with newly seen or mastered mutations. Snazzy!

Content:
-- New Fan Event and other icons from @LeoFonseca!

Polish:
-- Run Seed now properly updates on RunSummary screen. Previously was correct a millionth of the time or so. 111111 MIGHT have been your actual seed, who knows?
-- Slight buff to the turret gadget attack speed and range (thanks @The_PeaceMaker)
-- Arena armor shop price raised to 20 coins (from watching @The_PeaceMaker's stream but he doesn't want responsibility for it)
-- Fixed an issue where enemies trying to walk toward you would freeze up if you were over rocks or over/in pits
-- Crane cameras no longer constantly break pathfinding
-- Gladiators will now take a swing at you if you are in melee range, but not in line of sight
-- Fixed an issue with the minimap not showing any icons or highlights (Thanks @DraxTV )
-- Level Summary can now handle super long fan names (like "Draxnation Citizens" from @DraxTV stream - good catch)
-- Wall decor can now be set to take up to 7 decor slots
-- Fixed several statistical issues with how we were selecting decor that only begin causing problems with higher possible decor slots
-- Fixed some positional issues with the Prison tileset wall screen decor that caused them to poke into columns
-- Cameras no longer grant 'Caught on Camera" move for gladiator taking damage (thanks streams from https://twitter.com/3BitUK and @The_PeaceMaker)
-- Main Menu mastery percentage updates properly
-- Wall monitors now show just logos or webcam (no old-style faded audience heads)
-- Fixed an issue where the Game Show spike tile traps were using the old prison textures
-- Camera view cones should no longer have subtle visual artifacts (From @[AG] Buddy stream where Buddy did actually kinda get good)
-- Fixed / updated a bunch of navmesh and collision shapes to help with pathing issues as well as getting some performance gains
-- Tips now use custom Fan name pluralization
-- Announcer now respects custom Fan names
-- Steam Achievements no longer risk being ignored if multiples are rapidly earned
-- Abacus no longer makes clanky repair noise on spawn for Insanity levels 0/1
-- Fixed a bug with arena hallways appearing long before you got to them
-- Fixed an issue with very visible silhouette geo when they were next to hallways
-- Added rare boom mics to the existing silhouettes
-- Polished various Run Summary text elements
-- Added animations to Unlocks screen
-- Added VFX to Unlocks screen
-- Fan Event rocket signs no longer can clip through doors (especially on returning from a save) - nice find @Ceapa_Verde
-- Weird artifacts no longer happen from security cameras/oompa cameras intersecting the floor (thanks @Klimas for the assist)
-- Updating our localized text
-- Key To Power grants 5 keys on pickup. Do you dare spend them?
-- Insanity Modes no longer unlock/have craziness in demo - thanks @Ceapa_Verde!
-- Tuned Unlocks UI
-- Tuned visibility system to allow marking of things as visible without being interacted with, etc.
-- Fixed issue with mis-reporting if any difficulty modes had been unlocked
-- Polished Unlocks widgets
-- Removed killed enemies from list of things being mastered/etc. until they have proper icons
-- Cleaned up issue where "Nice Run" button could end up unclickable
-- Added a subtle change to the silhouettes behind secret doors
-- Fixed some issues with secret doors and silhouettes
-- Added silhouettes to medlabs
-- Runsummary/Unlocks polish:
-- Added drop shadows/outlines to text elements
-- Fixed issue where Fame Bar would constantly reset if a key was held down
-- Tweaked names/etc. polish per @Klimas
-- Added SFX to Unlocks
-- Unlock descriptors now handle Rich Text
-- Main menu no longer has odd spacing on 4:3 aspect ratio monitors
-- Account Manager properly handles starting gear being marked as intereaction
-- Account Manager updates versioning existing VisibilityData
--Murderpedia icons correctly show mastered/unknown frames when using square frames
-- Fixed text of Abacus game winning achievement

