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Interstellar Marines

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Announcement - Valve
Save 50% on Interstellar Marines as part of this week's Weekend Deal*!

Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing and nonlinear gameplay. The game has been building features and community in Early Access over the last few months. Set in a believable future, you take on the role as an elite soldier handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system.

Interstellar Marines is inspired by Half-Life, System Shock 2 and Rainbow Six 3: Raven Shield. Our game is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.

*Offer ends Monday at 10AM Pacific Time
Community Announcements - ZPS.Phyrefli

Update 10: Covering Fire!

Tactical movement using the crouch and cover system is now vital to battlefield survival, and is a further step towards Interstellar Marines becoming the tactical experience we have envisioned.

To compliment the new crouch and cover system we have introduced a high-poly legacy update of the CE-6 SMG, and have added exclusive renders and additional concept images for our Spearheads to access in the Spearheads folder.

Update 10 also introduces the first version of our sleekly futuristic Helmet HUD. Coupled with a wide range of new audio enhancements and effects, the new Helmet HUD brings us one step closer to total immersion.

To round out the highlights of Update 10 our newest map, which is now called Colony, is fully multiplayer, and we have set up several Colony-only servers around the world in our new, expanded, server locations.

Off the Cuff

In many ways update 10 continues our theme of "doing it right".

We are building the tech foundation for Interstellar Marines which will later allow us to create our ambitious coop campaign. That sometimes means holding off on what may seem like simple additions until the underlying tech is ready. A great example of this is the FPS controller, which we introduced in the last update. That allowed us to release the crouch and cover system in this update, and who knows what in the next!

So for update 10 we worked hard on the sound engine, optimising its performance and adding new functionality and effects to enhance immersion. These new effects are most prominent on the new Colony map - for example, when you move into a room you can hear the timbre and reverb change, just as you would when you move from room to room in the real world. We've also worked on other, less noticeable and more nuanced effects. Amongst other additions, the suit start up and shutdown have been updated, there are new AI SARA announcements, and the sounds you make when moving have been greatly improved.

After analysing the community's feedback we have also switched to a new server provider. All existing servers have been replaced, and we have added new servers in Rio de Janeiro and Moscow for our players in those regions.

In the last update we asked you to send in your videos from update 9. This video by Oblivion Arrives was one of the first we saw, and has consistently been our favourite. Enjoy!

Round Up

The community tournament we held in February and March was awesome! Many thanks to everyone who took part, and a special congrats goes out to the grand final winners:

=A1= Texocet
-TEK- Terrain

Jonas has also released two snippets from the next full-length documentary. Here's the first one on Animating the Marines:

Version: 0.5.10
Released: 26th March 2014

What's New

ADDED: New crouch feature with peek and "peek over cover" ability
ADDED: New HUD prototype
ADDED: Weapon retraction when close to obstacles (prevents shooting)
ADDED: Colony (formerly known as Astrodome) with new weather states and added it to multiplayer
ADDED: New cover modules on Rupture and Colony
ADDED: New SMG weapon model
ADDED: Audio pool support for impact effects
ADDED: New audio ambiance system
ADDED: New sprinkler and wind effects on Colony
ADDED: "Shadow quality" setting to settings menu
ADDED: New SARA audio announcements
ADDED: Emissive team color on marine's backpack
ADDED: More capture areas to Rupture
ADDED: HUD prototype images, base suit art direction sketches and high-poly test renders of the SMG to the Spearhead content folder


UPDATED: Dynamic bobbing (helmet, body, breath, weapon)
UPDATED: Hit damage on stomach, backpack and arms
UPDATED: Rupture/Arch/Evacuation with complete light overhaul
UPDATED: Spectator mode so first-person follow view is the same as the spectated player's (aiming, fire shaking, bobbing, FX etc.)
UPDATED: All impact audio: new samples, smaller memory print, max playbacks
UPDATED: Soundscapes on Colony and Arch to use the new audio ambiance system
UPDATED: Camera shakes to enhance HUD feel
UPDATED: Sandbox to be situated in the Astrodome
UPDATED: All walk animations
UPDATED: SMG offset for third-person marines
UPDATED: Most particle effects to use soft particles
UPDATED: Network replication code (~5% less bandwidth usage)
UPDATED: Capture corner icons and behaviour so they work better with HUD prototype (temporary solution)
UPDATED: Tonemapping and bloom postprocess effect to always on
UPDATED: Team capture start tickets to 1000 (previously 750)
UPDATED: Friendly Fire off
UPDATED: Suicide message


