About the Game
IMPORTANT FOR MAC USERS
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!
Important:
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.


Screenshots
46 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 6199993
Up to date
Greetings, mop brigade!
I come bearing a small update, Mostly in the form of fixes, and a few improvements.
As well as an updated HD soundtrack!
A few notable items are:
Before we get into the changelog, I want to issue a short warning, as some of the changes have unintended side-effects.
Your personal settings, such as:
Will all be reset.
This is unavoidable I'm afraid, given the way the engine handles configuration settings.
We always tried to keep these to a minimum, but in an effort to tweak a few essential systems, we've had to make changes this time around.
Hopefully you won't be too adversely affected by it.
We have also changed the game's default port, so let us know if you are suddenly unable to connect to your friends where you were before the update.
There you have it!
This will, in all likelihood be the last VCD patch or update for the foreseeable future...
We are hard at work on our other game project we mentioned before, and while it's showing promise, and coming along, it will likely take longer than we expect. It's still so...experimental.
We want to take it where it needs to go, and it's not a straightforward process by any means, so we'll be tinkering for a while still before we can show you anything concrete.
Besides that, we're also hard at work on getting VCD operational in some form on UE4.
Decided against using Unity for a few reasons, most of all is the familiarity of knowing the Unreal Engine and C++. Something that can't be discounted when you're a small studio.
We'll keep you guys posted as things develop!
*EDIT* There were some issues with the update at first.
If you are one of the people who updated it early, or it was automatically updated shortly after it went public, then let us know if you lost anything critical and we'll do what we can.
Likewise if you are suddenly unable to play the game after the update.
For the most part, you should notice no change.
Sorry for any inconvenience, folks.
View on Steam
I come bearing a small update, Mostly in the form of fixes, and a few improvements.
As well as an updated HD soundtrack!
A few notable items are:
- A Throw key
- Some hopefully beneficial changes to improve multiplayer performance
- Alien Creep foulness factor + 10
- High Quality lossless .flac versions of the game's soundtrack
- Workshop additions
Before we get into the changelog, I want to issue a short warning, as some of the changes have unintended side-effects.
Your personal settings, such as:
- Key-bindings
- Player and server names
- Volumes and Preferences
- Performance tweaks and some Display values
- Default ports, network device and framerate limits
Will all be reset.
This is unavoidable I'm afraid, given the way the engine handles configuration settings.
We always tried to keep these to a minimum, but in an effort to tweak a few essential systems, we've had to make changes this time around.
Hopefully you won't be too adversely affected by it.
We have also changed the game's default port, so let us know if you are suddenly unable to connect to your friends where you were before the update.
Changelog:
- Added HD .flac versions of the game's music to the Soundtrack download. For all you audiophiles out there. Where you at!
- Maps:
- Made the "Creep" and "Biomass" materials in Incubation Emergency pulsate, resulting in 10x more disgust; How unseemly!
- Added "Deadly Fauna" as an "Incident Particular" to the Incident Report for Pestilent Penitentiary.
- Fixed Hydroponic Hell seeds that have been in an empty bucket being impossible to plant.
- Made the "Creep" and "Biomass" materials in Incubation Emergency pulsate, resulting in 10x more disgust; How unseemly!
- Game:
- Added a "Throw" key(Default E on keyboards, B on XBox controllers). Mainly designed for controller use, as throwing is often difficult. Yes, you can now break acid jars!
- Fixed the Broom jiggling off its hinges in first and third person.
- Made spent Flares look darker than their un-used cousins.
- Fixed a number of items(such as dynamite and candles) not being extinguished when they make contact with water other than buckets.
- Fixed long text fields in Report Forms being cropped when loading a game, or re-entering the form on the punchout machine.
- Hopefully Fixed the occasional disregarding of values entered into Report Forms upon punch-out.
- Changed the game to use a gradual stepped "chunk" loading approach to the loading of Save Games. This should stop actor-rich save-sessions from crashing on load. This can be changed in the UDKPreferences.ini file.
- Increased physics damping for valid objects inside Stacking Zones, allowing them "settle" more easily.
- Added a "Throw" key(Default E on keyboards, B on XBox controllers). Mainly designed for controller use, as throwing is often difficult. Yes, you can now break acid jars!