Developer Notes
-- [DEV] Moved the door announcer child actor to be set in the construction script
-- [WIP] Hooked up the wall decor in the new Game Show tileset
-- [WIP] New Kit Updates and post process
-- [WIP] Moved the Game Show tileset display sign decor higher up on the wall
-- [WIP] More than doubled the size of the Game Show tileset wall screen decor
-- [WIP] Updated the tirestack post for the Game Show tileset
-- [WIP] Insanity Thermometer
-- [DEV] Added ability to set Lighting Models per-level
-- [DEV] Lighting model now stored in DungeonMap for use by DungeonSpawner
-- [DEV] Levels now pick their lighting through a more correct data path
-- [DEV] Updated our existing data to work with our current lighting setup
-- [DEV] Updated our tileset changing cheats to work with the current lighting system
-- [WIP] Added Unlocks panel to Run Summary
-- [DEV] Dungeon rooms now properly switch their spawned light setup based on their tileset and any relevant cheats
-- [WIP] Murderpedia icon borders change color to show current status (Unknown, Seen, Interacted, Mastered)
-- [WIP] Further work on RunSummary Unlock screen
-- [DEV] AccountManager can now return a simple enum to show Visibility status
-- [DEV] Added new Trevor UI assets
-- [DEV] Added UI elements for info visibility
-- [DEV] Source images for new framing elements
-- [WIP] Multi-unlocks initial implementation
-- [WIP] Unlocks screen basic functionality
-- [DEV] Added backend to have localizable pluralized custom Fan names
-- [DEV] Added ability to make repairs w/o FX/audio via RepairContext Repair.Silent
-- [WIP] Further work on the Unlocks page -
-- Handles properly cases of 4+ unlocks of a given type
-- Handles achievements/unlocks unlocked on the previous RunSummary page
-- New layout to handle multiple unlocks visually
-- [DEV] Cleaned up debug text
-- Records elements that have been seen for the first time on a run properly
-- [DEV] Added ability for StatMods to have custom text descriptions
-- [DEV] Added ability for buffs to have first-time-use-only StatMods
-- [DEV] Adjusted BP naming in buff hierarchy
-- [DEV] Added Murderpedia section validity check for VisiblityData
-- [DEV] Added new C++ callback for LightingModel changes
-- [WIP] Unlocks screen cleanup
-- [DEV] Fixed a cook error in game instance
-- [DEV] Hooked up the new lighting model change callback
-- [DEV] Cleaned up a few little things in base tile
-- [DEV] Added versioning to InfoVisibility for future backwards-compatability
-- [WIP] Run Summary cleanup
-- [DEV] Fixed several issues with the fan event signs not checking if they were valid before doing things and throwing errors

Closed Beta Patch 0.2.23

CLOSED BETA UPDATE 0.2.23

A quick update for the half a week since our last update! Inside: we continue to use your feedback (thanks!) for polishing the UI and game, have revamped various areas of the UI for clarity and prettiness, and have added the Mastery feature to highlight more of a sense of progression.

Oooh, side note - all those [DEV] patch notes (we use the [DEV] tag on notes for stuff we update that isn’t generally visible while playing - so as not to make our standard updates/notes bloated/unreadable) allude to the fact we’re laying the groundwork for a bigger update to come with some pretty cool visual snazziness overall. We’re looking forward to it!

Enjoy!


Features:
-- Mastery! We now show progression for each game element you interact with (Mutations, Weapons, Fan Events, etc) - if it spawns for the first time, it becomes Viewed (and appears in the Murderpedia) when picked up it becomes Interacted (where you can now see the details of it in the Murderpedia or when you see it in a future run) - and now if you win a run, all the stuff you interacted with become Mastered.
This means to make everything Gold/Mastered, you’ll need to actually win runs with Dangerous, Biggest Fan, Orbit, etc. That’s not hard, right? For now you can see the states of this in the progress bars that are part of the main menu - in progress for a nearby update we’ll make those states more obvious in the Murderpedia and celebrate your new goodies at the end of wins or losses.

