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Genre: Simulator, Indie

Viscera Cleanup Detail

Hotfix v1.12

Greetings, noble Janitors.

Just a quick hotfix here for some of the most pressing issues overlooked after the v1.1 update.
An update to HoH already took place earlier in the week; some missing fragments on the glassware and crockery...oops.

More fixes will come in the future.

Changelog:

Game:

  • Fixed Mops and Brooms coming out dirty or incorrect when they are used on water sources in certain levels, namely Shadow Warrior.
  • Fixed Broom not being affected by certain water sources.
  • Fixed "saber" not burning Mantis Eggs in Pestilent Penitentiary.
  • Made female janitor heads and heads from Core Sample and The Vulcan Affair levels count toward the "Head Hunter"(non-Santa) achievement.


Shadow Warrior:

  • Fixed water feature causing issues with Mops and Brooms.
  • Made the Funk Ninja support "Mono Radio" and "Global Radio" settings.



And, in case I don't get another chance.
Have a good holiday everyone!

v1.1 and The Vulcan Affair DLC is out now!

Greetings, my suave custodians and guardians of hygiene liberty!
I come bearing a bountiful and dripping bucket of interesting news.

The first order of business is the new DLC:



https://store.steampowered.com/app/982110/Viscera_Cleanup_Detail__The_Vulcan_Affair/



His plans set in motion, Dr. Hades and his villainous underlings laughed to themselves from their seats at an elaborate table, deep underground on a remote island lair. It would prove to be a short-lived interlude however, as Fox Huntington, dapper plot-foiler extraordinaire and international man-of-action, proceeded to lay waste to the twisted Doctor's evil plans! The world was saved!
Now that an international super-spy has done their part, it falls to you to get on with the real work..
So, straighten up your bow-tie, spray on your finest fragrance and pay a visit to your nearest gadget store; it's time to clean this place up!


The new DLC features a number of new game elements.

  • An entire facility to explore and give a good scrubbing.
  • Eight new songs for the Big Banger radio.
  • Ten new achievements to complete.
  • A whole bunch of new mechanics and odd things to discover.
  • A satisfying feeling.


https://www.youtube.com/watch?v=pGeegF6cenk

As always, you can access any DLC through the "Switch Game" button on the main menu.


More Maps!





Along with the DLC in this release, we have also added another three levels for the main game!
Yes, three! We even managed to squeeze another one in there.

The three new levels feature a number of interesting new features and/or new content.


  • Core Sample: An experimental energy and research facility featuring high-tech equipment and the largest gameplay additions of any of the three levels.
  • Penumbra: An abandoned storage facility that went dark and had to be investigated.
  • Pestilent Penitentiary: A backwater prison colony subjected to a rather unfortunate event.


Each one has its own achievement.


Workshop



As a follow up to our previous announcement on the imminent change of the Workshop implementation, I can tell you now that it has happened and been changed.

As a reminder, here is what to expect.


  • Any VCD workshop items you are subscribed to will become temporarily unavailable for downloading.
  • Any items you already have installed will remain unchanged.
  • Any new workshop items creators upload with the new system will be available for subscribers.
  • Any old items you put on the workshop must now be uploaded again using the new system before they will be available to your subscribers. This does not require the creation of a new item, and thus you get to keep all of your subscribers.
  • New system is more reliable, easier to use and more informative.
  • New menu in-game allows you to view the status of items you are subscribed to.


When I say that items will be temporarily unavailable, I say that with the assumption that the workshop creators responsible for a mod intend to make their mods available once more.
Be aware that we have little control over this, so some mods you're interested in may never be restored.
That being said, if you already have it installed, it's not going anywhere unless you delete it.

If you are a creator and would like to know how to get your mods working again(a pretty simple process), then head on over to this page.
We strongly urge you to do so.

Likewise if you are interested in making something for the workshop but don't know where to start, or would like more info on the new system, then check out this helpful guide we made.


Changes and Fixes



Beyond all the other stuff we did above, we've also made a whole slew of changes.

Special attention was paid to multiplayer syncing(anyone who's been a client and seen what bins can do will understand), as well as Speedrun, some long requested improvements, and of course Workshop Creator requests(tons of changes there).

