Gone Viral cover
Gone Viral screenshot
Genre: Indie, Arcade

Gone Viral

Closed Beta Patch 0.2.4

Even with a long weekend, there are still goodies for y’all under the Labor Day tree! There are a number of new rooms, a new creature, some new room goodies like portals and spinning stacks of death - and of course several quality of life and bugfixes.

Enjoy!

Features:

Content:
-- Room general overhaul
* New combat rooms added
* New Boss room added
* Chopper variant/Variant pool spread through many rooms
* Toned down insanity of rooms that were too crazy (BouncyFest, GiantRoom, etc)
* Upped insanity of rooms that were too sane (if any)
* Adjusted rooms to tend to spawn on fewer levels (to raise differentiation per level/keep the same rooms from repeating)
* Added Spinning Bumpers
* Added stacks of items (barrels, spikeballs, etc)
* Added rooms with portals (insta-teleport of creatures/objects/projectiles/etc. w/in a room)
* Added level teleporters to all medlabs/arenas
* Added iconography to teleporters to show their destination
* Made SpikeHell_Big_Std room slightly less hell
* Cleaned up some bad spawns in various rooms
-- Juggernaut boss now has higher default HP
-- Rocket Bombs now has a max Bomb Capacity of 10 (was 3) to make it more combat-usable/a clearer upgrade to default Fuse Bombs (thanks @Kahvikone and @Gramstaal for discussing this in-VOD)
-- Very slightly slowed the spinner tiles (11% slower) to make them slightly less punishing
-- Added new Chopper variant *Mutant Thrower*

Twitch:
-- Updated our Twitch chat irc calls to the new chat server - you should no longer see some users/streamers unable to see the Poll messages in chat

Polish:
-- Camera zoom now changes in larger increments (thanks @Kahvikone)
-- Added an option to disable auto-zoom for the camera (thanks @Kahvikone, @Gramstaal, and many others)
-- Cleaned up how we handle the camera shake option (you may need to reset this to how you want it)
-- Fixed an issue where the start room stage was saving too quickly and was missing some of the objects that hadn't been spawned yet
-- Improved Teleporter FX
-- Fixed bug where sometimes Fan Events would repeat as you went down levels/returned from saves
-- Added air braking to the player when they are falling and release the movement keys, to help with movement accuracy when jumping into pits
-- Fixed an issue where player air control could be set to a different default after dashing
-- Mutant choppers no longer turn toward you mid-swing
-- Fixed an issue where some consumables were accidentally triggering Chest Burster stylish moves on Blood Locks (thanks @Kahvikone)
-- Fixed bug where Decimus' name could be "NONE" on character select screen after a successful run
-- Biggest Fan now returns full control to you on Boss Elevators (thanks @c04x and many others)
-- Shields on spiders now swing around smoothly towards their facing instead of popping all at once which should help follow up hits get around the shield (thanks @Kahvikone)
-- Improvements/reductions of your bonus fans based on the audience mood are colored properly again (grey if reduced, green if increased)
-- Minor cleanup to Run End Summary UI
-- Adjusted the material for the acid simple bot to look better

Developer Notes
-- [DEV] Productized Teleporter class
-- [DEV] Added some creature usage analytics to the room editor
-- [DEV] Removed debug shapes from GV_Droppers
-- [DEV] Internal teleporter cleanups
-- [DEV] Removed Shield accessor function from BaseCharacter

Hotfix 0.2.3.1

CLOSED BETA HOTFIX 0.2.3.1

A few quick fixes for y’all! The important ones:

Twitch integration and Steam integration apparently can’t coexist by default in the engine. Who knew? Now they do.
Teleporters now don’t make your Telekinetic Weapon chase across the entire level to catch up with y’all. Hey, we wouldn’t normally hotfix JUST for this, but here ya go.

And some extra odds and sods. Enjoy!

