Dec 16, 2018
Viscera Cleanup Detail - BlackEagle
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!
Viscera Cleanup Detail

International super spies sure make a lot of mess when they’re saving the world, and in Viscera Cleanup Detail’s new DLC, The Vulcan Affair, it’s up to you and your trusty mop to tidy everything up after them. Specifically, you’ll be cleaning up the aftermath of Fox Huntington’s attack on Dr. Hades’ secret lair. Dr. Hades (presumably deceased) plotted against the world from inside a volcano, so at least you get to visit exotic places.  

Like all good Bond villains, Dr. Hades had a fetish for lasers and sharks, and judging by the trailer, they’ll simultaneously make your life easier and more difficult. Want to get rid of some body parts you’ve found scattered around? Feed the sharks. Just try not to go for a swim while you’re doing it. 

The secret lair looks like a big place and cleaning it will undoubtedly be a lot of work, so it sounds like an excellent excuse to force a friend into helping you with your chores. As Pip notes, Viscera Cleanup Detail is great for bonding

Viscera Cleanup Detail left Early Access over three years ago, but since the world is still a very messy place, there’s plenty of potential for more DLC. I just knocked over a glass of apple juice—it never ends! And if you’re in the mood for something more festive, there’s already some Santa DLC. It’s… grim. 

The Vulcan Affair is out now on Steam.

Viscera Cleanup Detail

Developer RuneStorm's wonderfully hypnotic, and extremely hygienic, Viscera Cleanup Detail has just received a new secret-agent-themed DLC expansion. It's called The Vulcan Affair and is available now on Steam.

Viscera Cleanup Detail, for those unfamiliar with its amusingly mundane ways, takes the space corridors and military facilities of countless first-person shooters and presents them from the perspective of the clean-up crews called in once the bullets have stopped flying and the entrails have stopped dribbling dejectedly down the walls.

Players are cast as futuristic space janitors and charged with picking up debris, scrubbing away filth, sealing bullet holes, and incinerating rubbish (while trying not to accidentally tread blood everywhere) until the often gargantuan levels are spotless.

Read more…

Viscera Cleanup Detail - contact@rockpapershotgun.com (Alice O'Connor)

The very finest game about cleaning, Viscera Cleanup Detail, is now tidying up a spy spoof villain’s secret island base in new DLC. Yes, this dastardly lair absolutely does have sharks with frickin’ laser beams attached to their heads. And I think we might be able to blow up the moon with a giant ray gun? All in a day’s work for our crack team of janitors. The DLC launch is accompanied by a free update which whacks in three new maps free for all Viscereers, though I don’t believe you get to dispose of corpses by feeding them to sharks in those so what’s even the point?

(more…)

Viscera Cleanup Detail - BlackEagle
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!
Viscera Cleanup Detail - BlackEagle
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!
Left 4 Dead - contact@rockpapershotgun.com (RPS)

Sometimes you need a hand to hold, so we ve updated our list of the 25 best co-op games to play on PC with a headset-wearing friend or a muted stranger.

Everything’s better with a pal or two in tow, from collaborative puzzle solving to sublime double stealth takedowns. Equally sublime are when those takedowns go awry, your partner shrieks in panic and all hands are needed on deck to clear up the mess. Whether local or online, co-op games offer some of the best fun you can have in 2018.

(more…)

Viscera Cleanup Detail

Often I think of Viscera Cleanup Detail as less of a game and more of a personality test. The debacle revolves around you and a group of friends acting as FPS janitors, cleaning up after the monster-shooting is over. There are bullet casings to collect, thoraxes to incinerate and USB sticks to gather from fallen allies. 

It’s a cleaning sim. It has the appeal of bringing order to a disordered world through the act of mopping. I sometimes wonder whether the developer, RuneStorm, would ever make the accompanying FPS so that players could generate unique hellscapes and then the cleanup detail could tidy those. 

But that’s beside the point. The point right now is that, in playing scenarios with friends, you learn a lot about those friends. 

I am one of nature’s tidiers. I didn’t used to be but suddenly a switch flipped and I can now happily spend an hour folding laundry into cuboids. In Viscera, I am the boring one. While everyone else is larking about, playing games of catch with an errant mandible, I will be scrubbing bloodstains from walls. I listen to the banter but don’t chip in for fear of reminding people I’m not skiving off.  

My friend Dan can be similarly tidy. When left to ourselves we obsess over tiny blips on the mess detection device, wrangling the whole area into terrifying spotlessness. He’s more prone to joining in the fun, though. He’ll abandon his grim bucket of slop and take a break for the right japes.

Clean team

My partner is a stop further along the scale. He’ll get around to tidying eventually, but will also gleefully break the only lift on the level and chuck barrels beyond the scenario’s boundary just to see what happens. When he turns up, Dan will abandon me in a fit of giggles. Then something will explode and there will be a guilty silence from the pair of them. 

Alice marries inexplicable efficiency with the ability to seem like she’s just titting about. Her banter game never drops below a ten so I assume her area is a tip, then I’ll turn up and wherever she’s been will be immaculate. I feel like Viscera might be her natural esport.

Then there’s Nat. Nat will always find the laser welder. The laser welder is supposed to be for removing bullet holes from walls and fixing lightning scars. It can also overheat and start shooting fireballs into the level, burning everything and leaving a sooty mess. When Nat has been quiet for more than a minute that’s usually a sign that the level is on fire. 

The thing here is that I don’t like playing Viscera alone. I need my friends to flesh out the experience. Nat means I have soot to clean up. Dan is a vital ally when I say, “We should get on with this...”, and Alice and my partner add a clownish radio drama (“Oops, was that your body bag?”) and concerning vagueness (“Oh that’s what that does!”). Together we are a glorious, inefficient cleaning machine.

Kentucky Route Zero - contact@rockpapershotgun.com (Brendan Caldwell)

soul-calibur-vi-guests-7

This is Brendan, broadcasting live from rumour world, where everything is made of a nebulous candy floss-like substance. The locals call it hope. Amid this sticky cloud, a figure has formed. It s Geralt of Rivia, hero of popular Gwent spin-off, The Witcher 3: Wild Hunt. The monster-hunting swordsman will make an appearance in another game later this year, according to CD Projekt Red community lead Marcin Momot. Some have asserted that he’ll be a guest character in upcoming fighting game Soul Calibur VI. Which makes sense given the close business ties between the Polish studio and Japanese publisher Namco Bandai.

It isn’t confirmed. But it does raise the question: who else deserves a place on the stage of history? I asked the RPS treehouse who they d like to see. Here s the list we all settled on. (more…)

Viscera Cleanup Detail

Viscera Cleanup Detail recently received a long-awaited update (v1.092) which adds a new level and new stuff to clean up. The update released earlier this week on December 17—exactly one year after the game's previous update, developer RuneStorm says. 

The new level, 'uprinsing,' continues the game's punny traditions while making one big, filthy addition: graffiti. In addition to blood and viscera, players can now scrub some good old-fashioned vandalism. The update also makes significant changes to several speedrun times, which are detailed in the full patch notes

New ways to dirty your mop are a pretty big deal for a game that's basically competitive tidying up, but RuneStorm says there's more in the pipes, both for Viscera Cleanup Detail and unannounced projects.  

"Indeed, that's a small update for a year's worth of work. This is because we're mostly working on other projects," the studio says on Steam, hinting that Viscera Cleanup Detail's next update (v1.1) will bring far more "stuff." Can't have too much stuff. 

"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." 

In the meantime, you've got guts to clean up.

...

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