Read on through for the entire list!

Maps:

  • Added Core Sample level.
  • Added Penumbra level.
  • Added Pestilent Penitentiary level.
  • Fixed Bullet hole on a wall in Uprinsing being hard to hit with the welder.
  • Added "Locked Door" sounds to doors and elevators in Uprinsing.
  • Fixed "Delayed Waking" on the background bodies found in the Main Menu scene.
  • Fixed objects stuck in the Office "Disposal Chute" from staying around forever, they now eventually die.
  • Improved the office "Punchout Result" Viewing Screen interaction. Moving the cursor left and right was slightly inaccurate.
  • Fixed mess penalties for Biomass on walls and Incubators getting mixed up in the "Incubation Emergency" level.
  • Fixed the player getting stuck in the water in the Office.
  • Fixed the lift in Incubation Emergency being very "jumpy". Less chance now of lightbulbs getting smashed on the trip down.


Game:

  • Made it possible to stand "office double-screen" physics object upright without it falling over.
  • Made Punchout report form "Tick Boxes" also assess the boxes that you don't tick.
  • Items placed in the trunk in your office are no longer carried with you to Speedrun sessions.
  • Added a "Collectibles" read-out screen to the punchout-machine interface for Speedrun sessions, telling you what items of interest are in your trunk.
  • Fixed various doors and other movers from momentarily "snapping" closed before rotating to a closed position. This resulted in objects in the door's path being launched away at high speed, especially in HoH.
  • Fires caused by the welder and melted objects now cast lighting and shadows on the highest graphics settings.
  • Some bodies of water now by default have splash effects when objects enter them.
  • Fixed various bodies of water not properly calculating mop impacts, or displaying correct colored effects.
  • Fixed decals from explosions and other once-off sources spawning in areas they shouldn't, like water or blocked off regions.
  • Increased max number of minutes for "Time Limit" setting to 300, up from 240. Giving you a maximum setting of 5 hours.
  • Fixed some fires spawning in water, etc.
  • Fixed the Big Banger songs being reset when you move out of its sound range.
  • Reduced volume of the Plasma Welder firing sounds.
  • Fixed Janitor player gibs not keeping their colors and skins after saving the game or travelling between levels.
  • Made "Top Brass", "Taking out the Trash", "Blaze of Glory" and "Bloody Hell!" achievements now only update after every 20 occurences.
  • Made "Disintegrator" achievement now only update after every 10 occurences.
  • Made "The Nose Knows" achievement only update every 60 seconds instead of 10.
  • The player now always spawns at the same place in Speedrun games.
  • Made the welder's impact effect look slightly different when healing a bullet hole, making it slightly more obvious what's going on.
  • Fixed possible issues with Barrels and Crates not properly detecting whether they are "upright" or not.
  • Players no longer collide with loose toilet seats.
  • Improved the hold strength of "Skinned Bodies", like the ones in Overgrowth.


System:

  • Replaced the old Workshop integration with a new and more stable system.
  • Replaced the old RUST system with a new and more stable interface version to be used for uploading mods.
  • Spread auto-saving out over several seconds, greatly reducing the sharp frame-rate drop it caused previously.
  • Fixed Ambient Occulsion setting not always taking effect when it should be.


Multiplayer:

  • Improved object syncing and stability with bins and buckets. They were a complete demon on clients!
  • Improved object syncing and stability with bodies and other skeletals that start out awake on clients. Much less freaking out at the start of a session.
  • Improved periodic object syncing and misrepresentations of what is and is not awake on the client.
  • Made Speedrun difficulty more fair in co-op. A total of 4 players now results in approximately 1/2 the allotted time. Was previously 1/3. Effect now also scales-up with more and more players.
  • Fixed certain interactive screens and related items from not syncing their information on clients due to their occasionally being "inside" geometry.
  • Fixed the Big Banger songs being switched / cut short on clients when the server moves in and out of its audible range.
  • Improved the hideous clattering noises experienced by clients when moving loaded bins around.
  • Fixed Sand Piles not being synced between server and client.
  • Fixed Sand in buckets and bins not being properly synced between server and client.
  • Fixed the host not properly seeing what Vending Machine item is selected when a client changes the selection.
  • Fixed tool props on the player's back and belt not being accurately shown on clients and server.
  • Fixed tool props not vanishing from player's backs when they drop their tools, either manually or from dying.
  • Fixed tools like brooms and welders not always being dropped by players when they die or disconnect.