Features:
-- Teleporters now make sure you never leave your buddies behind
-- Added a new game option to show your current seed at the top of the screen

Content:
-- Added new Medlab (was in 0.2.3 but didn’t make patch notes)

Twitch:
-- Moved to synchronous GetHostByName call to work around issue with UE4's Steam Integration changing engine internals of the SocketSubSystem. Fixes issue with Twitch integration being able to log in when game is on Steam (thanks @Gramstaal)
-- Removed some unnecessary helper text in certain Twitch settings
-- Twitch connection errors (if any) are broadcast to chat message boxes
-- Added more log info on errors connecting to twitch

Polish:
-- Marked medlab machines as being hazards to NPCs appropriately
-- Added collision to Health Gambler
-- Added an actual clickable link to the discord from the main menu
-- Fixed an issue where different nav mesh areas were not being ordered properly
-- Updated item pods to properly update their nav mesh areas
-- Updated medlab machines (really all machines) to properly update their nav mesh areas
-- Updated the two medlab machines that can hurt enemies so that enemies don't accidentally choose to walk on them nearly as often
-- Added some web links to the "You Win" screen and cleaned it up a little
-- Reticullations to start room/tutorial splines to attempt stopping them popping in cooked builds

Closed Beta Patch 0.2.3

Here are some quality of life additions coming your way in today's weekly update:

Teleporters! - This oft-requested feature will let you blip back to the start room from any Vault, Boss, or Shop room - hopefully saving some running around.

Steam Integration - You can now start earning Steam Achievements alongside your in-game achievements. I wouldn’t get too used to ‘em - we’re sure to change achievements up as we move to Early Access, but this is a key step for being able to do them fully in the future.

Twitch Improvements! - We’ve worked with several streamers (thanks @1ceprime, @Kahvikone, and @MoreThenThree!) to test our Twitch integration where stream viewers can vote along with the NPC fans, and improved the process of getting authed up and the voting itself.

In addition, there are also a number of bug fixes, polished thangs, and quality-of-life improvements - often based on hearing issues and suggestions from our discord. Drop by, say hi, ask questions, or give feedback and opinions! Any runs you can do are handy for feeding the analytics machine, but giving us an earful about what’s good and what ain’t is even better!

There are roughly 400 folks who have helped out testing so far, with hundreds more still waiting on the signup list (we’ll getcha in!)

Thanks!

-Gaff

Features:
-- Teleporters added to Shops, Vaults, and Boss rooms, allowing instant return to the entrance room while not in combat
-- First pass on earning Steam achievements along with your in-game achievements

Content:
-- New Bomber behavior on melee wallops - now drops minibombs on successful Pinball Hits (i.e. walloping an enemy into another enemy)
-- Claws + Bomber no longer rains bombs for the last few tiles near your landing spot (thanks for the vid @Gramstaal)
-- Bomber minibombs obey all standard bomb synergies
-- BombGadget, Gadgets, Wearables, Carnage Items can now have different behavior on button down and button up

Twitch:
-- Simplified and clarified the OAuth token process in the Twitch options menu
-- Fixed an issue where multi-line twitch chat would not be scrolled into view (thanks @Kahvikone)
-- Improved visuals for voting, including making actual stream voters stand out
-- Successful votes will not show up in our internal twitch chat box

Polish:
-- Fixed an issue where walloping an enemy into a popper could throw errors
-- Fixed being unable to enter a custom seed before your run (Thanks @1cePrime)
-- Cleaned up some ugly navigation behavior in the custom seed section of the character select menu when using arrow keys or a gamepad
-- Reduced the "cooldown" time on chests to allow you to open them a little more quickly after they are spawned
-- Fixed issue with Bubble Wand/Tracker Shots combo having odd visual issues (thanks @loginerror, very handy find)
-- Lockpicks are no longer silently consumed if used with no locks in range
-- Portable Repair Kits are no longer silently consumed if used with no repairs needed
-- Electric Sword's harpoons regen ammo faster with higher Fury stat - thanks for the reminder @Picklesnshakes
-- (Note: killing enemies also grants an immediate ammo)
-- Added quick placeholder stat descriptions to the character sheet (thanks for the poke @Gramstaal)
-- The opening key binding tutorial decal that appears in the starting room of each non-tutorial run no longer appears if you have changed your key bindings
-- Increased the dead zone for controller sticks to reduce snapback (thanks @Kahvikone)
-- Changed collision for Spike Traps to interact with pickupables/spikeballs/etc. as they rise and fall
-- Rewrote how Spike Traps work in general for syncing up (fixes bug where sometimes a spike tile would not sync with its buddies)
-- Fixed destroyed Oompa Cameramen causing crashes after save/load
-- Generally handle the case in DungeonSpawner of objects that self-destruct on reloads
-- Fixed case where Tosser plus Bomber could have bombs fall through the floor in cooked builds
-- Teleporter cleanup to handle cases of activating in combat occasionally
-- Fixed spikes with incorrect timing on one side of SpikeWave_Std room
-- Slight positional adjustments for the level greeter's item pedestal
-- Teleporters change color to match the room to which they teleport
-- Teleporters save state on LevelSave
-- Teleporters animate rising and lowering as they go active/inactive
-- Teleporters and level greeters now mark their tiles as invulnerable
-- Teleporters handle character teleportation a bit more cleanly
-- Fixed an issue where lit bombs could not be hit with your attacks during a run (thanks @Kahvikone)
-- Fixed concurrency issues for the nuke whistle and spider / psychic shield hit sounds (thanks @Kahvikone)
-- Added key bindings for zooming the camera in and out (thanks @Kahvikone)
-- Teleporters should no longer sometimes become active during boss fight
-- Added VFX to Teleporters
-- Teleporters stop player movement during transportation