UI:
-- Main Menu/New Run polish
-- Run Summary screen properly shows the difficulty you won/lost at (was always showing Insanity 2, probably giving y'all more respect than you deserve) - Thanks @[AG] Buddy!
-- Progression bars can now show viewed/learned/mastered stats for each type of item
-- Progression widgets can handle multiple groups of Murderpedia Sections cleanly (.dll)
-- The Level Summary screen no longer goes to the "Loading..." screen if the run is over/the next screen is the RunSummary (from @Gogozombie's stream)
-- Fame Bars now show what fame tier you are at

Content:
-- Made all FanBoxes that can spawn damaging things have the AutoOpen property (so waiting will allow damage on open to be avoided - not a perfect solution but gives an out for now) - from @Cutwright's stream where he took damage from opening a FanBox with a spikeball inside
-- Added BulletBox to the neutral FanBox pool

Polish:
-- Ensured Choppa/Throwa's trails are hostile red versions, not happy blue versions (From @[AG] Buddy stream)
-- Fixed issue where viewed items could be incorrectly displayed
-- Little announcer on the RocketSigns now shows up 2% of the time, not 50%
-- Fixed an issue that was letting the Champ jump to rooms that had not been revealed (thanks @Seebo)
-- Spikeballs shouldn't occasionally overlap on spawn anymore (from @CocoConfession's stream & others)
-- UI polish on Main Menu
-- Added new UI assets from Trevor
-- Added camera noise to main menu
-- Font cleanup in various widgets to localizable font
-- Run Summary UI polish
-- Polished Progression Bars
-- Mutations/etc you have viewed (showing what has been viewed/picked up/etc.) will auto-convert to the new system rather than needing re-viewing/etc.
-- Your Character Sheet properly shows your current Gladiator
-- Main Menu progression bars send you to proper sections of the Murderpedia
-- Updated various achievement icons
-- Support work for Mastery data
-- Insanity 0 characters start with an extra heart (or armor if they are robotic)
-- Insanity 2 and above characters lose the starting heart/armor buff
-- Removed the old demo mode health bump as it is now handled by the insanity modes
-- Made the new main menu UI work more cleanly with gamepads and the keyboard
-- Gathering the latest set of localized text

Developer Notes
-- [WIP] Hooked up all the game show tileset walls and columns
-- [DEV] Slight efficiency improvement to our search for safe tiles
-- [WIP] Rough Pass 1 on Main Menu UI/Progression bars
-- [DEV] Can now set tiles as indestructible of any type in editor
-- [WIP] A bunch more Game Show tile set changes
-- [DEV] Updated all existing invulnerable tile data to the new format
-- [DEV] Fixed a few invalid reference errors in the room editor
-- [WIP] Updated the base rock occluder set in the new tileset
-- [WIP] Added another wall panel asset type to the new tileset
-- [DEV] Cleanup of UI asset hierarchy
-- [DEV] Cleanup of UI hierarchy
-- [DEV] imported UI assets
-- [WIP] Hooked up locked doors and cleaned up a bunch of messy tile implementation for the new Game Show tileset
-- [DEV] Fixed a few broken asset links in the UI helper functions
-- [DEV] Added the barbed wire wall topper to the Game Show tileset walls
-- [DEV] Cleanup of UI textures
-- [WIP] Summary UI polish
-- [WIP] Added the Game Show tileset destructible meshs
-- [DEV] Turret and FireJet floor tiles for GS kit, Adjustments to GS_RocketRock, Pivot adjustments to GS_SpikeBase, Edited visuals for GS_MetalFloor
-- [WIP] Added widgets for new Unlocks UI
-- [WIP] Added a bunch of trap assets to the new Game Show tileset
-- [WIP] Built a new particle effect for the Game Show fire tiles
-- [WIP] Updated other random Game Show assets
-- [DEV] Using the Game Show tileset cheat now updates the world and room lighting as well
-- [DEV] UI base assets added
-- [WIP] Unlocks screen in progress
-- [DEV] Teleporters know their containing rooms
-- [DEV] Added ability for single-use buffs to be applied properly on run start
-- [DEV] Cleaned up concept of starting buffs from other saved persistent buffs
-- [DEV] Removed a no longer used data table
-- [DEV] Fixed a cheat taking you to the wrong floor when in demo mode
-- [DEV] Fixed some build issues caused by the new Game Show tileset and cooking builds
-- [DEV] Updated the game version to 0.2.23

Hotfix 0.2.22.1

CLOSED BETA UPDATE 0.2.22.1

You didn’t want to play Abacus did you? Oh… you did? Well then welcome to a hotfix!