- Multiplayer:
- Changed the game's default network port back to 7777. (Let us know if you are suddenly unable to connect to your friends!)
- Increased engine bandwith limits and net tick-rates, which will hopefully improve connections for larger and faster servers.
- Fixed clients being unable to use machine interfaces after restoring Light-Bulbs to incubators in Incubation Emergency.
- Slightly reduced the "jittery" movement of various "ragdoll" objects on clients.
- Fixed certain objects on clients appearing with the wrong orientation before they have been touched by anyone.
- Fixed notes on the personal PDA not being saved properly for all players in multiplayer.
- Changed the game's default network port back to 7777. (Let us know if you are suddenly unable to connect to your friends!)
- User Interface:
- Fixed being unable to Pause the game while editing text on the Notes page of your personal PDA tool.
- Fixed the interface not changing to the correct DLC styling when joining another player's game, or loading a level via commands.
- Fixed the Report Form viewing screen in the office cutting off long text fields.
- Fixed values entered into number fields on the Punchout Reports screen sometimes being discarded.
- Fixed some typos.
- Fixed being unable to Pause the game while editing text on the Notes page of your personal PDA tool.
- Vulcan Affair:
- Fixed the mini rockets exploding on clients as soon as they are launched, instead of when they actually hit things.
- Santa's Rampage:
- Fixed TNT coming out of the bucket machine during Speedrun sessions.
- Fixed TNT continually re-lighting and being extinguished when inside a bucket that's being incinerated.
- Made it possible to light Molotov cocktails by holding down the Interact key, much like you do with flares.
- Fixed TNT coming out of the bucket machine during Speedrun sessions.
- Workshop:
- Made the "Debris" kismet action able to control what happens when the "Melt" input is used.
- Made the "Check Area" kismet condition able to check an AABB and volumes.
- Made the "Debris" kismet event able to ouput damage received, along with damge type, hit location and hit momentum.
- Made the "Debris Spawner" kismet action able to vary the spawn rotation.
- Added a "Spawn Projectile" kismet action; allows you to spawn projectiles(or projectile archetypes). So things like dirt, pus-pod goo, crystal dust, fire and custom projectiles.
- NOTE: Objects that use the skeletal mesh versions of the Broom will no longer have collision.
- Made the "Debris" kismet action able to control what happens when the "Melt" input is used.
There you have it!
This will, in all likelihood be the last VCD patch or update for the foreseeable future...
Other Projects
We are hard at work on our other game project we mentioned before, and while it's showing promise, and coming along, it will likely take longer than we expect. It's still so...experimental.
We want to take it where it needs to go, and it's not a straightforward process by any means, so we'll be tinkering for a while still before we can show you anything concrete.
Besides that, we're also hard at work on getting VCD operational in some form on UE4.
Decided against using Unity for a few reasons, most of all is the familiarity of knowing the Unreal Engine and C++. Something that can't be discounted when you're a small studio.
We'll keep you guys posted as things develop!
*EDIT* There were some issues with the update at first.
If you are one of the people who updated it early, or it was automatically updated shortly after it went public, then let us know if you lost anything critical and we'll do what we can.
Likewise if you are suddenly unable to play the game after the update.
For the most part, you should notice no change.
Sorry for any inconvenience, folks.
Greetings, sanitation squad!
I come bearing some news on Remote Play Together support.
We've finally found the time to do some testing of the feature and improve its support.
As such, it will now be enabled for the general public.
With the excellent help of our community, we've unearthed some info you'll need to know to ensure a decent experience.
Many of these things will be familiar to those who've used the feature before.
With ado in no way furthered, here is what you need to know!
Before you launch VCD
Starting a game
Inviting Players
To join a Remote Play Together session, simply
If you should still have problems, here are some common solutions.
Poor performance
Trouble Connecting
Hopefully that's enough to get you sorted.
It's worth noting that not everyone has success with the feature, and it does require a good internet connection.
A lack of either can lead to a drop-out, or failure to connect.
And there we have it!
That should get you on the road to companionable split-screen mopping.
*A word of caution*
We're currently hard at work on some fixes and additions for an upcoming patch.
Unfortunately, it looks like it's going to likely cause everyone to lose their config settings(Keybindings, Game Settings, Preferences, manual .ini file changes, etc).