Developer Changes
-- [DEV] Added the Juggernaut to the boss test level
-- [DEV] Attempted fix for plugin build/filetype issues
-- Added steam achievement names to FAchievementData
-- [DEV] General overall major cleanup of Tracker Shots to be more robust
-- [DEV] Removed log spam from MovementPayload/homing
-- [DEV] Removed BaseCharacter/PC from the loop on wearable activation (now happens via CP_Inventory for all activatables whereas previously it was that way only for Carnage Item)
-- [DEV] Refactored Gadgets / Bomb Gadgets to be able to execute activatable effects without consuming charges/the gadget where appropriate
-- [DEV] Synergy Lab set up using teleporters for easy movement

Hotfix 0.2.2.2

CLOSED BETA MINIPATCH 0.2.2.2
This time we really are patching every day because we can!

This is a small update, being posted largely because we improved the process for integrating with Twitch quite a bit. With more testers coming in over the next few days, we figured we’d make anyone streaming have a bit easier time of things with the new changes.

Otherwise, there’s a day’s worth of content improvements - enjoy!

Features:
-- Updated the Twitch OAuth process to a more streamlined, secure version

Content:
-- New mutation: The Key To Power - gain +POW for every key above 10, lose POW for every key below 10
-- Exit Wounds mutation now passes through armor to affect hit points directly
-- Added detailed descriptions for all mutations
-- Added detailed descriptions for all weapons
-- Added appropriate mutations to Genetic Surgery common pool

Polish:
-- Renamed Explosive Skin to Force Skin

Developer notes
-- [DEV] Added ability to convert FStatMod to string for easy debug logs
Checkin:
-- [DEV] Internal setup around Gravity Gun
-- [DEV] Added new Twitch dev commands

Hotfix 0.2.2.1

CLOSED BETA UPDATE 0.2.2.1
We’re so awesome that we patch every day, just because we can!

Meanwhile, over here on planet Um-Actually, there’s a quite spammy warning message in the Sticky Mess event from yesterday’s patch that we wanted to get cleaned up.

For free, we’ve tossed in today’s other changes, including the “Spinning Tiles shouldn’t affect you while hovering” fix.

If these fixes break further things, we’ll learn a valuable lesson about minimalistic hotfixes. (that admittedly we shoulda learned a long time ago, but oop-la, what can ya do?)

Enjoy!

Content:
-- Spinning tiles no longer affect you if you are flying (thanks almost every tester we have ever had who have been mentioning this issue for almost a year)
-- Added Ablative Armor as a new armor - cheap (5 coin) armor that can't be repaired after being damaged
-- Added Explosive Skin mutation - explode when you dash into things

Polish:
-- Fixed warning spam from Sticky Mess event. Note, this required a fair bit of a rework to avoid a potential issue, so please let me know if you see other odd splatter-related issues (Splatter is our system for tar/acid/fire/etc. pools on the ground)
-- Fixed a long-standing bug: every armor on the ground would reload from save with the same current armor value as your worn armor
-- Attempted to fix an issue where mini claw spiders could be still alive when the room left lockdown
-- Fixed a bad setup in the split arena room where the first wave of enemies would destroy a bunch of rocks
-- Fixed an issue where Da Champ started with a rocket launcher instead of being empty handed before choosing his first weapon
-- Fixed potential issue with spinning blades hitting an object in the middle of self-destructing
-- Added detail text for more mutations

Closed Beta Patch 0.2.2

CLOSED BETA UPDATE 0.2.2.0
Well, with about fifty folks testing the game for the first time this week (thanks y’all, you rock) this week’s update is largely about responding to feedback and fixing Quality of Life issues, as well as a tad more content.

