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Full Steam announcements and update articles for this title.
It's been a while, so let's get right to brass tacks: PIGFACE will be receiving the Crafting update on July 30th!
So what does that mean? Well, the game will have new collectibles in the form of blueprints that can be found in most levels. These blueprints unlock recipes for equipment and meds that can be crafted in the apartment.
On top of crafting, I've also added a "Remix" mode to most levels in the game. The remixed versions of levels have a new gang to fight, different enemy layouts, randomized objectives, additional traps/hazards, and a brand-new aesthetic!
Lastly, there will be a new level for you guys to enjoy: Urban Plaza. As Exit starts to cut down the Yuppies, your handler starts to realize things might not be exactly what they seem ...
I'm very excited for you guys to enjoy the new level, along with all the new equipment items and crafting system in the game.
Peace and love guys,
~ titolovesyou
Check out the new update stream with Dumspter Man!
The Penitentiary Update, along with 2 new levels, finally introduces one of the most long-awaited features ... KICKING! Now you can utilize the spike walls and spike barrels that are strewn across all jobs to instantly kill enemies that get too close. Additionally, I've reworked the Jackrabbit mask to boost your kicking power, so you can really send people into orbit if you want.
In this level, you'll have access to plenty of routes in order to complete your objectives, as well as lots of nooks and crannies to find junk and meds. The ambience in this level is one of my favourites so far, and riding along the ziplines on the outside of the prison really lets you soak it all in.
There's also a nod to Dishonored, one of my favourite games of all time, in this level. Let me know if you can find it!
Another thing I'm super happy with is how the music turned out. As some of you know, the composer of all of the PIGFACE tracks is crisp, (@still_crisp on twitter) and for this level he banged out an entire 12 minute megamix of club songs. Each and every one is fucking great and every time you start the Penitentiary level, the song will start at a random point, so it always feels like a never-ending party.
If you love the music, please show him some love, he truly deserves it.
The other level included in this update is the very first optional job! This one is unlocked after you complete the train station, and it takes place in a subway that's been converted into an arena. You'll be introduced to the character responsible for this arena in a short cutscene as well as the job description, and he's voiced by ... me!
In this level you'll see some new traps like stationary flamethrowers and giant sawblades. With the addition of the kick and the junk shield, you can kick or push enemies into these environmental hazards in order to satisfy the optional objective of the arena.
Lastly I'd like to shout out the voice performances by Zach (@ZaccActs) and Skylar (@SkylarArtaggat) who provide new voicelines for the Jumpsuits. Their performances blend very well with the previous performances by Jackson (@YeaGrimbo) and Dela (@DelbellzVA) who did the Smilers. The Jumpsuits are more sane and cocksure than the Smilers, and some of their lines will tell the player information about Exit's past ...
There's more included in this update of course, and you'll see the additional fixes, quality of life additions, and equipment/med items in the patch notes. Get back in there and check out all the new stuff!