Given the way the UDK handles these settings, anytime we make a change, it resets everything that depends on that change.
So be warned...
Backup the Config folder if you have done something you don't want to lose, and want to reference later(or ignore the incoming changes). Like changed a game setting to fix crashing, or unlocked the FPS limit, etc.
For others, you'll just have to tweak your settings in the options menu again after the update.
I apologize in advance.
Enjoy for now, everyone!
View on Steam
I come bearing some news on Remote Play Together support.
We've finally found the time to do some testing of the feature and improve its support.
As such, it will now be enabled for the general public.
With the excellent help of our community, we've unearthed some info you'll need to know to ensure a decent experience.
Many of these things will be familiar to those who've used the feature before.
With ado in no way furthered, here is what you need to know!
Hosting
Before you launch VCD
- Enable support for controller types used by the players you'll be inviting.
You can do this by going to the Settings menu in your Steam client.
Under Controller->General Controller Settings you'll find the tick-boxes to include support for other devices. - Ensure players you're inviting in-fact have a controller. It won't work without.
You as the host will likely also need a controller plugged in too(even if you don't use it), as this can sometimes cause connection problems.
If a player is unable to connect, consider having one plugged in.
Starting a game
- Launch VCD in either 64bit, or normal 32bit mode.
If you have problems, consider running the other one instead. - Start a Splitscreen Co-Op work assignment.
Inviting Players
- Once inside a level, open the in-game overlay and in your Friends List, invite a player.
- Wait for them to accept the invite.
- If you're having trouble, consider:
- Disabling sharing of Keyboard and Mouse in the Remote Play dialog before they connect. You can do this by clicking on the respective input icons on the Remote Play dialog.
- If you have a controller of your own, try dragging and dropping its icon in the Remote Play dialog to the right, into Player slot 2. Also before they connect.
- When a player joins, drag and drop their controller input icon to the right; out of the Player 1 slot and into Player 2, etc
- Then, optionally re-enable Keyboard and Mouse sharing.
- Disabling sharing of Keyboard and Mouse in the Remote Play dialog before they connect. You can do this by clicking on the respective input icons on the Remote Play dialog.
Joining
- Make sure you have a controller plugged in.
- Make sure the host has added support for your controller type.
To join a Remote Play Together session, simply
- Wait for your friend to invite you
- Click on the Play Game button that appears in your message window.
- Wait for it to connect.
- Once you see the host's view of the game, press Start on your controller to take possession of a new character and initiate a splitscreen.
Common fixes
If you should still have problems, here are some common solutions.
Poor performance
- Reduce the game's resolution on the host.
- Adjust the stream quality settings in the Remote Play dialog.
- Stop downloading that collection of Janitor Couture pics you've got on the go.
Trouble Connecting
- Port forward the Steam Remote Play ports in your Firewall, and if it still doesn't work, your Router.
- UDP ports: 27031 and 27036
- TCP ports: 27036 and 27037
- UDP ports: 27031 and 27036
- Review the following official Steam documentation for more info:
- Disabled Hardware Encoding in the steam client settings: Settings->Remote Play->Advanced Host Options
- Disable windows' IPv6(Internet Protocol Version 6)
- Doing a quick google search will yield a number of other possible fixes, like here for example(if you can find the info among all those ads!).
- In words of a foul-smelling troll: "Git Gud Internets!"
Hopefully that's enough to get you sorted.
It's worth noting that not everyone has success with the feature, and it does require a good internet connection.
A lack of either can lead to a drop-out, or failure to connect.
Conclusion
And there we have it!
That should get you on the road to companionable split-screen mopping.
*A word of caution*
We're currently hard at work on some fixes and additions for an upcoming patch.
Unfortunately, it looks like it's going to likely cause everyone to lose their config settings(Keybindings, Game Settings, Preferences, manual .ini file changes, etc).
Given the way the UDK handles these settings, anytime we make a change, it resets everything that depends on that change.
So be warned...
Backup the Config folder if you have done something you don't want to lose, and want to reference later(or ignore the incoming changes). Like changed a game setting to fix crashing, or unlocked the FPS limit, etc.
For others, you'll just have to tweak your settings in the options menu again after the update.
I apologize in advance.
Enjoy for now, everyone!
