Unfortunate Spacemen is a co-op / multiplayer game about Shape Shifting Space Based Murder and Deception!™ As a hapless yet brave spaceman employed by "The Company" you'll work diligently to defend and be rescued from failing outposts, but not everyone around you is who they claim to be...
User reviews:
Overall:
Mostly Positive (79 reviews) - 78% of the 79 user reviews for this game are positive.
Release Date: May 6, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We want to develop Unfortunate Spacemen WITH you. We're a small team, and having early players giving us help, feedback and support will help us create the best Shape Shifting Space Based Murder and Deception!™ experience around! You not only get to help shape and influence the game, you're ensured exclusive Early Access content, frequent updates and direct developer contact all throughout the game's development \o/

Check out the Development Starmap for a very in-depth look at our development plans!”

Approximately how long will this game be in Early Access?

“This is our best guess. We're probably looking at about 1.5 years of frequent updates and development to push the game through Alpha, Beta, and then to release. After release, we plan to support the game and continue updating it with new content.”

How is the full version planned to differ from the Early Access version?

“We have loads of changes and improvements on the way! You can find a full, detailed list on our Development Starmap.

What is the current state of the Early Access version?

“The game is currently in ALPHA stage. This means the game is still adding features and nothing is really 'locked in' yet. When we switch to BETA, this will mean we are 'feature complete' for release, but the game still needs polish and work. You can check out the currently available (main) features below on the "About the Game" section of the store page, or view the Development Starmap for a super in-depth look.”

Will the game be priced differently during and after Early Access?

“The game may change price as it gets closer to full release. After that, the game will follow the general pattern of steadily decreasing in price and frequently going on sale in Steam's many annual sales. The earlier you grab the game, the cheaper it will be! All content updates will also be free. FOREVER.”

How are you planning on involving the Community in your development process?

“We are very active on our Twitter (@UnfortSpacemen) as well as our Discord Server. If you want us to see something you've posted, these are you best places to suggest features, get help, or simply talk about the game!”
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Recent updates View all (32)

June 22

0.2.17 - SURVIVAL MODE



v0.2.17 "The Survival Update"

Greetings Astronauts!

In the 14th update of 2017, the largest update of 2017, Zag is forced by his maniacal overlord publisher to add a COOPERATIVE SURVIVAL MODE to Unfortunate Spacemen. And it turns out to be awesome! Also, new suit artwork, handgun customization, and LOADS more that can't even begin to be summarized here! Oh, and the Steam Summer Sale starts TODAY, so the game is 50% off for the duration!

I'll try to get a dev vlog made this week! I've been too busy making this awesome update to make fancy videos! Come say hi on Discord!
<3 Zag