S357 balance changes
Inaccuracy increased from 0 → 0.25
Damage decreased from 150 → 100
Max ammo increased to 48
LMG balance changes
Damage decreased from 60 → 50
Recoil and spread increased
TEC-9 now full-auto at 600 RPM
Pistols, shotguns, and snipers now properly semi-automatic
G18, M9S, and S357 RPM set to 600
Weapon attachments
Attachments persist between deaths and appear in the kit screen
Attachments persist between guns when cycling in the kit van
LMG now uses a red dot instead of a scope
R870 now uses a red dot instead of a scope
Mac-10 now supports a red dot
Improved iron sights
AK47, R357, M16, Mac-10
R357 bolt animation fixed to prevent camera clipping
M16 added and unlocked after completing the penitentiary
Added Junk Shield
Added Pills
Added Cowgirl Hat
New Jumpsuit added and accessible from the mirror
Birthday Girl Hat - Increased confetti effect
Reworked Jackrabbit Mask
2X Kicking Power
+15% Jump Height
-20% Health
Added new Yuppie faction
Tinker and Tailor have increased knockdown resistance
Enemies now detect shots that impact nearby
Taunts now alert nearby enemies
Enemies less likely to detect bodies behind them
Improved collision detection while falling
Turrets can be insta-killed by melee
Turrets aggro distance reduced from 30 → 25
Added The Warden
Penitentiary level added
Kicking added
Added Subway level
Tutorial Updated to add kicking
BREAK ME text changed to KICK ME
Mantlin Changes:
Improved mantling ceiling detection
Improved vaulting responsiveness
Container and ceiling raycast issues have been fixed
Added ziplines
Cutscenes are now skipable
Added more environmental hazards
Clipping fixes across all maps
Resolution scaling issues
Objective text alignment
Kit van door SFX added
Props interfering with movement
Exploits on the barn roof and the kit screen
Misc bug fixes
It's been a while, sorry about that. In my absence though I wasn't slacking off or anything, in fact I've been very busy with quality of life improvements, new items, a new mechanic, and two new levels! The thing I'm most excited for (as you can probably tell from the trailer) is KICKING! Now you can launch people into hazards on the fly without having to switch to your fists.
Mid-reload and someone's running at you? Kick 'em into a spike wall. Sneaking up behind a rooftop guard and want to do something funny? Kick 'em off the roof! Crazed baby-headed maniac with a hammer standing in front of a sawblade? Kick 'em and watch 'em explode!
Apart from all the new stuff, we also have a new roadmap. I do want to apologize again, one of the items from the last roadmap was late (the bonus level). To be honest, it was not in a polished state before the holidays, and without the addition of kicking it would've felt incomplete. All this to say, even if I don't get something done on time, I want you guys to know that I am working diligently to deliver something with integrity.
With this new update, PIGFACE will also see a $2 price increase starting March 12th. If you’ve been waiting to jump in, now’s the time to grab it at the current price before the update goes live!
See you all on March 12th :)
-tito
in December, January, and February, there will be snow in the player apartment
increased the speed of melee enemies.
changed direct light shadows on all levels to be soft instead of hard to improve performance
fixed an issue with enemies sometimes not playing audio correctly
fixed an issue with enemies not responding to being damaged when player was too far away
fixed an issue with enemies freezing after falling while attacking the player
fixed the direction of force applied to player after taking melee damage
jumping while on a “slipslope” utilized the slopes normal direction instead of directly up
At long last, input rebinding and controller support has been added to PIGFACE!
Additionally, I also snuck in some optimization for in-game entities and particle systems that’ll hopefully boost performance in most levels. Hope you guys enjoy, and Merry (Early) Christmas! ~ tito
Full patch notes below:
M9 fire rate increased from 400 → 600
M9 starting ammo increased from 120 → 180
Dual M9s damage increased from 30 → 40
Improved enemy detection accuracy
Fixed player drifting when moving diagonally on slopes
Optimized shadows
Tweaked Mall particle effects for better performance
Optimized enemy ragdolls
Added full controller support
Player can now rebind controls via CONTROLS in the pause menu
Leaning, movement, and look inputs are now rebindable
Inputs in Tutorials now display based on the last used control type
Pausing the game now hides all HUD elements except the pause screen
Fixed Kit Van outline not appearing after completing Abandoned Mall objectives
Thank everyone for your support and patience as Titolovesyou worked through some of the issues that got brought up during The Mall Update!
We've been keeping an eye on the forums and bug reports, so if anything comes up, please let us know!
If you've been playing PIGFACE, make sure to leave a review, and if you have already, THANK YOU!
Below are the hotfix patch notes:
Enemies now react to the turrets being destroyed
Fixed objectives disappearing from the map screen
Exit's "spider-hands" have been fixed
Fixed an issue causing enemies to animate out of sync.
Exit is tasked with wiping out some key members of the Jumpsuits at an abandoned mall. New traps, new weapons, and an indoor roller coaster stand in her way, but the question remains ... where the hell are these guys coming from?