Greetings, grimy cleaners and bloody technicians!
We've taken some time to fix a few more pesky little issues plaguing the game.
Nothing that will especially pique your mop's interest, but important nonetheless.
Main among them was a game crash when you tried to take one of those poor dead janitor bodies from Uprinsing back with you to your office as a trophy. What a ghastly thing to do, you monsters! Well, you can feel better now, knowing that the game is impartial to your unhinged nature.
Also, some improvements aimed at unusual combinations of features in Workshop levels that weren't initially supported. Like the ability for Flares to ignite TNT or Candles.
Workshop creators will now also be able to represent door codes using letters/words and not just numbers, similar to The Vulcan Affair doors.
Additionally, for those who are negatively affected by the flickering nature of lantern and candle light in dark areas, which can get quite intense with such high contrast, we've added an option in the menu that will allow you to keep the fancy lighting and shadows, but without the flickering.
Here is the full list of changes:
Changelog:
Maps
Game
UI
House of Horror
Santa's Rampage
Workshop
And there you have it!
We're hard at work at the moment on...well, many other things both in terms of game projects, as well as general life stuff. So you may not see any updates for a while. As always, we'll keep you posted if anything interesting is ready for revealing, etc.
Keep those stations clean, everyone!
*EDIT*: Re-uploaded a missing package. Flicker option wasn't right for HoH candles.
View on Steam
We've taken some time to fix a few more pesky little issues plaguing the game.
Nothing that will especially pique your mop's interest, but important nonetheless.
Main among them was a game crash when you tried to take one of those poor dead janitor bodies from Uprinsing back with you to your office as a trophy. What a ghastly thing to do, you monsters! Well, you can feel better now, knowing that the game is impartial to your unhinged nature.
Also, some improvements aimed at unusual combinations of features in Workshop levels that weren't initially supported. Like the ability for Flares to ignite TNT or Candles.
Workshop creators will now also be able to represent door codes using letters/words and not just numbers, similar to The Vulcan Affair doors.
Additionally, for those who are negatively affected by the flickering nature of lantern and candle light in dark areas, which can get quite intense with such high contrast, we've added an option in the menu that will allow you to keep the fancy lighting and shadows, but without the flickering.
Here is the full list of changes:
Changelog:
Maps
- Fixed the PDAs in Overgrowth not keeping their text and colours when taken back to the office.
- Changed the background color of PDAs in Overgrowth from dark-brown to light-green.
- Fixed the janitor bodies from Uprinsing causing the game to crash when you try and take them back to the office.
- Synced up the gate image on Unearthly Excavation keypad consoles with the movement times of the gate itself.
- Fixed the punchout machine logo in Paintenance Tunnels being solid black.
Game
- Fixed lit Flares not igniting Candles, Jacko-Lanterns, Dynamite and Molotovs.
- Added an internal limit of 3,000 on the number of player-generated bloody footsteps the game is allowed to save. This should mitigate crashing on save-file loading.
- Fixed certain PDAs from attaching to walls with the wrong orientation.
- Fixed unusual paper note shapes attaching to walls with the wrong offset.
- Slightly increased the general surface offset distance for attached paper notes.
- Improved grammer and wording for one of the news-ticker stories; "Statues to Replace The Rot?"
UI
- Added a "No Flickering" option to the Light Complexity setting, allowing you to keep full detail shadowing without the flickering.
- Added font support for some additional and unused character sets, ie: Turkish/etc. This is not any form of official language support, but does give you some tools for adding it yourself.
- Added letters below keypad number button icons, allowing workshop level designers to represent numeric codes with strings, similar to the codes in Vulcan Affair.
House of Horror
- Fixed lit Candles not igniting Flares, Dynamite and Molotovs.
Santa's Rampage
- Added a slightly new and better looking level preview image.
Workshop
- Added Kismet Actions that allow you to change and check the currently applied character skins of players.
And there you have it!
We're hard at work at the moment on...well, many other things both in terms of game projects, as well as general life stuff. So you may not see any updates for a while. As always, we'll keep you posted if anything interesting is ready for revealing, etc.
Keep those stations clean, everyone!
*EDIT*: Re-uploaded a missing package. Flicker option wasn't right for HoH candles.
Greetings, all.