With the success of the whole process working out, we’ll be adding hundreds more folks in over the next few weeks as well, so please do keep the feedback coming on our discord or via email at feedback@goneviralgames.com!

Content:
-- Regenerative Armor added - when going down a level, repairs itself for one armor point. If fully repaired, repairs innate armor.
-- Removed Telekinetic Weapon from the pool of possible starting mutations as it was arguably too common
-- Added two more arena rooms
-- Added Achievement New Champ: Abacus for winning as everyone's favorite robot assassin (a little late for @Snorlaxxo's WORLD FIRST EVER ABACUS VICTORY)
-- Switched the armor forge from an exponential price increase to a linear price increase

Combat:
-- Claws now grant a brief shield while descending
-- Fixed bug where hovering over rocks, etc. with Throughput would not have Throughput work properly and similar other issues
-- The above includes a set of wide-effect-but small-noticeable-improvement projectile changes that fix some odd behaviors - but please keep an eye out for new small projectile issues!

UI:
-- Fixed an issue with getting the character select UI stuck if you hadn't unlocked any characters and navigated to them with a gamepad or the arrow keys (thanks @c04x)
-- Embiggened font for Poll readability while twitch streaming (good call @SPDene)
-- Adjusted poll widget so it won't overlap with Pending Fan Events except in crazy cases
-- Adjusted relative font of options vs. header in poll watcher widget
-- "Fan Polls Visible" now defaults to "On" in settings

Polish:
-- Biggest Fan will no longer move you while you are rooted or unresponsive (fixes issue with it moving you around while arena cutscene completes) - thanks @Snorlaxxo for the find.
-- Fixed an issue where destructible meshes could bounce around all crazy like if they were over rocks (thanks @Starcore6)
-- Fixed issue where falling nukes would occasionally explode high in the air over rocks
-- Dash immunity can now stack with itself (preparation for using dash immunity from other sources such as slashing pounce)
-- Reticulated splines to work around UE4 crash issue on startup
-- Differentiated short text for Bugzapper and Shocker carnage items, removed inaccurate detailed text for Shocker (thanks @Snorlaxxo)
-- Fixed the concurrency settings for various elevator sounds
-- Fixed an issue where you could trigger the elevator to rise without actually standing on it (thanks @Snorlaxxo)
-- Fixed an issue where arena pods would play their victory opening animations even if you were already dead (thanks @Snorlaxxo)
-- The player is now disabled during the end of run win screen, meaning you can no longer run around and do things during that time (thanks @Snorlaxxo)
-- Fix for Viral Spread working poorly if fired inside of an occluder/hanging with new projectile collision changes
-- Leaping in in doors with your claws will no longer cause you to land on the door frame and then slide off to the side (thanks @Snorlaxxo)
-- Blood Armor now handles overflow of healing back into your actual hearts
-- Blood Armor was being being fully repaired even by a single heart drop (fixed)
-- Claws now synergizes with Spikeballs and/or Bomber mutations despite not having projectiles innately
-- Fixed the "Dash Toward" option's description text (thanks @Linkforce)
-- Fan opinions are properly calculated again (was preventing fan opinions on polls from reflecting audience traits)
-- Tall arena walls now properly spawn their walkways and cheering prisoners again
-- Using a gamepad will no longer cause your in-game gadget display to blink constantly (thanks @Linkforce)
-- The oompa TV cameraman in the starting room no longer can be killed
-- Added option to enable/disable camera shakes (good call @CarlolucaS)
-- Removed spammy logging from BombGadgets
-- Removed log spam from The Champ
-- Added more logging to buffsplatters to attempt to track down warnings being thrown in Dr. Death fight (details/logs welcome if folks can find a repro)
-- PC status is now logged at level transitions and upon entering combat for ease of tracking bug reproduction with mutations/etc.
-- Fixed odd names for many in-game traps (good catch @Linkforce!)
-- Cleaned up creature names for many creatures, especially higher level variants
-- Fixed bug where your Telekinetic Weapon could damage you during the Blades fan event. This involved changing your invisible buddy's team, so please keep an eye out for any new odd behavior with Telekinetic Weapon - thanks!
-- Fixed an issue where closing the menu with your menu key could cause changed settings or confirmation boxes to be left in weird states (thanks @Snorlaxxo)
-- Fixed: Lockpicks gadget in particular looked ridiculous when scaled up with Long Arms (thanks @Snorlaxxo)
-- Added detailed text descriptions for another ~40 mutations
-- Adjusted spawn rate of Arena Armor about 30% down relative to other armors (heard feedback from a few folks, including most recently @SuperKid1ced whom you should blame now as you die to traps in droves)
-- Fixed an issue where confirmation boxes with countdown timers were not actually counting down
-- Re-enabled a more clear link effect between the oompa overseers and the targets they are shielding
-- Added sanity checks to boss slam attacks in case the boss dies mid-attack