I'm so happy to have the mall polished up and finished for you guys. To me, it's been one of the most satisfying things to work on since it's finally made me understand how a PIGFACE level should feel. A month or so ago, when this level was still in its infancy, I was having some pretty hefty doubts about my ability to make it work, both for performance reasons and time. Initially, the problem was that it was way too big -- it had tons of dead space and it was completely unbalanced. If you went in with a shotgun and hoped to do much of anything, you were toast before you even got in the door.
Since then, the mall has been trimmed up and brought closer together with lots of obstacles between points of interest. So, if you want to go in with just a melee weapon and the new melee-focused mask, you can make it work! If you want to go pistols-only and sneak around, you can! If you want to smoke up a storm and charge in with an LMG and explosives, go for it!
All this to say, I think I've found a good balance; each type of player can feel like the way they want to play is justified by the level design.
My goal for future levels is to provide as many avenues as I can so that you can decide how to tackle something, rather than being given an obstacle that has only one solution. For the main jobs in PIGFACE, that's basically the design philosophy.
USAS Shotgun
Dual-Wielded M9 Pistols
Chainsaw
Hockey Stick
Big (Spiked) Pipe
Melee Kills grants 5 seconds of Invulnerability at the cost of receiving a 25% increase in damage from guns.
10% chance to negate any damage with 75% base damage resistance, at the cost of 20% decreased movement speed.
Dynamic and Static Crosshair options
Full Body Gibs!
Two New Cutscenes.
Several new and updated SFX.
Chainsaw added
Hockey stick added
Big pipe added
Dual M9s added
USAS-12 added
Glock reserve ammo increased: 45 → 90
AK reserve ammo decreased: 180 → 120
AK accuracy decreased
Mac-10 accuracy increased
Revolver iron sights adjusted for accuracy
Added bloom reduction & iron sight to Mac-10
Metal armor added
Medium armor description changed
Enemy melee range doubled
Increased enemy landmine hitboxes
Fixed two-handed stance not showing after the enemies spot the player
Added full-body gibs if enough damage is dealt
“Victory” voice lines added when the player dies
Cigarettes now heal 25 HP instead of causing damage, and still give 30s damage resistance
New equipment pickup/drop/equip SFX
Players can now set FPS to 400
Added crosshair for accessibility
Crosshair can be toggled static/dynamic
Movement SFX added (player)
Cutscene text changed
Updated credits
Fixed the dynamic crosshair setting not saving
Fixed blood decals clipping
Fixed minor clipping on the invisible ramp to the van
Slight performance improvements on the train station level
Thanks again for the incredible support! Last week, we told you the roadmap would be out soon, and here it is! Tito is hard at work getting everything ready for the update in November, but here are a few things you can look forward to in addition:
Hey everyone, in case this update brought you here, the game and demo have just been updated to include the fix for the Unity security vulnerability. This update means the game is fully up to date and secure. You can read more about the Unity issue here:
Thanks for keeping your game updated, and as always, we appreciate your support!
hope you've all been enjoying the game so far. It's been so nice seeing everyone's feedback and it's been so helpful to my process. I want you guys to know that myself and DreadXP are working to get a roadmap out to you guys so you know where my head's at regarding future content. Currently, I'm working on some new jobs for you guys as well as some new weapons to play around with. Since I'm basically a one-man-show, I need to make sure I apply my time correctly and focus on the important shit first. So, for right now, I'm gonna try my best to get new content out to you soon. I'm working on a roadmap right now that will have some more details that I will be able to share soon! But for the time being, I'm gonna get back to it and do some planning. Talk to you guys soon, and I hope you're excited for the future of PIGFACE!
~ Tito
Thank everyone for your support and patience as Ethan worked hard to sort out some important bug fixes.
We’re excited to share that the game has now reached over 500 reviews and is sitting at an Overwhelmingly Positive Rating! That’s all thanks to you! If you haven’t left a review yet, it really helps us out a ton.