I hope you've kept the dilapidated stations across the galaxy in at least semi-working order.
I come bearing a bucket stained with the blood of game bugs.
Some of which have been long standing issues, such as the mysterious player name being "False" / "True" bug. That was a silly one...
Or the issue with faulty paperwork completion percentages in Revolutionary Robotics and Uprinsing.
Others are just general fixes.
Nothing too glorious I'm afraid.
Mac users will be especially pleased to hear that notes will no longer be vanishing from their trunk upon being returned to the office.
This was particularly annoying, as it destroyed all of Bob's notes.
Read on for a full list!
Changelog:
Maps:
Game:
House of Horror
The Vulcan Affair
Mac/OSX
Workshop
And there it is.
Enjoy, everyone.
View on Steam
I hope you've kept the dilapidated stations across the galaxy in at least semi-working order.
I come bearing a bucket stained with the blood of game bugs.
Some of which have been long standing issues, such as the mysterious player name being "False" / "True" bug. That was a silly one...
Or the issue with faulty paperwork completion percentages in Revolutionary Robotics and Uprinsing.
Others are just general fixes.
Nothing too glorious I'm afraid.
Mac users will be especially pleased to hear that notes will no longer be vanishing from their trunk upon being returned to the office.
This was particularly annoying, as it destroyed all of Bob's notes.
Read on for a full list!
Changelog:
Maps:
- Added brown "Mantis" corpses to Unrefinery level to replace the far less suggestive "blood pools" used to indicate 9 dead alien lifeforms.
- Fixed a blood splat in Unrefinery that was red instead of yellow.
- Improved weirdly offset bullet holes in Revolutionary Robotics.
- Fixed "Revolutionary Robotics" and "Uprinsing" Report Accuracy never reaching 100% even when you did things perfectly.
- Blocked off the area above the "gates" in Unearthly Excavation, making it impossible to sneak objects past them.
Game:
- Fixed tick-box on punchout report forms for the "AI" incident not being properly evaluated. Led to it being impossible to get 100% accuracy on any level that used it.
- Changed Death Report Accuracy value to reflect whether you put all the PIDs into the punch-out machine or not. Previously only considered inserted PIDs.
- Levels without PIDs now reflect this with a 100% Death Report Accuracy instead of 0%. Only happens(for official levels) in The Vulcan Affair.
- Fixed the annoying player name being "True" or "False" problem. Was caused by the "VSync" setting overriding player name.
House of Horror
- Fixed "Incinerated Items" in the punchout report forms counting objects destroyed in the Woodchipper. This likely led to a false reduction in report accuracy.
The Vulcan Affair
- Fixed one of the henchman heads not counting toward "Head Hunter" achievement.
- Death Report Accuracy now always reads 100% instead of 0%.
Mac/OSX
- Fixed notes from various levels not appearing when taken to the office. Such as as Bob's notes.
- Fixed Santa presents not keeping their appearance when taken to the office.
- Fixed teleporters from Core Sample not keeping their appearance when taken to the office.
Workshop
- Added a slightly smaller and brown version of the Mantis.
And there it is.
Enjoy, everyone.
Greetings, everyone!
I hope you've all been keeping the orbital habitats clean and orderly.
I bring a tidy little update overflowing with fixes.
Some of these are nasty little bugs that crept in from v1.1, other are long standing issues.
Along with the fixes, we've also taken the time to add some oft requested features; like being able to stick your EotM photos and notes to walls, optional reduction of the Welder's FX intensity, and the ability to disable controllers.
Read on for the full list!
Changelog:
Maps:
Game:
UI:
Vulcan Affair:
Shadow Warrior:
Workshop:
And there it is!
Enjoy everyone.
NOTE: Mac version of the update is still uploading and should be available soon.
View on Steam
I hope you've all been keeping the orbital habitats clean and orderly.
I bring a tidy little update overflowing with fixes.
Some of these are nasty little bugs that crept in from v1.1, other are long standing issues.
Along with the fixes, we've also taken the time to add some oft requested features; like being able to stick your EotM photos and notes to walls, optional reduction of the Welder's FX intensity, and the ability to disable controllers.
Read on for the full list!
Changelog:
Maps:
- Fixed Gravity Drive airlock getting stuck(upon load) if you save while it's cycling.