Dev Notes
-- [DEV] Added delegates to RunManager to let actors know when the level is about to change
-- [DEV] Projectiles now broadcast a delegate during initialization just before initialization/collision is complete
-- [DEV] This allows Throughput and Exit Wounds and similar projectile-affecting mutations to change collision pre-projectile-start
-- [DEV] Cleaned up several aspects of doors to have more consistently set data
-- [DEV] Added logging around Character Summary, Death Summary, Run Summaries
-- [DEV] Added backend data for per-class win/loss streaks
-- [DEV] Productized some end of run internals/delegates that will require me to test run ending more thoroughly tomorrow/Monday pre this week's patch
-- [DEV] Added ability to convert CharacterSummary, RunSummary, DeathSummary structs to human-readable strings
-- [DEV] Added separate dev name field for room editor vs. player-facing to IDDisplayMap
-- [DEV] Backend work to allow rerolling of characters and CPP_Actors
-- [DEV] Modified iSpawned interface
-- [DEV] Containers now pass PoolIDs to their spawned children
-- [DEV] C++/backend work for saving/loading original spawn pools for CPP_Actors and Characters
-- [DEV] PoolIDs now persist through save system for Characters/CPPActors
-- [DEV] Fixed issue with poolID saving
-- [DEV] Updated to the newest version of our Google Analytics plugin
-- [DEV] Updated to the newest version of our GameDNA Installer plugin
-- [DEV] Updating our analytics settings to the new format

Closed Beta Patch 0.2.1

CLOSED BETA UPDATE NUMERO UNO
Our focii this week were thrifold:
Getting in some new content in the down time before we would start getting Closed Beta feedback and bugs.
Bunches of bugfixes once we started getting testers giving feedback!
Occasionally sleepin.

So, with that in mind, updates over this 5-day window:

Content:
-- Added new Armor Blood Armor - can only be repaired by picking up hearts
-- Added new Carnage Item Fan Favorite - requests an extra Fan Event from your fans (will stack - so if you already have one pending you'll now have 2 in the next room)
-- Added new Fan Event - Sticky Mess. Black, sticky goop rains down during the next combat. Ew.
-- Added new Fan Event - Gadget Play -- Gadgets rain from the sky during your next combat, disappearing about as quickly as they fall
-- Added rare mutation Dangerous - raises your POW by 1.0, multiplies all damage you do by 150%, raises Threat (all creature/trap damage) by 1/2 heart.
-- Added new NPC LevelUp buff - Trap Proof* - enemies now resist traps, are vulnerable to weapons and projectiles
-- Added new level achievement Explorer -- 12 fans (base) for visiting every (non-corridor, non-meta) room on the level
-- Added a new circular arena room
-- Added a new X-shaped arena room
-- Added a new bomb focused arena
-- Cleaned up the existing arena rooms
-- Added lit bombs to common consumable pools

UI:
-- Darkened the LevelEndSummary screen because it was like staring into the blazing nuclear furnace of the sun while playing at night (thanks @Seebo @Goat of Departure)

