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Journey once again into a malevolent world inspired by H.P Lovecraft’s myths where madness never sleeps. Embark on a path to salvation as you continue the story of the Priest character from the first installment. How long can you balance on the edge of sanity? Will your sins be forgiven, or your soul consumed by madness?


Distinctive dark comic-like visuals

Dark hand-drawn graphic design where every frame looks like a page from a comic book is one of the pillars of Forgive Me Father, and the sequel brings a fresh perspective to its unique style with improved sprites and models. Prepare to feast your eyes on juicy blood effects and animated gibs flying everywhere!

Dive into the madness

Defeat Lovecraftian nightmares with a wide range of weapons. Fight hosts of diverse, formidable enemies and beware: each and every one of them evolves into different, ever more evil and twisted forms of themselves.

Gear up and fight!

Define your own playstyle and assemble the deadliest arsenal with plenty of weapons to choose from, each with even more powerful variations designed to cause absolute mayhem and bring utter destruction upon your foes. Take your pick from devastating shotguns, lethally accurate rifles, explosive firearms, and unleash their full potential.

Dynamic madness system

Overwhelming madness is your best friend and worst enemy at the same time. Embrace the insanity and become more powerful with a dynamic power-up system. Strengthen yourself by picking new unlocks along the way and blast through hordes of enemies with wild abandon!

Original soundtrack

Experience the surprisingly fitting combination of strong electric guitar riffs and energetic drums underscoring the dark Lovecraftian atmosphere. Slay hordes of deranged cultists and confront unimaginable ancient evil while listening to the original soundtrack that will make you headbang for hours on end.

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As we have teased in the most recent DevLog, this Content Update brings two brand-new levels, three new enemies, multiple new weapons and way more! The whole Change Log can be found below the article.

We know that in the Early Access roadmap we promised less content in the first update, but what can we say... we just love making our community happy! We have updated the roadmap accordingly.

To ensure the highest possible quality of the game, we've decided on making two big Content Updates instead of three smaller ones during the Early Access period. With this approach, we will have more time to make all the new features as good as we want them to be, and make it easier for us to analyze feedback from you - as the new systems, weapons and enemies all work in tandem, giving more content in your hands at the same time means you can help us balance the whole game properly.

However, fewer patches don't mean less content - rest assured, the Second Content Update will be filled with a huge amount of goodies as well.

And if you don't own Forgive Me Father 2 yet, the game is currently discounted by 20%, as it's a part of Fulqrum Publishing's Lovecraftian Days event!

So don't wait another second and come join the rest of the followers of Cthulhu on Discord, you can expect a w̷̡̽̔a̶̺̐̄ȑ̷̠̭m̸̙͖̃̚ ̷̛͎̐ͅw̴̹̐e̶̦̐̍l̶̜̍c̸͓͘͘ȏ̴͙̕m̵͇̹͑̓ë̵̬́ there, along with an epic contest that's starting today!

FIRST CONTENT UPDATE CHANGE LOG:
New Features

  • Two brand-new levels to explore
  • Three new enemies to fight with
  • Players can now interact with piano and organs
  • Added an interactive gramophone
  • Added a New Dark Tome active effect
  • Added a New Dark Tome passive effect
  • Added Eldritch Grasper – a new Rifle variant
  • Added Blood Pumper – a new Pistol variant
  • Added Abyssal Shadow – a new Shotgun variant
  • Some mailboxes are now full of surprises!
  • Added Noir Mode
  • Added an option to change the blood color to green (Dark Tome and Noir Mode screen effect support will be available in the future)
  • Investigate the secrets of the priest's past. Look closely, and who knows what you may find


Levels

  • Fixed problems with static lighting on all levels
  • A familiar face now awaits at the end of each level next to a brand-new “finish level” sign, giving you a warm welcome
  • Health pickups have received a visual makeover
  • HUB
    • The level's name has been changed to Asylum
  • Hospital (formerly named Asylum)
    • The final encounter has been reworked to properly introduce the Dark Tome mechanic
    • Added tutorial for the flashlight
    • Player is now able to shoot through all grates in the level
    • The level’s name has been changed to Hospital
  • Port
    • Moved some boxes to avoid the player getting stuck between them
    • Added new details to the apartment rooms
  • Shipyard
    • Fixed an issue with possibility of getting stuck behind container door
    • Replaced the material on the wooden beam at the beginning of the level
  • Sanctuary
    • Blocked an out of bounds spot
  • Cathedral
    • Fixed an issue with enemies not being able to jump into the dining room through the hole in the roof
    • Improved enemy drop-down from the blue door area during dining room fight
    • Added new meshes to the blue door room
  • Abandoned Tunnels
    • Improved trains’ meshes and textures
  • Sinking Station
    • Improved trains’ meshes and textures
  • Court of Sanity
    • Slightly increased boss hitbox size
    • Boss now blinks red when damaged (similar to regular enemies)
    • The colored ring pattern now changes depending on the attack being cast