We’ve heard your feedback loud and clear; you’re loving the game, but you’re also hungry for more! We’ll be sharing our Early Access roadmap soon. What we can promise right now is that the very first content update will be focused on giving you more PIGFACE, specifically, more levels to dive into.
Thanks again for the incredible support. This is just the beginning!
Added V-Sync Toggle in the options menu
Added Target Framerate setting in the options menu
Added Invert Mouse X and Invert Mouse Y settings in the options menu
Added text specifying 64 bit / 32 bit to the main menu
Increased blood effects on headshots
Added additional credits
Fixed an issue where settings wouldn't save when pressing escape on the player menu
Fixed scaling of some UI elements on Ultrawide resolutions
Fixed an issue where the main menu cursor would become misaligned after changing resolution
Fixed a collision issue with a house in the suburbs level
Fixed ability to get out of bounds in the train station level
Yo! It's release day today!
After a short delay and lots of polishing, I'm super stoked to be releasing PIGFACE into Early Access. It's been a long road to get to this point, but it's been immensely gratifying every step of the way.
It's kind of weird seeing PIGFACE evolving from a prototype into a game, I still remember the feeling I got the first time I was able to load into a level from the apartment -- it started to make the game feel like it was part of a world. Now, there are a few more levels, with plenty to come, and that feeling of persistence has kept growing.
My hope is that by the time 1.0 rolls around, PIGFACE will feel like a part of something a lot bigger than itself. That was one of the main goals I had, internally, for this project. A goal that went beyond just gameplay and aesthetic. I feel like, for me, games are really magical when they can sell you the idea that there's something beyond the billboarded background trees and closed-off doorways at the map's boundaries. I tried to put some of that magic in PIGFACE, just a bit.
Anyways, I hope you guys enjoy the launch! I'm already hard at work for the first content update that'll keep pushing the game and its story forward. I can't wait to hear all the feedback and see all the videos people make about the game. Get in there and get the job done >:)
- tito
p.s. as always, thank you for your bug reports and feedback. This ongoing process wouldn't be possible without your help and support! if you come across any issues, come tell us in the bug reporting channel on our discord server or in the steam discussion forums so we can help you out!
Watch Charlatan Wonder play through the first hour of PIGFACE!
Follow them : https://x.com/CharlatanWonder
hello!
at long last, early access is just around the corner! it’s been a lot of work but i think you guys are really gonna like it.
also, i just gotta say, having so many conversations at PAX where people showed their love for the game and their love of games gave me the fuel i needed to finish up the content for this EA release.
i can’t express enough how much it means to me that people are eager and willing to chat with devs and share their thoughts and life experiences, it’s amazing.
i hope that once this is out you guys will enjoy it a lot and share your experiences so that i can apply that feedback and make the game better and more polished as time goes on. at the end of the day, i’m making a game for you guys.
see you in a week!
-tito
We’ve got an update on the development of Pigface. In order to make the game the best it can be, we’re shifting the Early Access release window a little bit. We’ll have more news on specific timing soon. Thanks for your patience!
Hey Everyone!
We have a fix for the crashing issue for real this time! Apologies for the delay, it was a weird one to figure out but tito got it!
Quality of Life
Added number values next to sliders in Options screen
Modified auto-reload for better consistency
Modified cancel reload for better consistency
Bug Fixes
Fixed game crashing after the gamma select screen - For Real This Time
Fixed push notification UI anchor points for resolution scaling
Removed bugged laser sight from s357 and tec9
Fixed ability to duplicate drug items by mantling or interacting during their “use” animation
Fixed the flickering “unfinished” tape in the player apartment
Fixed the ability to scroll through weapons in the pause menu
Fixed armour (now it actually works!)