UI:

  • Fixed the House of Horror option somehow appearing in the "Switch Game" menu when you don't own the DLC.
  • Added a "DLCs" indicator to the Switch Game button on the main menu.
  • Added a unique "loading screen" to each DLC/spin-off.
  • Added a "Workshop Items" menu to the main menu(Clicking on the Steam Workshop item opens it). Here you can see the status of your subscribed mods.
  • Changed "Switch Game" menu layout.


Horror DLC:

  • Replaced the Clipboard graphic for HoH's UI scenes.
  • Changed and improved HoH's UI styling.
  • Added House of Horror-themed loading screen.
  • Player First-Person hands now actually show the "skeleton mask".


Shadow Warrior:

  • Added Shadow Warrior-themed loading screen.
  • Made it possible to toggle the Funk Ninja by holding down the left-mouse button.


Santa's Rampage:

  • Added Santa-themed loading screen.
  • Fixed typo on a Santa punchout note.


Workshop:

  • Added "VCMoverMultiStop" and "VCScriptedControl_Lift_MultiStop" actors to support lifts with more than two floors.
  • Improved Lift Interactive Screen to better support a variable number of floors.
  • Made "VCMover" actors capable of also ignoring obstructions instead of just the usual Jam, Crush, etc.
  • Added "Get Player Transform" kismet action to allow one to quickly obtain the location and rotation of a given player. It can also find a player automatically, but this is not reliable in MP.
  • Added "Set Rigid Body Location" kismet action to set the location and rotation of active and inactive rigid body actors, such as VCDebris actors.
  • Added "Set Post Process" kismet action to allow you to set the current post-process settings and chain for the player.
  • Added "Change Render Camera" kismet action that can toggle render cameras on and off, as well as change their render texture, FOV, Planes, and FPS.
  • Added "Vector Ops" kismet action to manipulate vector kismet variables and perform operations on them.
  • Improved "Viscera -> Debris" kismet action. Now wakes things properly, can apply an impulse, and also spawns objects with an impulse.
  • Made it possible to override the default items that can be spawned from the vendor as well as bin and bucket machines.
  • Made it possible to override jam items that come out of bin and bucket machines.
  • Added a "Burn Rate Scale" variable to incinerators and fireplaces. Also made the "Incinerator" kismet action capable of changing it.
  • Made text on Plopper tool object swatches black when the swatch is brightly coloured to enhance visibility.
  • Added "On-Spawned" output to "Debris" kismet event that fires when a Mess Factory spawns an object.
  • Made "Debris" kismet action accept Player input variables as well as Pawns.
  • Fixed "Debris" kismet action "Player Pickup" input not working.
  • Fixed "Debris" kismet action "Wake" input not working.
  • Fixed "Viscera -> Teleport" kismet action not being able to place teleported held items back into the player's hands after teleporting.
  • Fixed "Viscera -> Teleport" kismet action not properly applying force to teleported actors.
  • Fixed issue with VCD-specific kismet events where all outputs were triggered(thus incrementing the trigger count) even if the outputs weren't used.
  • Added a "Flashlight" socket to the First-Person welder mesh. Attached to bone "b_gun".
  • Made small digsite rocks use per-poly collision, so they now collide better with small objects(such as PIDs) when scaled.
  • Added "Machine Used" kismet event which is fired by bucket, bin and vending machines.
  • Fixed "VCMover" kismet action not allowing multiple movers to be manipulated at once.
  • Fixed "VCMover" not moving when "Move Toggle" is used after jamming.
  • Added "Weapon Changed" kismet event that fires when player switches weapons.
  • Added "Check Area" kismet condition that checks to see if a location is blocked by some object, like a player or debris object.
  • Added "Compare Classes" kismet condition that compares the class of an object with a set of valid classes to see if they match.
  • Added "Player Is Holding" kismet condition to check if a specific player is holding an object or if a debris object is being held(optionally by a specific player).
  • Added "Trace Beam" kismet action that can simulate a continuous welder beam and a sentry gun, as well as any other "beam/tracer" effect logic.
  • Sentry guns now follow their base mounting which in turn can follow movers and interp actors.
  • Sentry gun mountings can now spawn actual custom sentry gun archetypes.
  • Expanded modability of Sentry Guns. Can be invincible, have infinite ammo, target different user-define objects, stay interested for different lengths of time, have its ammo be un-removeable and more.
  • Added "Sentry Gun" kismet event.
  • Added VCInterpActor which works like an Interp Actor but can also be used by player's hands and triggers VCMover events.
  • Every level can now have its own unique loading screen. Providers in the .ini file need a "MapLoadingScreen=" entry that points to a Texture2D in a content package.
  • Added hand animation control to VCMover actors.
  • Added "Seed Bed" kismet event.
  • Made it possible to set the specific class or archetype that Seed Beds consider as a "seed" or "weed", allowing you to make your own. Why not plant severed hands?
  • Made "VCMover" kismet action capable of setting move time.
  • Added new black "splat template" to Painter tool.
  • Made it possible to change the "interact sounds" for UI widgets on interactive panels and consoles.
  • Made it possible for VCMovers to have a "move delay", which delays their moving off from a stationary position. Also have new sound slots associated with said "delay/warmup".
  • Made VCWaterVolume capable of simulating buoyancy, and added several variables for controlling how and what they dirty.
  • Fixed VCNoSplatVolume not properly avoiding mop-made splats and debris splats at all times.
  • Made it possible to change company logo color on punchout machine.
  • Added "VCDynamicBlockingVolume" that allows you to use a kismet Toggle action to simply switch between default settings and "No Collision".
  • Fixed Matinee kismet actions not having their "reverse/forward" state tracked when saving the game.
  • Made VCMovers capable of starting in the opened state.
  • Changed the way the Plopper tool handles spin when using "Align To Surface". It now properly spins relative to surface normal.
  • Added a bunch more default Stacking Zone colors to "Env_Decals01".
  • Added a new Green flare that lasts 30 seconds longer than the normal one.