*UPDATE* VLOG is here!
https://www.youtube.com/watch?v=SHfaSmzxyos



We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

NEW GAME MODE - SURVIVAL MODE:
- Survival Mode is a wave-based cooperative mode in which Spacemen band together (or go in solo!) to survive as many waves as possible. You can access this mode by pressing HOST GAME in the Main Menu, and clicking on the far right option labeled SURVIVAL.
- In cooperative modes such as Survival, weaponry cools down at twice the rate, and all weapons have been tweaked in this mode. Guns often do more damage than in the regular Shapeshifter game mode, and that's not even including the Survival Perks you unlock as you survive waves!
- Survival Mode supports up to 10 players, or you can even play it by yourself if you're feeling brave!
- New Survival-only Weapon: The Auto-Shotty. You'll know it when you see it.
- The Rocket from the Rocket Launcher Travels much faster in Coop modes, and has a slightly smaller blast radius.
- The Frag Grenade has a much shorter fuse in Coop modes. Be careful!
- The Railgun does significantly more damage to Monsters in Coop modes.
- Without any extra perks, weapons cool off 50% faster in Coop modes.
- Health Stations are extremely fast in Survival Mode and are removed from cooldown at the end of every wave, if they weren't in use when the wave ended.
- Power Weapon Canisters unlock instantly, every other round, up to 15 canisters. The unlocks are completely random at this time.
- In Survival mode, there is a Life Pool that all Spacemen share. You get a life for every wave you clear, and these lives are consumed when a Spaceman respawns after a wave is cleared. First dead is first to respawn. If you are not yet in Ghost form by the time the wave ends, you will not respawn that wave.
- Every wave you survive will grant you an additional Survival Perk. Most of these perks are shown at the bottom of your HUD, but some are currently not displayed, such as Brawler (additional punch damage and your shove deals damage) or Moon Boots (you can jump higher.) This info will be improved in future updates.
- Survival Mode features a good bit of new dialog from your lovely suit, as well as bold and encouraging messages from The Company Spokesman as you set off in your survival.
- Survival Mode has NO time limit or wave limit. More progression may be added at a later date, but we don't imagine most players will have an easy time reaching the difficulty caps.
- Voice Chat is GLOBAL in Survival Mode.
- Your fellow Spacemen will have their Steam name visible below their color when looking at them.
- In Survival Mode, anyone joining late (not present in lobby) will go straight to being a Ghost instead of spawning in immediately. After that, they will be put in the spawn queue like normal Ghosts. If you join late, you can not choose a loadout at this time. (This will likely change in future updates.)
- Survival Mode Monsters will sometimes use their shapeshifting abilities to turn into Human form. In this form, they will use their handguns with extreme prejudice.
- Survival Mode Monsters are deadly, but typically weak in terms of health. They will gain stats for every additional Spaceman in the game, and will gain stats and additional perks as the waves progress.
- Handguns with no owner are removed every round to prevent build-up of handguns from the Monsters that spawn. Bodies and blood are also periodically cleared to keep your framerate space-buttery smooth.
- Players can not spawn with a Welder in Survival mode - for now. This is probably a temporary restriction until the Monster AI is a little smarter about doors. You can keep your keycards, though.
- There are 2 maps shipping with the Survival update today.
- NEW SURVIVAL MAP: Grand Hall. Based on the Grand Hall area of the dusty Architects map, this landing site is filled with catwalks, ramps, and high towers. Last one out turn off the artifacts.
- NEW SURVIVAL MAP: Claustrophobia. This map takes place in the now-abandoned rooms and corridors of Outpost 13, and darkness has claimed much of the facility. The exterior structures and many parts of the area are inaccessible. Many doors and objects are moved or removed to accommodate survival-style gameplay. No air outside. Tight halls inside. Fight for every room.
- The overhead maps for Survival will be updated at a later date to better reflect changes from the original map they were based on.
- Survival Mode has many more maps, achievements, and rewards planned for its future.
- Much of the AI in Survival Mode lays groundwork for Shapeshifter mode with an option for Monster AI, and another upcoming Cooperative Missions mode.

General Improvements:
- Pain sound when taking damage in first person have been changed a bit, and made louder.
- There is now some very minor screen shake when you take damage.
- Fixed: Bot firing sound is not respecting volume sliders correctly.
- Height text is now hidden on Spacemen HUDs to reduce clutter. (Still shows on Monster HUDs.)
- Fixed: Keycard pickup sound bypasses the user's volume settings.
- Fixed: Hitmarker sounds could duplicate on top of each other, especially when hitting targets with multiple shotgun pellets.
- There are new gore stumps for headless bodies, decapitated heads, and corpse piles. BEGONE, HIDEOUS CYLINDERS.

Monster Improvements:
- When a Monster's head is shot off, there is now a proper monster head on the decapitated helmet.
- The name of the player who was the Monster now appears on the "COLOR WAS THE MONSTER!" Game Over screen, so everyone knows right away who it was without having to wait for the scoreboard.
- Fixed: If you hold down full-auto firing on the Assault Rifle and transform, the Assault Rifle will continue to fire.

Perk Improvements:
- Air-dodging has returned. Monster's with Posterior Claws can now air-dodge by double-tapping a direction while in the air. (They can also dodge on the ground, like normal.)
- The Action Hero backpack now has proper backpack artwork, instead of being a stupid box. If your first Spaceman loadout has the Action Hero perk, this backpack now also shows up on your character in the main menu (but currently not the lobby.)

