In Viscera Cleanup Detail, you step into the boots of a space-station janitor tasked with cleaning up after various horrific sci-fi horror events. Instead of machineguns and plasma-rifles, your tools are a mop and bucket. That hero left a mess, and it's up to you to deal with the aftermath.
Kürzliche Reviews:
Sehr positiv (68) - 85% der 68 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Sehr positiv (5,252) - 92 % der 5,252 Nutzerreviews für dieses Spiel sind positiv.
23. Okt. 2015

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Kürzliche Updates Alle anzeigen (75)

16. Dezember 2018

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.


  • 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!
18 Kommentare Weiterlesen

10. Dezember 2018

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:

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.

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.


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!

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

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!
49 Kommentare Weiterlesen


“You know what I really love about violence? Dealing with the consequences! That’s why I’m so excited to see that Viscera Cleanup Detail, the space station janitor simulation, is now available on Steam Early Access.”

“By setting its mundane stall in the days after events that would be taken oh-so-seriously in another game, Viscera Cleanup Detail manages to be morbidly hilarious without ever telling a single joke.”

Über dieses Spiel


Please note that the OS X version does NOT have various Steam functionality, including: multiplayer connectivity through Steam, Workshop or Steam Achievements. Please see the community page for more details:

The Game

Disaster! An alien invasion and subsequent infestation have decimated this facility. Many lives were lost, the facility was ruined and the aliens were unstoppable. All hope was lost until one survivor found the courage to fight back and put the aliens in their place!
It was a long and horrific battle as the survivor dueled with all manner of terrifying life-forms and alien mutations, but our hero won out in the end and destroyed the alien menace! Humanity was saved!

Unfortunately, the alien infestation and the heroic efforts of the courageous survivors have left rather a mess throughout the facility. As the janitor, it is your duty to get this place cleaned up.
So grab your mop and roll up your sleeves, this is gonna be one messy job.
Today, you're on Viscera Cleanup Detail!

Key Features

  • Janitorial Simulation - Step into the boots of a space-station sanitation technician and deal with the horrific aftermath of a sci-fi horror event. Blood, viscera, spent cartridges, worker bodies and other messes litter the facilities.
  • Clean - It's your job to clean up the mess, so clean it up you shall! Use your trusty mop, gloves, dispenser machines, plasma laser and sniffer tool to help you get all that blood out of the floor and off the ceiling! You can even try and punch-out if you think you've done your job.
  • Sandbox Gameplay - Don't want to clean? Just want to make more of a mess and play around with the physics? Go ahead! You can save your game as well; that's kind of us!
  • Multiplayer - You can even enlist some friends/coworkers to come and help you clean up (or make even more mess). Split-screen co-op is available too!


Buying Viscera Cleanup Detail also gets you our spin-off titles, 'VCD: Shadow Warrior' and 'Santa's Rampage' free!
Santa's Rampage comes included in the main game download AND as a standalone copy you can use to connect with others who only own Santa's Rampage.


Mac OS X
    • Betriebssystem: Win XP SP3, Win 7
    • Prozessor: 2.4GHz Dual core CPU
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: 512MB Shader Model 3.0 Nvidia GeForce 8800 GT or AMD Radeon HD 3870
    • DirectX: Version 9.0c
    • Speicherplatz: 5 GB verfügbarer Speicherplatz
    • Betriebssystem: Win XP SP3, Win 7
    • Prozessor: 2.6GHz Quad core CPU
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: GB Nvidia GeForce GTX 560 or AMD Radeon HD 5850
    • DirectX: Version 9.0c
    • Speicherplatz: 5 GB verfügbarer Speicherplatz
    • Betriebssystem: OS X 10.8 - MacBook Pro 2013
    • Prozessor: 2.0GHz Intel i5 Dual Core
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: Intel HD Graphics 5000 or Intel Iris
    • Speicherplatz: 5 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Please note: the Mac OS X version does NOT support various Steam functionality, including: Steam multiplayer connectivity, achievements or Workshop.
    • Betriebssystem: OS X 10.10 - MacBook Pro 2014 or better
    • Prozessor: 2.4 GHz Intel Core i7
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: Intel HD 530, GeForce GT 640M or better
    • Speicherplatz: 5 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Please note: the Mac OS X version does NOT support various Steam functionality, including: Steam multiplayer connectivity, achievements or Workshop.

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