Whew!
That's quite a list. However, yet more remain. With luck we can fix a few more things in the future.

And that's pretty much it, guys. Have fun!

Upcoming Changes/Releases

Greetings, hard working Janitors!
I hope everyone had a good, and decidedly spooky Halloween.

Well, it's certainly been a while since the last update, but we've got some exciting developments taking place!

New Content



First up, we have a new DLC level in the works.
Similar to House of Horror, it will feature a single large level with a new and unique setting, some new gameplay features and generally all the other bells and whistles that come with its new theme.

  • Achievements
  • Collectibles
  • Music
  • A satisfying feeling


Along with the large DLC, we're adding two more free maps:

  • One is a backwater jail subjected to something rather unfortunate.
  • The other is an energy facility that may have stumbled upon something it didn't count on.

There are some interesting new features in there as well.


Now on to the second order of business, and it's an important one if you subscribe to any VCD workshop items, or create them.
We're replacing the old(and pretty faulty) system with something new and better.
For subscribers, it'll still work similar to the old one, but it'll be more stable and give you a bit more info.

For creators, there are some significant changes.
There is now an interface for uploading mods, and the upload process and linking has gotten a bit clearer.


Unfortunately, this all comes with some problems...

Unforeseen Consequences



As a consequence of the workshop system changing. All existing mods will become unavailable to subscribers. At least at first.
Needless to say, this is utterly horrible...

All workshop creators will be required to re-upload their mods once the changeover occurs, before anything will be available to subscribers again.

We're going to do our best to make this transition as smooth as possible for everyone involved, so if you are a workshop creator and want to find out all the info and give us your thoughts, then please proceed to this thread: https://steamcommunity.com/app/246900/discussions/4/1735469230216563373/

We're not yet fully committed to the changeover, so if enough of you think it's a bad idea, or it proves too buggy, we'll stick with the old system.
Please let us know what we can do to help you migrate your mods, and what concerns you have.