Customization:
- All prices on the Unfortunate Space Store have been lowered by about 50% or more across the board. Animated Visors are typically more expensive that Regular Visors, and Flag/Country Visors are now 99 cents USD or equivalent. All helmets are now $4.99 USD or equivalent. How's that for space madness?
- Astro and Robro helmets are now purchasable in the Unfortunate Space Store.
- The Default Space Suit now has brand new artwork, featuring higher quality textures, leather harnesses, sweet space boots, and more.
- This also means new First Person arms, including new animations for many items and uses. More on the way! (We're just getting started.)
- All helmets have been rescaled slightly to better match their original designs and fit with then new suit design better.
- Security Guards (bots) now have a new suit appearance and a Security Guard Robro head. Because they're bots!
- Removed motion blur from Spacemen customization camera so taking screenshots of your customized dude aren't ALL BLURRY AND STUFF.
- Fixed: Last Preview Color does not properly save or set between main menu and lobby, or defaults back to white constantly.

Ghost Improvements:
- Oxygen and Shapeshift bars now show up over Spacemen heads for Spectator Ghosts. Blue is oxygen, orange is monster. Bots have a white bar instead. Hopefully this will give Spectators a better read on what's going on.

Items and Weaponry:
- The Handgun has been completely revamped and many other weapons will follow suit.
- The Company Pistol is a Company-issued handgun, and is fully customizable in both paint color and amount of wear and tear.
- You can now Inspect the items you're holding by pressing H (default.) Interrupting it with other actions or pressing H again will stop the Inspection animation. Admire your shiny weaponry!
- Security Guards spawn with a randomly colored handgun.
- Unlike most weapons, you can now swap your current handgun for any other handgun you might find, whether you find a color you like better or simply want to look at someone else's weapon. You can still not carry 2 handguns, however.
- Fully Automatic weaponry should now have a consistent fire rate. (HUGE!)
- Fixed: Client gun's often (or always) fail to lose accuracy when they are fired rapidly.
- Tracers are now far more instantaneous (to reflect the hitscan nature of most weapons.)
- The recoil/feel of first person weapons has been drastically improved.
- The Handgun now has a new firing sound, including distant gunfire sounds.
- The Shotgun now has a new firing sound.
- The Assault Rifle now has a new firing sound.
- The Railgun now has a new firing sound.
- Fixed: Some weapons would fire (or sound like they're firing) twice for the person firing it.
- Items now spread out randomly when dropped. They can still be randomly placed on top of each other, but it's far less likely.
- Fixed: Weapon muzzle flashes and tracer locations are sometimes seen emitting from places that don't seem quite right to the wielder.
- The Assault Rifle is now colored green, instead of blue.

Menu Improvements:
- The Spaceman Customization menu now has a new layout and a fancier grid of buttons.
- There are now UI noises when you move the Height slider in the Customization Menu.
- The Settings menu is now all left-aligned so on wide setups the settings are still found close together.
- Fixed a case where "OPT IN AS MONSTER" text would show up during late-join.
- Screen Percentage has been renamed to the more correct Resolution Scaling in the settings menu.
- Fixed: Escape Menu Settings menu goes off the screen in some aspect ratios.

Maps:
- TVs and Microwaves now have proper collision.
- Improved the accuracy of collision on some cloth-covered crates.
- Most mesh walkways on maps can be shot through and will no longer block explosion damage.
- Spaceburbia: Fixed physics craziness on the hanging Spaceman cocoons present in Orange's House. - Subject 42 is still missing.

What's next? More improvements, tweaks, Monster AI, and... Coop? :)
<3 Zag

0 comments Read more

June 1

0.2.16 - NEW BLOOD / CREATURE COMFORTS


Greetings Astronauts!