We didn’t just want to leave you with that, so friendly little rocket signs will now zip down to let you know if there’s Events about to spring on ya in the next room. Plus a small but dedicated pile of other fixes and pieces of polish!

Enjoy!


Content:
-- Floating rocket signs warn of upcoming Fan Events before you enter a room

Polish:
-- Abacus no longer faints in the sheer excitement of seeing the Citadel of Pain for the first time (thanks @Seebo)
-- Fixed Run Summary positioning in 4:3 resolutions for those of you playing on Mac Lisa or 1990's TV screens (edit: Like apparently @Doug)
-- Run Summary achievements scroll down as new achievements are revealed
-- In-world fan icons scale with resolution and camera zoom levels (from notes on @CocoConfession's and @Gogozombie's streams but this has been quietly bugging me for ages)
-- Fixed an issue where sometimes silhouette's would not spawn when they should
-- Adjusted which walls silhouettes can spawn on
-- Fixed issue in Run/Level summary that could be confusing with displaying changes to opinions
-- Removed a ton of unnecessary pathing grid from various collision surfaces (mostly on the ceiling)
-- Reward Unlocks and Achievement Completed widgets sort appropriately with the summary widgets and each other
-- Unlocking the BigHeart health consumable no longer shows up as "Unlocked New Miscellaneous!"
-- There's now a small chance of an announcer visit when the RocketSign descends

Developer Notes
-- [DEV] Added logging to FanAlert rocket signs
-- [WIP] Added in and started setting up the Game Show tile set tags
-- [DEV] Added more logging around the mysterious case of the missing RocketSigns
-- [DEV] Can now get the melee targeting shape via accessor function from CPP_BaseCharacter
-- [DEV] Redirector cleanup
-- [WIP] Hooked up the floor tiles in the Game Show tile set
-- [DEV] Added the ability to check if an actor is a corridor
-- [WIP] Partial fix for AI attacking over rocks
-- [DEV] PC now has more comprehensive logging
-- [DEV] Characters now have more comprehensive logging if verbose
-- [DEV] Disabled logging in RocketSigns
-- [WIP] Initial implementation of Game Show tileset walls

Closed Beta Patch 0.2.22

CLOSED BETA UPDATE 0.2.22

It seems like we just patched a week or two ago - but MOAR new stuff!

A new dynamic crowd to cheer ya on, new UIs to welcome you into the Citadel of Pain, new languages available, more Stylish moves encouraging you to blow up stuff or show off for the cameras - what more could ya want?

Well you could probably want us to polish the crap out of the game as we see y’all playing, so there’s a healthy batch of that too!

Enjoy!

Features:
-- The crowd goes wild! Crowd silhouettes cheer for ya, adding some motion and visual polish to the edges of rooms. Playable in progress - but TBH pretty neat already
-- New stylish moves added:
-- Shattered! - for breaking elements like wall monitors/camera guys/etc. More reason to blow stuff up!
-- Caught on Camera! - for when the ya generate Carnage in front of an active camera

UI
-- New End of Level/Run Summary screens are playable in progress! Much prettier than our previous development art versions
-- New Loading screen art that is much more pretty/game show focused/awesome (playable in progress)

Content:
-- Added in the first pass text localization for the German language
-- Added Chinese to the language options
-- Updated the Steam icons to amazing new Leo icons
-- New Icons from @LeoFonseca: Egg baby, 2-Fer, Bullet Racer, Brute, Telekinetic weapon, Viral spread, Vortex, Game master, Light weight, Acid drop, Half hearted, Magnetic lure, Throughput, Lingershots, Portable Airdrop, Spikeballs
-- Steam Achievement Icons: Bosskiller Bombadier, Bosskiller DrDeath, Bosskiller Juggernaut, Bosskiller Da Champ, New Champ Decimus, New Champ Abacus, First Death, Fan Club Decimus, Fan Club Abacus

Twitch:
-- Polls no longer start so early in the process that you might be still leaving the main menu, confusing your Twitch viewers
-- Fixed issue where short NPC Overhead TwitchChat lines could word wrap oddly (from @TheVisiblePine's stream - thanks!)