More Workshop



Along with the system change, we've also been taking special note of the needs of workshop creators and are including a slew of improvements and fixes in the next update. If you would like to put forth ideas on things that will really help you, then head on over to this thread: https://steamcommunity.com/app/246900/discussions/4/1692669912403161024/

Some Better News



Besides all these workshop changes going on, we've also got a cluster of fixes for VCD. Many were aimed at smoothing out the rough edges. Some attention was paid to Multiplayer syncing, and also to speed-run stuff.
More in the works, as always.


Now, VCD isn't the only thing we've been busy with. Oh no.
We've actually been tinkering with a number of other projects.
Some are further developed than others, but all of them have been a learning experience as well as helping us narrow in on a favourite.

We'll have something eventually. Things are still very much up in the air at the moment I'm afraid, but it's for a good cause. We're still as busy as ever.


Right, well that's about it.
Send us your thoughts! They fuel the Argent Reactor that powers our machines.

Clean well!

Hotfix for Version 1.092!

Greetings, everyone.

Just a quick fix here for some things we missed in the last update.


  • Fixed Acid and Paint splats behaving incorrectly when loaded from a saved game.
  • Fixed melted surface marks appearing too faintly.
  • Fixed melted surface marks being hard to hit with the welder.
  • Fixed invisible bullet hole on Uprinsing wall(near starting doorway).


And that's it for now, enjoy!

Update v1.092 live!

A merry greetings, dedicated custodians!


Whew, it's been exactly a year since the last update.
A considerably longer wait than we thought it would be, but at least we've cooked up a decent little build.
It may be a small version increase(we're saving 1.1 for...stuff), but it does come with an entirely new level. Complete with a new mechanic: Paint!


That's right, behold the grim(and considerably filthy) wonder that is "Uprinsing".





Along with the new level come a number of fixes and tweaks.
Most notable is a setting that mitigates the likelihood of pesky casings escaping your bins. See for yourself:


    Maps:
  • Added the new "Uprinsing" level.
  • Adjusted speedrun par-times for most maps to better accomodate "Ubermensch" achievement.
  • Increased Speedrun par-time for Paintenance, Frostbite, Overgrowth, Unearthly Excavation, Cryogenesis and Zero-G Therapy.
  • Decreased Speedrun par-time for Caduceus, Gravity Drive and Revolutionary Robotics.
  • Fixed sentry gun near the entrance in Revolutionary Robotics not being alerted by nearby field.
  • Slightly changed the look of the "Janitor Office".
  • Made the Vending machine in "Hydroponic Hell" create three seeds at once.



    Game:
  • Made physics time-stepping adjustable. Making it possible to prevent small objects falling through bins and buckets at the cost of performance.
  • Fixed an issue allowing repeated punch-out "score-checks" in speedrun to trigger/increment "First Aid" and "Employee of the Year" achievements.
  • Made stacking zone decals more visible.
  • Made incinerated Spartan Ammunition boxes now fire straight out in a single direction instead of in a random direction, turning them into a viable weapon.
  • Increase collision size of Welder-made "bullet holes", improving the chances that the hole can be detected by the welder beam if it spawned in weird geometry.



    System:
  • Added "RetryAchievementUnlocks" console command for retriggering "One Mop To Rule Them All" check. For use in rare cases where it doesn't work normally.



    UI:
  • Added "Physics Quality" setting to options menu to control physics-time stepping.
  • Adjusted the "Average Length" text for levels to say "X hours and X minutes" instead of "X.X hours"



    Horror DLC:
  • Decreased Speedrun par-time for House of Horror by 28%.



    Shadow Warrior:
  • Decreased Speedrun par-time for Shadow Warrior by 10%.
  • Made it possible to get "Mr. Two Million Dollars" achievement without cleaning the level.
  • Added "RetryAchievementUnlocks" console command for retriggering "Mr. Two Million Dollars" check. For use in rare cases where it doesn't work normally.
  • Fixed trigger in doorway accepting collision hits from the player's Mop.