NOTE: This update when live a few days ago, but the Steam announcement here coincides with the NEW BLOOD announcement! Check out the video for more information!

v0.2.16 "Creature Comforts"
Summary: In the 13th update of 2017 Zag teams up with New Blood Interactive, gets an Unreal Developer Grant, and adds almost (or over?) 100 fixes, tweaks, and general polish improvements, including Key Bindings, Screen Resolution Settings, and ULTRA-WIDE support! Check out the vlog to learn more about ALL THE THINGS!

https://www.youtube.com/watch?v=v8i6WELUdHo



We play Unfortunate Spacemen every Saturday at 11 AM PST! Join the Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

*NEW* 0.2.16b HOTFIX 2 Blog Post

0.2.16a HOTFIX 1:
- Fixed: Numerous issues with the keybinding screen, keyboard and mouse not properly focusing on the keybinding screen, and binding mouse buttons to various gameplay and VOIP actions.
- The Loadout (Warmup) Screen, Lobby, and Waiting for Players screens now get the correctly binded VOIP key instead of defaulting to Caps Lock.
- Fixed: PA System gets out of sync and plays different audio for clients vs. server.
- Fixed: Duress' PA System was still on testing mode and therefore rapid-firing PA messages. (woooooops)
- Fixed: Ghost HUD "So and So joins you in the afterlife" text is missing.
- Ghost HUD now says "You are the only Ghost right now." if you are the only Ghost right now.
- Current Ghost counter in the top right of the Ghost HUD now counts all Ghosts, including yourself, and has had the wording changed to indicate this.
- Fixed: Chocolate Milk sometimes would teleport people a few seconds after the first teleport.
- Big Railgun Buff. Railgun now cools down about 10% faster and Railgun damage will bleed through to Monster Health even if the Monster is disguised.
- Fixed: Items dropped on the ground (intentionally or upon death) while crouching will no longer sit below the ground.
- Fixed: New Blood intro splash video was a bit too loud and awesome. If you want to experience the awesome logo as intended, crank your sound up all the way when launching the game.
- The location waypoints for Radios are now hidden when the game is over to minimize clutter.
- Ghosts can now jump a bit higher.
- Fixed: Startup splash is still using old artwork.
- The Monster no longer crouches down when trying to eat if eating is already on cooldown.
- The Monster now attempts to automatically uncrouch after eating.
- Kema: Some Research Samples that were in the outskirts of the map have been moved a bit closer.
- Kema: Ghosts now reset if they fall in the lava pit.
- Fixed: Window Resolution changes or acts strangely when opening the Main Menu or Escape Menu.
- When crouched, the first person arm walking animations are now much slower to help indicate that you are crouching.
- You can no longer open the Escape Menu while the Emote Wheel is open.
- You will no longer fire your weapon when clicking on the Emote Wheel.
- The Emote Wheel no longer auto-closes and must be closed by the user by clicking on an Emote or the Close button. (This auto-close was in place for a mouse-focus issue that should now be fixed.)
- Fixed: In some cases the Emote Wheel can cause the Escape Menu to lose focus and get stuck on screen.
- Fixed: The text on the Close button in the How To Play guide sometimes gets cut off a bit.
- Fixed: The Task Complete popup text blocks users from clicking on menus behind it, such as the Escape Menu, Emote wheel, and settings menu.
- When a player is customizing their character in the lobby, there is now a little orange gear icon on their player card, so the host better knows who is ready and who is still editing their customization or loadouts.

PC MR Stuff:
- Screen resolution is now selectable in the Settings menu from a dropdown. [NOTE: You can not currently adjust Screen Resolution in Windowed Fullscreen mode - it will simply default to your desktop resolution in this mode.]
- Unfortunate Spacemen now fully supports ultra-wide monitors. There is a new feature in the Settings menu that allows you to set the 3D HUD Distance. If you are using a very wide aspect ratio, use the Helmet HUD Distance From Camera slider in order to make the 3D HUD fit properly on your screen. After that, you're good to go!
- Key Bindings are now editable in the Settings Menu. From this menu, you can change and clear key bindings for various actions in the game. This menu is a work in progress and will require some additional work in the future. [Known Issue: HUD button prompts currently do not change to display your new key bindings.]