Polish:
-- Electric Sword harpoons can be fired much more responsively around melee swings -- good catch @viren
-- Cameras show view cones for when they are active/generating Caught on Camera moves
-- Internal secret room doors no longer block bombs
-- Loading of main menu sped up dramatically ([DEV] Actor pools no longer spawned unless needed)
-- Dumpster Diver now attracts chests from pits (fixes bug found by @Helixplays1, thanks for the stream)
-- Added a language option to the UI options that lets you switch between the available game languages
-- Fixed an issue where setting your audio options to default would not update them until you restarted or directly changed them again
-- Fixed an issue with navigating the UI Options menu with a gamepad
-- Small World rockets no longer blow up in your face (good call @Seebo and @[AG] Buddy)
-- German Murderpedia buttons no longer overlap with the edge of their metal bar
-- Adding a new localized language and removing an older one we are not planning on getting to before early access
-- Font cleanup to AnnouncerSwoop
-- Some polish to Watcher Camera cones
-- Added visible countdown and updated timing on QuickBoxes' disappearing act as they were too hard to figure out in the heat of combat (from @Cutwright's stream/voters, thanks for beating on it!)
-- Fixed an issue where the spotlight light cones had collision you could run into
-- Fixed a spacing issue with the Murderpedia UI title
-- The Fan Gift widget no longer uses a one-off font
-- Fixed some text replacement lines that had broken during localization
-- Fixed the Announcer being visible in the boss room before you reveal the room (thanks @Suwey)
-- Fixed being able to clone the Announcer over and over by going back to the main menu and then continuing
-- Secret doors now only require an explosion to reveal, and open like normal doors with player proximity after they are found (thanks @Suwey)
-- The tank minions for the blue Bombadier variant no longer have crazy large blades during the fan event
-- Fixed an issue where Recyclers could keep you from falling into pits anywhere near them (thanks @TheVisualPine)
-- NPCs no longer mutate before they should (thanks @TheVisualPine’s stream!)
-- Goliath buff no longer so common on lower Insanity levels
-- More polish from recent streams:
-- Envy can no longer spawn before NPC mutations are enabled (from stream from https://www.twitch.tv/thevisualpine)
-- Fixed text for Half Hearted to be clearer (good suggestion @spiritretro)
-- Added new button assets
-- Created new level/Run visualizer
-- Fixed Caught on Camera stylish move issue in cooked build
-- Added shutter-click sound to Caught on Camera moves
-- Fixed TwitchAuth build issue
-- Improvements to flow of LevelSummary
-- Updated our localized fonts to better survive the build cooking process
-- Settings windows will no longer flicker when dealing with super long text lines (looking at YOU, German)
-- Shifted more fields in Settings UIs to be in properly localizable fonts
-- Re-enabling the silhouette prototype with significant performance improvements
-- Silhouette decor no longer appears along internal walls
-- Adjusted high performance decor hiding to be more aggressive based on the camera angle
-- The silhouette decor on longer spawn on walls facing east, as it is not very visible
-- Cleaned up end of level/run process
-- Fame Bar better handles scaling
-- Level Summary button highlights/de-highlights properly
-- Level End flow polished-- Level End Summary flow improved
-- Rewards no longer can appear behind run summary UI
-- Typo fixed on End Game screen
-- Layout/polish improvements to RunSummary
-- Made some quick changes to the new end of level and end of run UI's so that they work with gamepads
-- Adding the latest German localization text to the game
-- Level End further polish (damn UI takes a lot of polish damn to get even vaguely right)
-- Tip and LoadingText properly animate in
-- After hitting the "Woot!" button main dialogue fades out and opacity of background covers the game screen
-- Game now properly paused in background vs. still dropping fan gifts/etc.
-- "OK" button now appears properly quickly if you speed through the level achievement anims
-- First rough pass at passive vs cheering silhouettes
-- Fixed an occasional issue where animating Unlock screens were having the names cut off by the UI animations (from @CocoConfession's stream - thanks!)
-- Level Achievements no longer can sometimes show duplicate Fan Types when adjusting rewards ("Speedrunning, Speedrunning" was displayed if Speedrunning affected the given achievement twice via opinions - which was confusing)
-- Updated LeavingMainMenu screen
-- Fiddled timing on RewardUnlock screen to attempt to avoid animation issue
-- Fixed an issue where the gamepad could not be used on the level summary UI
-- Fixed an issue where spamming the button to close the end of level UI could cause the following loading screen to end up in an odd state