- Fixed buggy performance scoring in Hydroponic Hell. This was most noticeable in Speedrun, where your score would simply go up each time you punchout.
- Fixed Incident Report forms not adjusting score in Speedrun mode for the following levels; Cryogenesis, Hydroponic Hell, Uprinsing, Penumbra, Unearthly Excavation, Core Sample, Incubation Emergency, Pestilent Penitentiary and Revolutionary Robotics.
- Fixed fire finding its way under gates in Penumbra causing scorch marks.
- Slightly increased the size of one of the stacking zones in Core Sample level.
- Increased the crate stacking reward in Core Sample level by 25%.
- Fixed objects being able to slip under the staircase steps in Core Sample level.
- Fixed crystal shard mess being able to spawn inside blocked off geometry.
- Reduced the number of shards spawned from immoveable Crystals in the Core Sample level, by about 25-35%.
- Reduced speedrun par-time in Core Sample level from 2:21:44, down to 2:13:38.
- Added FX to Core Sample "crystal generation units".
- Fixed Stairs in Janitor Office not blocking physics objects... Oops!
Game:
- Teleports in Core Sample level can now be transfered to the office and other levels and will remain connected(if both are taken together).
- Teleports in Core Sample now keep their appearance when transfered to the office.
- Prevented certain "lid" actors from being teleported by Core Sample portals, trunk, medpack, office hatch, etc.
- Crystals from Core Sample level can no longer be shattered inside containers like bins, buckets, trunks, etc. Something which was very much an easy cheat.
- Increased the Crystal Pile sweeping power of the Broom by 60%, making it much faster to sweep crystals back into shape.
- You can now finally stick EotM photos, paper notes and PDAs to surfaces by holding down left-mouse(Interact) and pressing right-mouse(Drop / Hit).
- Fixed bin and bucket dispensors not spawning the correct meaty bits.
- Fix the Bucket dispensor not updating the "Need a Hand?" achievement.
- Reduced the number of hands needed for the "Need a Hand?" achievement from 100 down to 35, due to its unpredictable and grindy nature.
- Limited Bin and Bucket machines to a maximum jam spree of 5 times in a row, unlikely to notice a difference in most cases.
- Fixed log file being spammed by periodic RUST queries.
- Tweaked RUST notification when an item is downloading to tell you to check Steam Client, as it does the downloading and may be queued.
- Fixed "Crystal Clear", "Pest Control" and "Bleach and Clear" achievements not being required for the "One Mop To Rule Them All" achievement.
- Fixed Welder impact from another player not showing correct effects(damaging vs repairing).
- Fixed Performance Stats displayed when selecting a level from taking the newest time(during an equal Cleanup %) instead of the best previous time. (New best performance % still replaces time, which could be worse than previous best)
- Fixed a loading issue that resulted in dropped items like welders, shovels and brooms from occasionally vanishing if they were held by the player during saving. Similarly safe-guarded against confusion with tools that were destroyed during gameplay.
- Fixed Speedrun team calculation from v1.1 patch only being used to evaluate "Ubermensch" Achievement instead of also adjusting your evaluated Par-Time performance. It was using the old, and less fair method.
- Slightly reworked the way Speedrun time impacts your final rating(Fired, Clean, EotM, etc), simplifying the impact of being under or over the par-time. Scores should remain unaffected.
- Made Punchout Report forms only reward you for fields you actually enter a value for. Report accuracy still accounts for things you don't enter.
- Tripled the amount of bonus points you get from ticking the right box in a Report(IR-8) Form check-list.
- Doubled the amount of bonus points you get from filling in Death Report(WTF-12) Forms, due to the difficulty involved in completing them.
- Fixed Hosts being able to cheat in Speedrun mode.
- Fixed "First Aid" achievement increasing every time you check the punchout results in Speedrun mode.
- Fixed objects transferred from the office to other levels using the trunk not being saved by the level, and instead always appearing in the trunk again when you load that saved-game.
UI:
- Added "Disable Janitor Voice" setting to options menu, allowing you to silence the voice from the Shadow Warrior level, and custom equivalents in Workshop levels.
- Added "Use Gamepad" setting to options menu, allowing you to toggle input from any plugged-in controllers.