General Improvements:
- MAJOR IMPROVEMENT to the way interaction priority is handled. Research Samples, Supply Crates, and items are no longer blocked by a lower-priority doorway, meaning you can pick things up if they're in the threshold of the door, without accidentally locking the door.
- XP gain rates have been reduced by about 10% across the board.
- Fixed: Host player can sometimes experience the "EME Launch" whiteout and sound effects when someone else is getting launched.
- Fixed: Sometimes the "Player has left the game" message would not include the player's name and would appear blank.
- Blood splats now attempt to attach to surfaces they splat on, such as moving doors, so they move with the object properly. (Better, not perfect.)
- An animated VOIP icon is now visible on the Warmup Screen (bottom left) when speaking.
- The helmet HUD now takes up more of the screen, and is closer to the edges of the screen in general. (At its default distance.)
- "View Task Details" in the top right now simply reads as "Details"
- Several HUD elements and HUD messages (including Crosshair) that pop up or on-screen during game are now hidden the moment the game ends, so the ending screen is much, much cleaner and less cluttered.
- Death sounds now use the same attenuation settings (distance and so on) as the Whistle emote, so death sounds can be heard from a little bit further away.
- The "Task Complete" and "Weapon Unlocking" text has been scaled down slightly to further reduce screen clutter during games.
- Spacemen can no longer perform interaction animations (or "jab" at) Power Switches, Colorblind Virus Jars, and Radio Jammers.
- The Airlock can no longer be "jabbed" (interacted with) when on cooldown, armed, or open.
- Punch Attack Damage has been lowered to 4, from 5.
- Time between Punches has been increased to 0.75 seconds, up from 0.5 seconds.
- Flashlight glare is slightly less bright and is more translucent.
- Flashlights have been optimized for better performance.
- Fixed: Bots sometimes jump around or teleport while shooting at the Monster.

Monster Improvements:
- The Monster now crouches while eating corpses, if not already crouching.
- The Monster now pauses to eat corpses, no longer an instantaneous action.
- If the Monster dies while in Monster Form, there are now unique Monster death sounds, instead of regular Spacemen death sounds.
- Fixed: Parasite egg can latch onto multiple Spacemen instead of depleting after the first victim.
- Fixed: Monster would be shown with the Default Visor, Default Height, and Default Body Type if they disguised as a dead Spaceman.
- Players can no longer switch items while transforming to Monster Form.
- Reduced Monster's interact distance to 300, from 350. (Spacemen interact distance remains at 250.)
- Communication Jam and Colorblindness Virus now has better HUD messages when activated, explaining that the Monster has made this happen, and that it is a temporary effect. Example: "The Monster has temporarily jammed all communication..."
- Colorblind Virus now spreads after 12 seconds after the jar is broken, down from 20 seconds.
- Power outages now better communicate to the Monster what has happened. For example, a Monster with the Nocturnal perk will be told they feel stronger when the power goes out.
- Fixed: One of the Monster's leg tentacles sometimes floats off of the body

Perk Improvements:
- Blast Shield perk icon now has a red X over it once it has been used.
- The Monster Decorpsinator perk now has the added benefit of stealthily removing corpses with no mess or remains left behind.
- Void Beast perk's black hole effect has been very slightly scaled down in size.
- There is now a subtle effect at the feet of someone who has Magnetic Boots activated in an airlock.
- Upon drinking Chocolate Milk, a Spaceman is now consumed by other-worldy particles, and then is teleported to their strange new location in a flash of green. Upon returning, there is another bright flash of green light.
- There is now a failsafe in place in the event a Spaceman gets stuck in the void of space after teleporting with the Chocolate Milk Perk. If you get stuck for more than the normal duration, the server now does a secondary check to get you teleported back correctly after about 6 additional seconds.
- If a Monster is using the Antibodies Perk, Health Syringes no longer force them to transform. Instead, the Health Syringe will lower their Shapeshift Energy by 50. If this causes Shapeshift Energy to hit zero, they are still forced out of their disguise as before. This means Monster's with the Antibodies Perk can survive being Syringed without blowing their cover, as long as their energy isn't below about half.