Developer Notes
-- [DEV] Prototyped @Klimas' spinny sawblade death tracks
-- [DEV] Shield weapon next steps
-- Wielder charges forward on primary attack
-- [DEV] Cleaned up VoteManager logging
-- [DEV] Reparented LevelEndSummary to W_Parent_Widget
-- [DEV] Fixing a variable naming conflict in pits
-- [DEV] Next Level cheat now fires on keyup so that there isn't immediately a keyboard interruption on doing the cheat
-- [DEV] DPI scaling turned off (mysteriously turned on in some cases)
-- [DEV] Removed references to barely-used text widget in unlocalizable font
-- [DEV] Fixed odd compile issue
-- [DEV] Cleanup to CPP_Actor
-- [DEV] New Is Tags added for Chests, Gadgets, Pickupables, etc.
-- [DEV] Lures can now match to LeafIDs/partial LeafIDs if appropriate
-- [DEV] Saw blade and track assets for testing
-- [DEV] Forced movement moved to helper functions
-- [DEV] Knocked down status query moved to CPP_BaseCharacter
-- [DEV] Cleanup of animBPs around UpdateAnimation
-- [DEV] Cleaned out some of the new and not yet localized text
-- [DEV] Added a LEET speak localized language for testing
-- [DEV] Room Editor cleanup:
-- Any given wall/tile/object can have custom tags set for it rather than having to share potential tags with any possible object/etc. For instance, just the traps have the Sync tags settable on them for traps/objects, or doors don't show the potential for wallbouncers/etc.
-- Sawblade tracks are handled as walls as they occur in between tiles
-- Sawblade tracks can get tags for being a section that has an endcap or spawns a sawblade
-- Tracked Sawblade trap now functions properly with new pivots/spinning/physics
-- [DEV] Adjusted Pivot of sawblade trap. (Rotate 90 degrees)
-- [DEV] Added ability to dynamically add end caps and sawblades to tracks
-- [DEV] SpawnedActors can automatically clean up extra components on Shatter
-- [DEV] Refactored trap hierarchy
-- [DEV] Added in the wall silhouette prototype
-- [DEV] First import of localized Chinese added to the build
-- [DEV] Updating our font set to better support Chinese localized text
-- [DEV] Adding a new test level as mine will be locked down for a while and I need a place to film gifs
-- [DEV] Room Editor better handles sawblade tracks/similar semi-wall objects
-- [DEV] Walls now save state properly from Room Editor
-- [DEV] Created sawblade test room
-- [DEV] Did another text pull
-- [DEV] Updated our fonts to help support traditional Chinese
-- [DEV] Switched our Chinese fonts from traditional to simplified
-- Fixes to SawbladeTracks
-- [DEV] Fixes to room editor wall placement (ongoing)
-- [DEV] Can now restrict spawn chances via RunModifier
-- [DEV] Removed print spam from RoomEditor
-- [DEV] Hooked up some prototype moving spotlight room lighting
-- [DEV] Fixed an issue where my test room changes broke the spotlights in all other test rooms
-- [DEV] WIP for new Level/Run summaries with pro @No-Tec assets
-- Side note I hate when 6 hours of work is condensed to one checkin line
-- [DEV] Restored to earlier version of SpawnPools
-- [DEV] Some quick updates to how the new test lighting works
-- [DEV] Cleanup of old data in RunData/Level Templates
-- [DEV] Cleanup of old quest data/systems
-- [DEV] Updated our localized text with all the most recent strings, as well as including a notes field for keeping translation notes
-- [DEV] New Kit pieces for testing/implementation
-- [WIP] Next round of LevelSummary complete
-- [DEV] The starting level now contains both the old and the new lighting schemes and switches between them based on what tileset you are using
-- [DEV] Fixed a compile issue in the level end summary
-- [DEV] Significant updates to the wall silhouette prototype
-- Fixed a bug where killing both Dr. Death twins at the same time could throw errors
-- Updated Level End Summary
-- Pausing/freezing character handled by Run Manager rather than Level Elevator
-- [DEV] Updated dlls for Twitch plugin
-- Run Summary WIP pass
-- [DEV] Fixed some compile errors in RunEndSummary
-- Fixed an issue where spinning bouncy balls would play their hit sound over and over again (thanks @Gogozombie)
-- New Run screen defaults to the last character you played with (previously was ending up on Decimus all the time for obscure reasons) - nice find @Cutwright
-- [DEV] Added ability to easily get DebugStrings from arrays of GameplayTags or GameplayTagContainers
-- Blaster Robbie's shots no longer hit rocks when flying over them (thanks @Astreigha)
-- Added wall skirting to hide the sides of spinning tiles and pits and other ugliness when looking from outside the room under the low walls
-- [DEV] Tweaked the silhouette prototype to no longer poke through low wall corner columns
-- Fan Gift widget no longer shows descriptions for gifts you haven't gotten your grubby hands on yet (from @Cutwright's stream - thanks!)
-- Ablative Armor goes boom and disappears when out of armor points rather than confusingly sticking around providing no benefit (from @Suwey's stream - thanks!)
-- Fan Gift chests mark themselves as "Picked Up" for purpose of the Murderpedia/etc. when they spawn their goodies.
-- Fixed that annoying thing where the healing FX had a little recurring red bloom after the FX finished that has bugged me forever because it was hidden in an LOD that was barely ever used.
-- [DEV] Significant clean-up to the silhouette prototype, putting it in a near ready state
-- Enabling the silhouette prototype
-- [DEV] Updates for 4.21 UE compile header changes
-- [WIP] Run Summary/Mutations cleanup
-- [DEV] Temporarily disabling the silhouette prototype as it is eating frames like crazy