- Added "Disable Welder Flash" setting to options menu, allowing you to eleviate discomfort experienced by the flashing light and FX of repeated welder use.
Vulcan Affair:
- Fixed several highly offset bullet holes in the death-ray dome.
- Fixed the sharks occasionally straying beyond their pool and on through nearby walls.
- Fixed splats and scorch marks appearing on the ceiling above the shark pool where you can't reach them.
- Fixed the main lift from stopping at randomly offset positions near the target floors during low frame-rates.
- Fixed Vulcan achievements "Audacious Oddities" and "We're Gonna Need a Bigger Tank" not displaying periodic progress updates in-game.
Shadow Warrior:
- Fixed Funk Ninja on/off state not being saved.
- Fixed Funk Ninja on/off sounds being reversed.
Workshop:
- Made Bin and Bucket machine jamming more modable.
- Made buckets more modable; added several flags to control what can dirty a bucket, and made it possible to adjust its lifespan.
- Made it possible to use a Voice Controller archetype in levels, allowing you to customize and add your own voice events and sound files.
- Added "bDestroyWhenStuckInContainers" flag to debris objects, allowing you to prevent stuck-detection-destruction when an object is inside a container.
- Added "bCanBreakInContainers" flag to breakable objects, allowing you to prevent them breaking when inside a container, akin to Crystals.
- Added "SpeedrunTimeMinutes" setting to Map Info properties, allowing you to set the exact par-time for a level.
- Made Player Starts toggleable.
- Added "Crystal" kismet event that notifies you when various crystal types break, and what caused them to break.
- Added "Crystal" kismet action that allows you to break crystals on command.
- Added "Set Teleport Dest" kismet action that allows you to change the destination companion for a mini teleport(as seen in Core Sample).
And there it is!
Enjoy everyone.
NOTE: Mac version of the update is still uploading and should be available soon.
Greetings, everyone.
Just a quick fix here for some things we missed in the last update.
And that's it for now, enjoy!
View on Steam
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!
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!
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/5859810/a37fdebc5d37abf00d526648f5c36d50aad4bf9b.jpg
That's right, behold the grim(and considerably filthy) wonder that is "Uprinsing".
http://cdn.edgecast.steamstatic.com/steam/apps/246900/ss_94f8567a6e2f191bd60872e18b860f60c43a7b75.600x338.jpg?t=1513525950
http://cdn.edgecast.steamstatic.com/steam/apps/246900/ss_c84290d309a724d471f8807205dbbeaaf20103e2.1920x1080.jpg?t=1513525950
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:
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.
View on Steam
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!
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/5859810/a37fdebc5d37abf00d526648f5c36d50aad4bf9b.jpg
That's right, behold the grim(and considerably filthy) wonder that is "Uprinsing".
http://cdn.edgecast.steamstatic.com/steam/apps/246900/ss_94f8567a6e2f191bd60872e18b860f60c43a7b75.600x338.jpg?t=1513525950
http://cdn.edgecast.steamstatic.com/steam/apps/246900/ss_c84290d309a724d471f8807205dbbeaaf20103e2.1920x1080.jpg?t=1513525950
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:
- 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.
Maps:
- 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.
Game:
- Added "RetryAchievementUnlocks" console command for retriggering "One Mop To Rule Them All" check. For use in rare cases where it doesn't work normally.
System:
- 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"
UI:
- Decreased Speedrun par-time for House of Horror by 28%.
Horror DLC:
- 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.
Shadow Warrior:
- Fixed presents being taken to the office not saving their appearance.
- Decreased Speedrun par-time for Santa's Rampage by 10%.
Santa's Rampage:
- 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.
Workshop:
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.
Current Release
6199993
Uploaded Jun 08, 2026
System Requirements
OS
N/A
CPU
2.4GHz Dual core CPU
RAM
4 GB RAM
GPU
512MB Shader Model 3.0 Nvidia GeForce 8800 GT or AMD Radeon HD 3870
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run UDK.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
4.0 GB
Build
6199993
Password: cracked-games.org or 123
CRC32
F1A8E2EF
SHA-256
18689fd62cb71b169c617817cfe0b8f222da404270d42d4a686aabbc9ef9b91f
How: Right-click the downloaded file → 7-Zip / WinRAR → CRC SHA → compare with the values above.
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