Ghost Improvements:
- When a Ghost falls off the map, they now reset to the nearest spawn point to the location they fell.
- When a Spaceman dies and becomes a Ghost, they now spawn as a Ghost at the nearest spawn point to the location they died.
- An animated VOIP icon is now visible on the Ghost HUD (top right) when speaking.
- Ghosts can now see when Colorblind Virus, Radio Jam, and Power Outage is currently in effect, indicated by icons in the top left of their HUD.
- The size of various text and imagery on the Ghost HUD has been decreased to take up less room.
- Ghosts are now hidden when the game has ended and will no longer show up on the round-end camera.
- The number of other Ghosts (dead players) is now visible in the top right of the Ghost HUD.
- Ghosts can now see who is talking by opening the Player List (F1 key) while dead.
- Fixed: Ghosts sometimes receive many duplicate text chat messages when someone joins the game.

Objectives / Machines:
- Round Time Limit has been changed to 18 minutes long, down from 20.
- Objectives Required now scale based on Player Count.
|| 1-9 Players -- 12 Research Samples, 4 Transmitters, 25 Debris Per Landing Pad
|| 10-14 Players -- 20 Research Samples, 6 Transmitters, 35 Debris Per Landing Pad
|| 15-19 Players -- 26 Research Samples, 8 Transmitters, 42 Debris Per Landing Pad
|| 20+ Players -- 32 Research Samples, 10 Transmitters, 50 Debris Per Landing Pad
- Research Sample HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Transmitter HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Research Samples now have an improved seal-up animation and some new art when sealed.
- Research Sample lights are slightly less bright and their light has been optimized for better performance.

Items:
- All Power Item Canisters start unlocking 30 seconds sooner than before, meaning 90 seconds into the game, instead of 120 seconds.
- Power Item Canisters now show an icon of the weapon unlocking from them.
- Suitcase Nuke has been moved up in the power item unlock order, replacing the Assault Rifle.
- The final Power Item, the second Shotgun, now spawns at the time the Suitcase Nuke previously did.
- The Assault Rifle no longer spawns from a Power Item Canister.
- 1 Assault Rifle will spawn per round at a random, regular item spawn.
- Power Item HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Fixed: Night Vision passive noise was too loud and has been reduced in volume.
- The Suitcase Nuke now has collision for bullets and projectiles, but not players. (Projectiles still have no effect on the Nuke itself, by design.)
- The Stun Grenade no longer fully blinds you if you are not looking at it when it detonates.
- The Stun Grenade will now very mildly flash a Monster with the Nictitating Membrane perk. This is simply to better signal that the player was in the radius, but should not effect their visibility.
- Flamethrower and Fire Extinguisher now have improved first person muzzle effects.
- Flamethrowers (and flame residue) are now far more effective and reliable at destroying Monster Eggs.
- Fixed: Thermal images show up after the game and on the Employee of the Month window if the player was using Thermal Vision when the game ended.
- The gear item Scanner has been renamed to Map Scanner, hopefully to better explain to new player's that the map must be open for it to do its passive map scanning effect.

Menu Improvements:
- Lobby quit confirmation text has been refined and made a little less silly... Unfortunately.
- Fixed: The build/version watermark at the top of the screen sometimes duplicates itself or layers multiple instances on top of each other.
- The "Waiting for Players to Load" overlay now has an animated spinner, more descriptive text, a VOIP icon, and better VOIP support during it.
- "Steam is Not Running" message popup has been improved and now includes some steps to fixing this error if encountered.
- Many fonts have been adjusted in the Main Menu and first-time Introduction popup.
- Potential fix in place for Escape Menu getting stuck on screen between rounds in some circumstances.
- Potential fix in place for the rare bug where the Warmup menu can get stuck on screen after the game starts.
- The Server Browser is now a bit more responsive and indicative of what it's trying to do when joining a game.
- There is now a proper "Failed to Join" message when you fail to join a server.
- Fixed: Error message (e.g. Failed to Join, Steam is not Running, etc.) popups now properly gain mouse focus, so you only have to click once to close them.
- Fixed: The Password input text box is now automatically focused by the keyboard when it pops up, so you no longer have to click on the text box.