Hotfix 0.2.21.1

CLOSED BETA UPDATE 0.2.21.1

Hotfix time! Loading the game on a German version of Windows no longer changes all of your text to crazy symbol spam, and walls with lots of spikes and bouncers once again have columns!

Plus a bunch of smaller fixes and balance and polish.

Oh yeah, and Da Champ looks frickin sweet!

Enjoy!


Content:
-- New visuals for Da Champ

Polish:
-- Fixed an issue where clients running a German OS were getting put into a broken language (thanks @Thultex)
-- Fixed an issue where wall bouncers and spikes were blocking the creation of columns near themselves
-- A slight nerf to the Shielding carnage item has arrived, at long last
-- A slight buff to Blaster Robbie has arrived, at long last
-- PC now shoots 30% farther in the tutorial to avoid barely missing shooting your test harpoons
-- NPCs that die in a single hit don't show their armored status on their health bars
-- Doing another quick localization pass to remove some extra strings
-- Rocket signs use better grammar
-- Disabling rocket signs for testing of cook issue

Developer Notes
-- [DEV] Quick update to the gathered localized text after patching
-- [DEV] Added support for mutations to affect stat mods as they are applied
-- [DEV] Added new character stat to specifically act as a per-char multiplier on Shot Range
-- [DEV] Fix for C++ build warning
-- [DEV] Fixed uninitialized variable in VoteManager