    Santa's Rampage:
  • Fixed presents being taken to the office not saving their appearance.
  • Decreased Speedrun par-time for Santa's Rampage by 10%.



    Workshop:
  • Fixed custom debriefing messages not accepting the new-line symbol(\n) when entered in the editor.
  • Fixed debris with "bUseFactoryAppearance" set to true not saving their appearance across levels, ie: when taken to the office.
  • Made it possible for "VCScriptedControl_DoorsA" actors to optionally override the codes of linked Keypad panels, making them all share a code, random or not.
  • Added functionality for Acid+Paint combo, acid jars are used to corrode paint splats which can only then be efficiently mopped up.
  • Improved Plopper, allowing the rotation of objects with the mouse-wheel in all three axes by holding down "Shift + Mouse Buttons".
  • Added a randomized-on-spawn Janitor corpse debris class and its archetypes to GP_Archetypes. Can be used for other things too.
  • Made it possible for the vending machine to create up to 5 items at once.
  • Reworded a few punchout notes to not be "OmniCorp" specific, allowing them to fit better for any level.



Now, some info on what else we've been doing.
Indeed, that's a small update for a year's worth of work. This is because we're mostly working on other projects.
One major project we hoped to reveal, as it's seen a lot of attention, won't be happening just yet. This is because we've been pursuing multiple things, and at this point, we've got a number of interesting projects being explored, so we cannot say which will be chosen in the end.

This is good though, because it'll allow us to settle on something we feel is both really interesting and can also be done right.
We really jumped head-first into VCD, which worked out great, but also left us with a number of obstacles we either never fully overcame or had to play catch-up with(networking, I'm looking at you!). We hope to make things a little smoother on the next project.

Once we settle on our favourite, we'll be able to keep you guys regularly informed and supplied with its updates.


Until then, I hope you all have a wonderful holiday, and don't cry too much after completing the new level.
Enjoy!


EDIT2: Mac build of the update should be live now. Let us know if there are problems.

The Weird and Wonderful Bundle, now available!

Howdy fellow cleaners!

We're pleased to announce that VCD is a part of the "Weird and Wonderful" bundle right here on Steam, along with other great games 'Surgeon SImulator', 'Goat Simulator', 'Human: Fall Flat' and 'Speedrunners'!


Check that out right here: http://store.steampowered.com/bundle/3034/

And Bossa Studios, they of Surgeon SImulator, are currently hosting a Twitch event in celebration, so check that out live righ here, right now: https://www.twitch.tv/bossastudios

OSX/Mac version officially released!

Greetings noble Janitors!

It's been a long time coming, but we've finally released the official OS X build for VCD.

This is version 1.091, and includes all of the same game features as the PC version.

A lot of work has gone into making it as good as possible. We've fixed many problems we initially believed impossible, but regrettably there are still some we could not solve. Foremost among these is the lack of Steam integration. This issues has been persistently difficulty to fix, but we're still looking into it, so with any luck we'll have that sorted in the future.

I'm hesitant to make promises, so if the idea of the missing features puts you off, that's understandable. We just want everyone to be clear on what they're getting.

Here is what port looks like:


  • Gameplay - Same as PC
  • Visuals - Same as PC
  • Audio - Same as PC; missing reverb in levels.
  • Fullscreen - Defaults to Windowed; requires window switching to achieve fullscreen.
  • Multiplayer - Working; missing Steam MP, but works with direct IP
  • Achievements - Not working.
  • Steam Workshop - Not working.
  • Cross Platform MP - Not working.


Essentially the game itself works perfectly, but it's lacking Steam features.
This has been the single most difficult thing to fix, it has resisted all our attempts to rectify it. This is in large part due to the Steam integration and OSX support in the Unreal Engine we are using being out of our reach.

One last word on multiplayer. We have tested it a fair bit, and online and LAN connections work. Unfortunately you will need to port forward and connect via direct IP to host and join online games, so it's a little more cumbersome than the PC version.


That's pretty much it everyone!
Let us know if you have any problems or questions in this feedback thread.
You'll also find some more info there too.

OSX/Mac version to be unleashed!