FIXED: "Select previous target in follow cam switches between player 1 and 2 even when more players on server"
FIXED: "Weapon reload animation continues when owner is killed"
FIXED: "Spectator camera doesn't trigger reverb/rain audio"
FIXED: Aiming network replication
FIXED: Casing ejections in first-person spectating
FIXED: Switching between 1p/3p muzzle flashes in spectator mode
FIXED: "Helmet shaking does not work in spectator"
FIXED: "Rain on helmet does work in first-person spectating
FIXED: "Connecting with spectator pass doesn't work on password-protected servers"

Known Issues

- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Head on over to our Steam store page and check it out

Keep the great feedback coming!

Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli

The first thing you'll sense when you fire up Interstellar Marines is our brand new super smooth first person character controller; designed from the ground up to make your movement as fluid and natural as possible. We've also improved the audio effects, especially the SMG's gunfire, enhancing your immersion.

In the playground you'll discover the brand new Astrodome map. Astrodome has extreme weather effects, and in the future will be a real test of your abilities as a Marine as we develop it into a training ground. We've also spent time during this update to look for performance tweaks and enhancements to ensure Interstellar Marines runs as fast as possible.

To top it all off we have the first version of our Spectator mode all ready for video creators and live casters to try out.

Off the Cuff

Update 9 was intended to be a fairly small update, really just a sprint of 2-3 weeks after the Christmas holidays.

Somehow this update grew substantially, and after some investigation we've guessed, randomly chosen, concluded we must sadly lay the blame at Ronnie and Miki's feet. Both of them have worked exceptionally hard over the last several months to develop the FPS Controller. This piece of code has to be fool- and future-proof, so we can add new animations, new weapons, new attachments and new gadgets without having to change the animation rig each time.

This update also includes the first version of the new spectator system. We're really looking forward to seeing what kind of videos the community can produce using this new tool. So if you do create a video with it, please share it with us, and we'll share the best one.

Round Up

This month you're invited to join us for the second community tournament. And in case you can't make it, we're also going to be live streaming on our Twitch channel using the new spectator mode.

At the last update we wondered who would be the first rank 100. Now we know, so a special congrats goes out to Cornson who put in some serious hours to ensure he was top dog. Well done!

And finally, while recording footage for the next documentary, Jonas caught this bug on camera. The video had some great feedback from the community when we posted it on YouTube. So we thought we'd share it - we hope you find it as amusing as we did!

Version: 0.5.9
Released: 10th February 2014

New Features

ADDED: A new character rig with support for advanced animation blending
ADDED: New walk and run forward/backward, strafe left/right, jump and reload animations
ADDED: Fully dynamic and physically-based weapon swaying/bobbing
ADDED: New spectator mode:
- Works when joining as spectator in Multiplayer or in Playground mode
- Toggle between camera modes on keys 1, 2, 3 (rebindable in settings)
- Level camera: Cycle next/previous camera on LMB/RMB (left/right mouse button). CONTROL toggles autocycle/hold mode
- Free camera: Use keys forward/backward/strafe left/strafe right to move and left/right mouse button to move up/down. MSW (Mouse Scroll Wheel) controls move speed. CONTROL toggles steady/fly mode
- Follow camera: Click LMB/RMB to switch to next/previous player. MSW zooms in/out in thirdperson. CONTROL toggles viewing in third-person/first-person
ADDED: TNew map "Astrodome" to Playground. The map is to be used as a multi-purpose training arena that can be customized realtime to different tactical combat scenarios
ADDED: "Movie Mode" user setting that toggles all in-game UI off (except Chat window)
ADDED: Kill icon over head on dead marines
ADDED: ZPS icon to developers on names/scoreboard UI