Weapons

  • Fixed firing sound not playing properly when the player has no ammo
  • Shooting around corners with explosive weapons is now easier
  • Knife
    • Increased swinging speed
  • Knife and Axe
    • Fixed melee weapon marks not drawing on level geometry
    • Improved placement of marks when hitting the floor or ceiling
  • Pistol
    • Reduced accuracy of the first shot
    • Reduced shot accuracy when shooting continuously
  • Double Barrel Shotgun
    • Killing tough opponents at closer ranges is now more reliable
  • Grenade Launcher
    • Grenades now break window glass instead of exploding on impact
  • Mortar
    • Deals more consistent damage to enemies right next to the exploding projectile
  • Flashlight charge speed now increases while Dark Tome’s Haste effect is active
  • Fixed player's explosive projectiles exploding while loading the game


Enemies

  • Fixed an issue with enemies getting stuck when spawning in some arenas
  • Enemies’ corpses can now destroy windows and breakable objects except explosive barrels
  • Liquidator
    • Liquidators can now be headshot in their pre-melted state. Shoot their head for extra damage, shoot their backpack to melt them. Make your shots count!
    • Backpack now explodes when shot, dealing damage to everything nearby
    • Liquidators now shoot twice as many bullets, each dealing less damage
  • Fixed pre-melt Liquidator having post-melt health after save loading
  • Fixed enemies being able to hit the player through walls with a melee attack
  • Fixed enemy health not scaling properly when switching difficulties


Dark Tome

  • Haste effect is now available to the player for free when Dark Tome is unlocked (for older saves the effect will be unlocked automatically)
  • Adjusted pricing of all Dark Tome effects


General Fixes

  • V-Sync is now working as intended
  • Buying new weapon variants or Dark Tome effects now also automatically equips them
  • Fixed explosions causing slowdown on higher effects quality settings
  • Improved image clarity by reducing TAA jittering and ghosting artifacts
  • Fixed mouse cursor disappearing in pause menu
  • Fixed an issue with some objects sometimes appearing blurry
  • Fixed menu background not looking properly when playing on a narrow resolution
  • Text size has been slightly increased
  • Explosions now cast light on higher Effects quality settings
  • Fixed footstep sounds not working when Weapon Bobbing option was disabled
  • Fixed a possible error with game being loaded on the wrong map
  • Fixed an issue where replayed level statistics were not being displayed after exiting the pause menu
  • Fixed an issue with involuntary camera movement in main menu
  • Fixed various game saving and loading issues
  • Improved performance when a large number of save slots is available
  • Fixed save file timestamp being overridden when it shouldn't have
  • Fixed incorrect sounds sometimes playing while loading a save slot
  • Dead enemy bodies will now drop when ending up on a ledge
  • Fixed player being able to finish the level postmortem
  • Fixed issues linked to loading the game in water
  • Fixed an issue with Dark Tome post-process effect disappearing after making changes in gameplay settings
  • Fixed an issue with possibility of including special characters in save slot name
  • Fixed save slot miniature abnormality when using low FOV
  • Minor UI readability improvements

Content Update 1   Thumbnail

Content Update 1   Thumbnail

Forgive Me Father 2 Launches Into Early Access!

Forgive Me Father 2 Launches Into Early Access!

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The time has finally come, madness is taking over and Forgive Me Father 2 is available in Early Access! As the Priest from the first installment, fight...

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Behold cultists, It is with utmost happiness that we can finally reveal a huge surprise to you. To celebrate Lovecraftian Days, an event hosted by Fulqrum...

Players Choice - Indie of the Year 2023

Players Choice - Indie of the Year 2023

Feature 6 comments

It's now time to announce the winners of the 2023 Indie of the Year awards - as chosen by you!

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Latest posts from @fmf_game

RT @ByteBarrel: ICYMI: We’re working on a sequel to Forgive Me Father. And since it’s #wishlistwednesday how about we take some tim… T.co

Jul 12 2023

Show me a more dramatic screenshot. I'll wait. T.co

Jul 11 2023

This abandoned hospital isn’t that abandoned after all. At least managed to take a photo. #gamedev #horror #FPS T.co

Jul 10 2023

Here’s a sign of Forgive Me Father 2 development progress. #gamedev #indiedev #FPS T.co

Jul 5 2023