Polish:
-- Flak Jacket (or any armor that didn't adjust stats) wouldn't adjust character sheet properly until something else made the sheet update. Fixed. Nice find, @Wraiths
-- Audio is now played relative to your avatar’s position instead of the camera's position. (This was making the game oddly quiet when the camera was zoomed out, etc.)
-- Fixed an issue where blocked span cages would blink in and out of your view quickly
-- Enabled ability for twitch whispers to be received by game
-- Tweaked twitch logging
-- Updated many animations
-- Added new audio files
-- Fixed an issue where if the oompa camera was hit by a big enough Nuke, could throw a warning
-- Added counterclockwise spinning blade trap
-- Made Carnage room in tutorial use blade trap directions that naturally help shove baddies into pits
-- Removed a ton of unnecessary collision on the various gladiators and the Champ (fixes an issue where they would path erratically as their worn items could block their own pathing)
-- Fixed issue where flying NPCs/your Telekinetic Weapon could occasionally get confused inside of tire stacks (thanks @Hammy)
-- Fixed a bug with resurrection where if a resurrectable creature was walloped to death exactly 5 seconds after resurrecting it would destroy itself rather than forming a corpse (@blobdole how the hell did you find that?)
-- Possible fix for spurious semi-hidden UE4 spline crash that is creating extra crash logs (and may fix @Snorlaxxo's initial game launch issue)
-- Fixed an issue where unplanned pits could cause the room to stay stuck in lockdown if they blocked a spawn cage (Thanks @Wraiths)
-- Activating Dev Mode should now be much harder to do accidentally (thanks @Snorlaxxo7!)
-- Updated lit bombs to work when spawned directly by a room
-- Updated lit bomb art and sfx
-- Added a very small random delay to bomb rocks exploding to prevent cases where they all explode in the same frame hurting performance
-- Updated a bunch of sounds that were commonly or semi-commonly used that had bad stacking rules (hopefully now protecting @Snorlaxxo's ears)
-- Added redirector to prevent lit bombs from spawning in certain containers (Shops, for instance)
-- Added lit bombs to be more common in blood, unlocked chests

Dev Notes
-- Added dungeon room spotlights to many of our test levels so that their lighting is more similar to the lighting in the main game
-- Added Twitch dev integration
-- Added new C++ function for updating health containers to CPP_BaseCharacter
-- [DEV] Some backend work to allow future permanent grafting of armor via machine
Checkin:
-- [DEV] Animation redirector cleanup
-- [DEV] Threat handling moved into C++ for use by non-levelbuffs
-- [DEV] Updated Synergy testing range with new mutations/carnage items
-- [DEV] Moved elements of death into C++
-- Minor changes to make Google Analytics more analytical
-- [DEV] Enabled logging of Audience opinions on polls
-- [DEV] Adjusted Fan trait opinions around Explorer achievement/Achievement.Level.Visited.*
-- [DEV] Rooms now register themselves with Levelmanager at initialization time

* Beta note: Keep an eye out for the new level up buff (Trap Proof) and let us know how it feels.
Some thoughts: Our goals with the NPC buffs are to change the playstyle / make the game more challenging on a per run basis in different ways and to avoid doing so in tedious ways. (and extra HP/armor/etc. can often do that historically when making NPC buffs where fights can be longer more so than harder)
So with that in mind, this level up buff makes the NPCs take 1/4 the normal damage from traps, but double normal melee and projectile damage. This means positioning matters a bit less, whacking things matters more - which should be a change of pace, since positioning is normally really really key. But… we'll have to see if resistances / vulnerabilities are the right way to handle this, because that is a fairly extreme difference. And maybe less positioning is just a less interesting of a playstyle in any case, though the hope would be that it works as a rare-ish change in playstyle.

Anyways, yadda yadda, but keep an eye out for the feel of this one with that in mind and the thought “Do we have too many defensive vs. offensive level buffs for NPCs”.

Thanks!

- Gaff

(Side note, I'll probably be making the various NPC buffs more impactful as a rule so that you really feel the effects. They were originally balanced around a 9-level deep run, not the current 4 levels that we've polished for beta testing - but it's nice if you really feel the difference between "the NPCs got +ZIP 3 times" vs. "The NPCs got +Longshot 3 times". Even if this impact level works though, they might get balanced back down as we open up new levels in the future so as to not be too insane in that context)

Hotfix 0.2.0.2

CLOSED BETA FINAL VERSION!
A few quick minor fixes from today, that also keep us in the groove of doing more frequent mini-updates.

The largest bit here is some retooling of Polls. If you are streaming on Twitch, we cleaned up the broadcasting of the various options and formatting for instructing your viewers how to vote.