Fixed canvas scaling for ultrawide users on the start demo screen
Fixed the “loud” statistic not displaying properly in the kit screen when toggling the suppressor on and off
Additions/Adjustments
Adjusted layering of some player HUD elements
Disabled cellphone when interacting with items in the apartment
Lowered the shelf at the beginning of the combat test to make speedrunning more interesting
Restricted the vertical look limit of the player to -70 and +70 degrees from -90 and +90 degrees
Adjusted the position of the table in the farmhouse to combat weird enemy behaviour
~ DreadXP and titolovesyou
Hey Everyone!
Thank you to everyone who's been playing the demo, telling their friends, and sharing your feedback with us in the forums. Please keep all the feedback coming! We appreciate you taking the time.
Quality of Life
Shooting an empty gun will now reload
Bug Fixes
Fixed game crashing after the gamma select screen
Fixed player having multiple arms when interacting with items in the apartment
Fixed grenade launcher losing ammo when picking up morphine
Additions/Adjustments
Improved lighting and light placement in Farmhouse
Adjusted enemy detection sensitivity in Farmhouse
Added a death plane beneath the apartment
Adjusted the position of the window into the blocked off room in the farmhouse
Added additional clipping to some sharp edges in the farmhouse level
~ DreadXP
Today PIGFACE is included in the Steam Next Fest! And as announced yesterday during the PC Gaming Show, I'll be releasing PIGFACE into early access this August!
Play the demo, leave a review, and make sure to wishlist the game!
Also, I just want to say thank you to everyone who played the game — you have no idea how much it meant to me to see the first video of a person clipping through the apartment window, or the first sick fuckin edit, or the first speedrun through the demo that used a PAUSE MENU BUG to skip the drop-down cutscene?!
It was all so damn cool.
You guys blew my expectations out of the water, and I hope I did the same for you :))
~ Tito
P.S. - we've got a patch currently in QA that should fix the crashing bug some of you are experiencing, as well as a few other small bugfixes and one big quality of life improvement that should be out in the next day or two
~DreadXP
What a two-for-one special, eh? A really cool demo, quickly followed up by a PC Gaming Show Early Access reveal trailer …
I’m still picking up the bits of my pants that were blown off.
Anyways, as I’m sure you’re aware, PIGFACE is slated for an August EA release, so if you liked the demo you’re probably pretty damn happy. By the time that month rolls around, these forum posts are going to start discussing content updates to the game.
What I’m really looking forward to with EA are the reactions to the new levels — as much as the demo was dark and dismal, I want a handful of PIGFACE’s locations to be explored during the day. In the first content update you’ll get to see a daytime level that I think you’re all really going to like. It’s one of my personal favourites and actually one of the first level ideas I even had for this project waaaaay back in 2022.
Along with the content updates, the levels are also going to get bigger and more interesting as you expand your loadout and find more masks that alter the way you approach the game. Basically it’s just gonna be even more exciting stuff.
I hope you guys liked the demo, and I hope you’re excited to see what I’ve got planned for the content updates during Early Access. This game is gonna be really fuckin’ fun, man.
~ Tito
Finally, after a whole heap of work, the PIGFACE demo is ready! Are you excited? I sure am…
I’ve tried to polish the hell out of this thing, but honestly I just can’t wait to see clips of people finding all sorts of weird bugs and messing around with the goofy ragdolls. It’ll be for my enjoyment, but it’ll also show me the busted stuff that needs fixing and the cool shit that needs spit-shining.
Most importantly though, I just can’t want to see everyone having fun.
I’m pretty confident that this demo will give you guys a very good idea of what my vision is for the full thing. The fact that the gameplay loop is basically finalized means that this demo will give you a good idea of how it will actually feel to play the full game.
It’s not just a combat showcase anymore, it’s the real thing this time.
Anyways what are you doing reading this? Install the damn thing and play it. Or if you’ve already done that, play it again. And then tell all your friends, I’m sure they are absolutely dying to wishlist this game...
~ Tito Click here to check out the demo! Tito's Twitter
About
This page aggregates Steam news feeds, patch notes, and developer announcements for PIGFACE, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main PIGFACE statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.