Maps:
- All maps now have at least 32 possible Research Sample locations and at least 12 possible Transmitter locations.
- The Experiment: Spacemen are now pushed out of their Subject boxes every 60 seconds.
- The Experiment: There are now small crates next to the ramps that lead up to the upper floor, for easier climbing.
- The Experiment: Added some LOOOOOOOOOOORE...
- Each round, the PA Announcement Systems on Duress and The Experiment will now avoid repeating the same message twice, unless all messages have been heard, which is very unlikely to happen in a single round.
- Echo: Many boxes in hallways have been replaced with newer artwork.
- Echo: There has been a forklift accident in Yellow Hall.
- Echo: Fixed a spot in Blue Hall where Spacemen could wedge themselves in and would be unable to get out by themselves.
- Echo: The Power Switch in the Main Hangar has been removed. (The other 2 Power Switches in the Upper Decks and Engine Room are still present.)
- Echo: All the plants strewn about the station have grown much larger, and some new plants have been added, particularly in the Women's Lavatories and the Barracks.
- Outpost 13: The barrel stack outside of The Freezer now has better collision, making it easier to jump onto.
- Outpost 13: It is now slightly easier to jump out of The Bathroom, as a Monster with Posterior Claws perk. (The inside ledge has been made wider.)
- Recruitment: Potential fix for Outdoor Landing Pad having 1 debris that can not be cleared by players. (Security Guard bots could clear it.)
- Snowswept: The two adjacent rooms in the Command Center are now connected, with the Generator moved into the center.
- Hypertrain: The floors in Thruster Car (Orange Car) have received art improvements.
- Hypertrain: Improved art, details, and furnishings, particularly in the Dining Car (blue car) and Staff Car (yellow car)
- Hypertrain: There is a new roof hole in Dining Car (blue car) that drops down by the airlock and new kitchen area.
- Hypertrain: There have been multiple ramps added on the rooftop areas to allow easier access to the higher walkway on top on the cars without having to go all the way to one end of the train.
- Hypertrain: Added visible oxygen shields and oxygen markings on the roof holes that lead to oxygenated areas.

What's next? I dunno, stuff.
<3 Zag

3 comments Read more
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About This Game

Unfortunate Spacemen is a multiplayer game about space-based murder in space! Spacemen work diligently to be rescued from their failing outpost, but not everyone is who they claim to be...

Form alliances with other Spacemen and complete objectives, or, if you're not so human -- blend in, disguise yourself, and sabotage plans, betraying your friends and allies in the most gruesome ways imaginable. Death is part of life in space, and you're no exception to the rule. Paranoia runs rampant.

Are you the victim, or the cause?

Check out our Development Starmap to see our full plans!

Current Features:

  • Survive, hunt, or escape on desolate settlements, arctic outposts, derelict space stations, warp-speed hypertrains, or ancient digsites on alien worlds. 14 maps are available right now, with more currently in development, and even more planned after that! (New maps are always FREE!)
  • As a Spaceman, complete objectives to call down the Rescue Shuttle, or hunt the Monster in packs!
  • Proximity Chat: All in-game communication fades with distance from the speaker, so you can roam, sneak, hide, and eavesdrop as you hunt or run from other players!
  • Mimic and devour your 'fellow' Spacemen as the Monster from the blackest reaches of the galaxy! Lay eggs, disguise as other players, transform into your hideous Monster Form, and more!
  • Protect or betray your allies with at least a dozen unique tools, weapons, and items!
  • Rank up through The Company to unlock new customization and perks to customize your playstyle!
  • Security Guards (Bots) roam the facility with diverse personalities. Use them to help learn the ropes and practice, or just add more chaos to a multiplayer game!
  • Supports up to 32 players in a single game!
  • Randomized objectives every time you play. No two rounds play exactly the same!
  • Customize your Spaceman (or Spacewoman) to stand out, or blend in!
  • Additional Co-op Survival Mode: Survive with your friends against progressively more difficult waves of enemies!

System Requirements

    Minimum:
    • OS: Windows 7 64-bit or later
    • Processor: Quad-core Intel or AMD processor, 2.5 GHz or faster
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 15 GB available space
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Overall:
Mostly Positive (79 reviews)
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