Greetings everyone!

I come with some good tidings. We will be releasing the official OSX version next week; most likely on Friday the 27'th. Hoorah!

As a lot of you are probably already aware, we've been working hard on it for quite a while now.
After lots of hard work navigating the minefield that we were unprepared for, we were eventually able to get the game to a point where all of the major issues have been resolved.

Unfortunately, not all of the issues we wanted solved have been.
So here is a run down of where we stand.


  • Gameplay - Same as PC
  • Visuals - Same as PC
  • Audio - Same as PC; missing reverb in levels.
  • Fullscreen - Defaults to Windowed; requires user workaround
  • Multiplayer - Working; missing Steam MP, but works with direct IP
  • Achievements - Not working.
  • Steam Workshop - Not working.
  • Cross Platform MP - Not working.


Essentially the game itself works perfectly, but it's lacking Steam features.
This has been the single most difficult thing to fix, it has resisted all our attempts to rectify it. This is in large part due to the Steam integration and OSX support in the Unreal Engine we are using being out of our reach.

So instead of leaving you all waiting, we thought we'd release the port as it is for those who are only interested in the actual game and don't need the steam features.

If you're willing to forgo those features for the same price as the PC version, then you won't be disappointed. But if you don't feel comfortable with that, then that's understandable.

We will still be taking steps to fix the issues. However it's a lot more complicated now, so barring a miracle or two, we may not solve these issues anytime soon.

One last word on multiplayer. We have tested it a fair bit, and online and LAN connections work. Unfortunately you will need to port forward and connect via direct IP to host and join online games, so it's a little more cumbersome than the PC version.


So there you have it!
This should give you a good idea of what to expect from the port.
Let us know what you think.

Workshop Cloud Space Increase

Good news for those with lots of Workshop submissions.

We've doubled the limits on cloud space, allowing you to post more content and changes.
Assuming everything went correctly, that is.
It should now be about 1.2GB, up from the rather sad 560MB of before it seems.

Let us know if it's sorted for you.
There is an ultimate limit though that we can't exceed, but for now there's a bit of wiggle room, so enjoy!


Thanks!

Update v1.091 now oozing onto a floor near you!

Greetings noble Janitors!

I come bearing a mop drenched with the corrosive liquid of a new update.
Its liquidy goodness is sure to melt your heart. Well, at least literally if not metaphorically.


Update v1.091 brings with it primarily fixes. Some more important than others.


Along with the update is also an update to the Max/OSX beta build. So if you are able, give that a try in the interests of science!

We've got an official build in the works, and at present it's just needing some pruning to make sure HoH is included, and that it all works.

Some things are still under investigation, such as trying to get Steam features working with it, but otherwise it's pretty stable. Multiplayer has been tested, and while I cannot guarantee its performance, it has proven to work at least on LAN, and Online via Direct-IP connections. No Steam MP, you see.
Hopefully we can address that too in the new year.


In the meantime, drink deep from the bucketed liquids of this update's change-log ːvcdbucketː:


    Game:
  • Reduced startup memory usage, helping to eleviate the "Ran out of Virtual Memory" crash issue.
  • Fixed issue with P.I.D names being replaced with random ones if the game is saved before the P.I.D has been picked up at least once.
  • Fixed controller input getting stuck on the Janitor PDA when switching weapons; interacting with PDA now uses Trigger keys, and not Shoulder keys.
  • Fixed Escape Menu pause lock-up when playing splitscreen.

    UI:
  • Fixed "Switch Game" dialog not allowing you to switch back to normal VCD.
  • Added Key Bindings for Next and Previous tools to Controls Menu.
  • Improved navigation in Options menu, making it possible to scroll from the OK button up to the last item in the list.
  • Improved composition in Color pallete selection, so you can actually tell what swatch is highlighted when navigating.

    Santa's Rampage:
  • Fixed only the host getting the collectible achievements from Santa's Workshop.


Enjoy the holidays everyone! And if you happen to be handling elves, show them some respect this festive season by hurling them gently into the fireplace, they've been through so much.

Of course, no one is around to see your transgressions, so...use your imagination! But you didn't hear that from me.