Deposited into a labyrinth of flesh and metal, you see things others won't believe, experience horrors beyond ordinary comprehension, and witness impossibilities that drive lesser men mad. Only one directive remains evident in your mind - Ascend the Spire. Destroy the Eye.
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Hey again everyone! Goreagulation was released just over a week ago, and has been received extremely well! It has been super rewarding to watch people play Goreagulation, especially after a year of work. That all being said, almost a thousand people have played Goreagulation now, with thousands more having watched it across streams, videos, and Discord plays. Lots of feedback has emerged and whilst I largely wanted to leave Goreagulation be for the time being, I've worked through a significant chunk of the feedback to create a more refined release. Take a read for improvements and if you didn't find all the secrets on your first playthrough, now's a good chance to dig back in!
The changelog is below - with pictures to demonstrate some of the features.
Gore1
Gore1's web displacements could apparently get players stuck, so playerclips have been added to prevent this from happening
Gore2
The skull from squishing the prisoner did not have its telegraphing sprite parented correctly; this is now fixed
The prisoner cage has had metal barriers extended to prevent players jumping in and getting stuck
The pit ambush sequence has had its anti-fall damage trigger made more reliable
Cheese spots in the pit ambush sequence that allowed players to negate the challenge of the pit have now been removed
The mashy spike plate above the prisoner's cell has been made much more obviously deadly as some people were pressing the button without really considering the consequences
The Meatspinner now spawns in the prisoner's hand immediately after the pit has been cleared to prevent it spawning into his hands in front of the player's eyes
The prisoner now hands the Meatspinner more obviously to the player
Examples:
Properly parented skull sprite
Prisoner handing off the Meatspinner
Really deadly plate
Gore3
The Crossbone has now had a damaged spotlight placed on the ground beside it since some players were walking around the edges of the room instead of seeing the Crossbone in the middle
The head pedestal has had some dedicated displacement detailing applied so it looks more stand-out than the previous skull pedestals in Gore2
Autosaves have been adjusted at the Gorethedral and the red corridor prior to the ending doors
Examples:
Crossbone improved telegraphing
Revised head pedestal detail
Gore4
FPS in the boss room has been somewhat improved by pruning some detail. This is probably as good as it gets folks - it's a gigantic room with tons of displacements, so only so much can be done
The shotgunners and zombies in the initial rooms after the first elevator have been swapped so the player is not ambushed by broadsides from two shotgunners
An autosave has been adjusted on the staircase up to the Flishtank
Examples:
Swapped NPC positioning
Misc
Crossbone NPC damage has been increased from 20 base damage to 25
Russian subtitles have been added to the game - at this time no Russian voice acting has been implemented
Flegg holders have been removed as they were causing crashes due to SMG grenades and decal issues
Soldier models have been optimised, reducing the likelihood of fluke crashes from precaching a complicated model
Watermelon chunk physics have been improved (HL2's are weird in the first place, but they've been amended in Goreagulation due to the prevalence of Fleggs)
Credits have been updated with special thanks to Suxar1x for the Russian translation, and Cpl. Frost for the highest dose of useful post-release feedback
The "bonus pack" has been updated with the newest VMFs.
Examples:
Russian subtitles
Thanks everyone! If you've already played the mod, consider giving it another shot and updating your review! If you've not played it yet, now's as good a time as any! Thanks all - another mod now requires my attention, so if you follow the rest of my work, stay tuned!
The announcement of the fleshy side project that has overgrown into a monster of atmosphere and immersive weaponry.
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A collection of bonus contents for those curious about Goreagulation's development!
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Amazing mod, but I got two small suggestions:
1) make the walking sounds, bullet impact sounds and bullet impact effects look more fleshy
2) give the zombies a more fleshy look
3) improve the textures of those impaled Resistance soldiers so they're less pixelated
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
epec, me like (:
Amazing mod, but I got two small suggestions:
1) make the walking sounds, bullet impact sounds and bullet impact effects look more fleshy
2) give the zombies a more fleshy look
3) improve the textures of those impaled Resistance soldiers so they're less pixelated
Congratulations on releasing a very unique mod! It's disgusting in all the right ways. :)
Thank you very much!
Literally is a better 'game' over Scorn. Great job, I had a blast.
Thanks for the kind words!
great mod please more
You can get into the cage of the guy who begs you to unleash him if you stack up a barrel on top of the blue machines near his cage.
Noted on my feedback list - thanks!
No problem!