UPDATED: To Unity 4.3
UPDATED: All maps to distribute CPU/GPU load more evenly
UPDATED: Terrain and vegetation on applicable maps (better performance)
UPDATED: Slow helmet shader (50% better performance)
UPDATED: All audio files/settings (150% better performance and smaller memory usage)
UPDATED: "Pitch black" modes to actually be completely dark (bug fixed in Unity 4.3)
UPDATED: Lens flares on weather crane so they fade in/out faster
UPDATED: SMG 1p/3p firing sounds
UPDATED: SMG reload and aim sounds
UPDATED: Jump and land sounds
UPDATED: Helmet sounds
UPDATED: Lasers so they are less visible (1p/3p)
UPDATED: SSAO to work better with fog
UPDATED: The Suit System to muffle audio instantly when it is disabled
UPDATED: DOF to work better with new marine in hip/aim as well as spectator camera
UPDATED: Missing level geometry colliders on all maps
ADDED: Collision to trees and bigger vegetation
ADDED: More level cameras to all maps
ADDED: Wind to trees and vegetation
ADDED: Rain ambience sounds to crates
ADDED: "Confirmed kill" sound
ADDED: Level camera toggle sound
REMOVED: Audio occlusion effect when helmet down and Suit System is online


FIXED: "when moving, the aim shifts upward in first-person"
FIXED: "laser/flashlight doesn't consistently turn on/off when viewed from certain angles"
FIXED: "flares render through the weapon in first-person"

Known Issues

- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Keep the great feedback coming!

Your team at Zero Point Software
Rock, Paper, Shotgun - contact@rockpapershotgun.com (John Walker)

Indie Gala’s latest bundle looks a rather nice one. The IndieGala Intersellar packs in Cubicity, Interstellar Marines and Rush Bros. all for a buck, and then Beast Boxing Turbo, Sang-Froid: Tales Of Werewolves, Interstellar Marines’ Spearhead Edition, and PixelJunk Shooter for $6. Or more, of course. And they’ve just added in another game (although the website doesn’t acknowledge it yet), Finding Teddy.

… [visit site to read more]

Community Announcements - ZPS.Phyrefli

It's the Holiday Season! So fire up Interstellar Marines and dive into a very special, holiday-themed version of Mainline Winter with an all-new gamemode and some highly unusual Christmas surprises.

Update 8 also introduces our first version of stats and achievements. Kills now provide Training Points which build towards your Training Rank. Every 10th rank gives you a special Steam Achievement to wear proudly. Who's going to be the first rank 100? We can't wait to find out!

The Making of Interstellar Marines: Episode 1 - The First Update

Ever wanted to know the honest truth of how a computer game is made and what happens inside an Indie developer? We want to show you.

This is the first documentary in a series our videographer, Jonas, will be making. It shows the good, and the bad, of working on a game such as Interstellar Marines. We hope you enjoy it.

Team Photo

A few days before Christmas and "most" of the team got together for a special celebration. 2013 has been nothing short of miraculous for us. It has been a wild, exhilarating and unforgettable ride, and none of it would have happened if it wasn't for you - the community.


Version: 0.5.8
Released: 18th of December 2013

New Features

ADDED: Support for tracking Stats and Achievements.
ADDED: Training Points (TP) gained for kills (other ways of gaining will be added later).
ADDED: Training Ranks based on TP that unlocks achievements.
ADDED: Merry Xmayhem surprise game mode (includes seasonal achievements - get them while you can!).
ADDED: Training Point info to in-game UI.
ADDED: SARA speak when Suit System is enabled/disabled.
ADDED: Kill message area (no more kill messages in the chat).
ADDED: Win/lose music to round end.
ADDED: Jump and Land sounds.
ADDED: Weapon aiming sounds.
ADDED: SMG Xmas decoration.
ADDED: T-IM101 gift/spawn/pain/idle/kill sounds.
ADDED: Christmas hat to T-IM101.
ADDED: T-IM101 (increased shoot damage and armor).


UPDATED: Mainline Winter with xmas theme.
UPDATED: Profile page in main menu with Training Points/Rank.
UPDATED: Relevant UI with player Training Rank.
UPDATED: All SARA sounds.
UPDATED: Emissive strips always visible on teammates.


FIXED: "Existing players won't be auto-assigned to teams on new rounds."
FIXED: "Profile button not selected after clicking it."