UI:
-- Improved twitch chat interface for polls
-- Renamed Fan polls properly
-- Marked Fan Tier polls to properly not allow repeat voting
-- You can now hide the in-game twitch chat window as a separate option from enabling twitch integration

Analytics:
-- Main Menu is now a valid screen for Analytics
-- Analytics via SetScreen are no longer recorded while in dev mode or test levels

Polish:
-- Fixed bug where you were not getting a Boss Kill run achievement for the final boss (you still won't get Flawless against him for now)
-- DungeonMapGenerator has the ability to send a printout of the dungeon level to the logs
-- Cleanup of how DungeonRoom handles end of combat achievements
-- “Mutant” achievements (which grant bonus fans the more you mutate) now granted bonus fans even during a run in which you die. The Pure Strain Human (bonus for no mutations at all) achievement still requires victory to grant bonus fans
-- Improved twitch logging
-- Removed some log spam from Twitch Chat box

Hotfix 0.2.0.1

CLOSED BETA HOTFIX VERSION!
Final final tweaks! A few quick fixes as we complete our preparations - enjoy!

Content:
-- Robot Assassin Abacus is unlocked by defeating The Champ

Polish:
-- Twitch connectivity issues fixed
-- Fixed a bug where a big enough explosion could open a secret door from outside the room it was attached to, causing the room to lock down without you inside it
-- Wallbouncer has proper materials
-- Hooked up new stylish moves for opening spiked doors or blood chests using walloped enemies - Death’s Door and Chest Burster
-- Added stylish move for killing creatures via an exploding enemy (bomb spiders, for instance)
-- The Carnage Challenge at the end of the tutorial now plays the success sound
-- Shock Sword animation tuneups

Closed Beta Patch 0.2.0

CLOSED BETA CANDIDATE VERSION!

Well, some final tweaks to get ready for a broader testing group are in! Just small stuff in this build, since we’re trying not to make major changes before the invites start going out.

A quick overview of what Closed Beta means for us:

Closed Beta is all about adding yet more interested gamers to beat on the game and give feedback as we continue to develop Gone Viral. We’ve been gathering interested folks on the list for just over a year now, and we’ll be continuing to add more folks as we move forward.

For folks in Friends and Family, not much changes - y’all are automatically in Closed Beta too! You won’t see much different except for new companions in giving feedback and finding bugs, and we’ll continue to be active on discord talking to players, keeping everyone up to date on what we’re doing and generally hanging out.

Thanks a ton! Updates below:

UI:
-- Windowed Fullscreen is now the default display setting
-- Quick Fan Event Tracker overhaul:
-- Improved readability
-- Visibility updates properly when fan events are introduced/complete
-- Refers to Fan Events everywhere, not Viewer Events (whatever they were)
-- PollWatcher improved: Better random vote placement, votes stay up longer/larger, fewer vote overlaps

Polish:
-- Updated the sign in the final tutorial room to the new level greeter assets
-- Fixed an issue where you could use the claws to leap over the gaps between rooms
-- Added run achievements for dying, resurrecting, and defeating enemies
-- Fixed function that randomly places widgets in a Canvas Panel
-- Character sheet name properly shows your current name instead of assuming you're always Decimus
-- Fixed grates in Stomper_Swarm_Std
-- Optimized Sawblade Projectiles and added to pools
-- FIXED: Mortar Projectiles weren't always disabling ticks properly on ExpendProjectile
-- Fixed error in Psychic Sawblades
-- Fixed multiple issues with NPCs on death (Bosses weren't ending their music, creatures not dropping weapons, etc.)
-- Telekinetic Weapons no longer receive NPC LevelUp buffs (Goliath, etc.) - note however that in general, your buddies do receive these buffs (which is IMO cool - in deeper runs they may retain some utility for ya, or be mirror shielded, etc.)
-- Fixed an issue where Da Champ was choosing the same weapons in the same order every fight
-- Added new analytics info and logging around analytics
-- Gadgets now display properly on your character (only the active gadget will display in your offhand, where previously all gadgets would simultaneously)
-- Nuke Rocks no longer cause trap damage - so Arena Armor no longer prevents the damage
-- Changed UI text in various places from "Friends and Family" to "Closed Beta" - woo!
-- Mode the "game over" voice into the proper voice volume channel
-- All destructible meshes are being exploded enthusiastically again (was broken after some changes last week)
-- FTL Dash can no longer get you stuck in corners
-- Enemies hit by FTL dash now fly back in the correct direction
-- Enemies hit by dash damage now travel dash wallop distances instead of full wallop distances