Known Issues

- Names UI is capped at 8 players in Xmayhem game mode.
- View jittering may occur when jumping on lossy networks.
- Audio may cut off partially/completely on weapon/helmet sounds.
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect).

Keep the great feedback coming!

Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli

This update introduces the first steps towards our hugely ambitious goal of totally immersing you in Interstellar Marines.

Major new HUD updates, a new damage system which includes component damage, and the first version of our stamina system draw you into the game and set the stage for future plans. Update 7 also includes many changes to the audio, our first jump prototype and adjustments to the weapon aiming model.

Please click here to watch the update video

The Community Video

A huge thanks to every single community member who sent in their videos and audio clips for the community video. Enjoy!

Please click here to watch the Community Video

Version: 0.5.7
Released: 6th of December 2013

New Features

  • ADDED: New Stamina Model that affects exhaustion level, breathing, fog in helmet, weapon bobbing and recoil
  • ADDED: New Suit System that controls the HUD, rebreather and audio occlusion/enhancements
  • ADDED: Component-based damage model on the Marines that affect the Suit System
  • ADDED: Breath System
  • ADDED: Projectile force impacts to ragdolls
  • ADDED: Jump prototype (hold to time your jump)
  • ADDED: Dynamic weapon bobbing
  • ADDED: Wind-in-ear sound at high velocities
  • ADDED: HUD notifications on confirmed kills, team kills and domination zones
  • ADDED: Red Dot Scope mark II
  • ADDED: Emissive strips on teammates when helmet is open
  • ADDED: Different muzzle flash effects in 1p/3p
  • ADDED: Support for password-protected servers


  • UPDATED: Weapon accuracy and recoil model
  • UPDATED: Marine running speeds
  • UPDATED: Helmet to turn off HUD when opened
  • UPDATED: GUI to toggle on/off when HUD enabled/disabled
  • UPDATED: Helmet dirt texture
  • UPDATED: Difference between 1p and 3p SMG sounds
  • UPDATED: 1p/3p death sounds
  • UPDATED: 1p/3p impact sounds
  • UPDATED: All movement sounds
  • UPDATED: Sandbox with new physical materials (water, snow) and marines
  • UPDATED: Dawn environmental sounds (got rid of the birds!)
  • UPDATED: Water now reflects Marines
  • UPDATED: Team Domination start team tickets to 750
  • UPDATED: Playground mode to spawn real Marines
  • UPDATED: Respawning so players are added/removed to spawn queue on key input
  • UPDATED: Depth-of-Field settings to match new FOV/helmet clipping


  • FIXED: Pingtimes to servers now display correctly
  • FIXED: So you can spawn instantly in Playground mode
  • FIXED: Weapon inaccuracy is the same in Playground as online
  • FIXED: Weapons stay after marine is destroyed in Playground

Known Issues

  • View jittering may occur when jumping on lossy networks
  • Audio may cut off partially/completely on weapon/helmet sounds
  • Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Keep the great feedback coming!

Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli

The brand new Team Domination game mode and the first multiplayer version of Martin Jonsson's unique multi-levelled map are the headlines in this feature-packed Interstellar Marines update.

The Team Domination game mode, along with a reduction in run speed and an increase in spawn time, all combine to make the gameplay more tactical and cooperative. With the new scoring system not only do you gain points for kill shots, you also gain points for capturing - helping your team and denying the enemy!

Please click here to watch the update video

Daily Deal 40% Off!

If you want to purchase Interstellar Marines for a friend, or have not purchased the game yourself, why not take advantage of this weekend's Steam sale? Click on the link below to find out more.

Click here to see Interstellar Marines on Steam

Version: 0.5.6
Released: 30th of October 2013

New Features

  • ADDED: New "Team Domination" capture game mode:
    - The team that has most presence in a Domination zone takes tickets away from the enemy
    - Tickets are distributed evenly between the dominating players in the zone
    - The team that ends on 0 tickets OR has the fewest tickets left when the time runs out loses
    - Only one Domination zone is active at a time
  • ADDED: Domination zones to all existing maps.
  • ADDED: Global team score that's always visible.
  • ADDED: Support for in-world UI overlays (currently used to outline the Domination zones).
  • ADDED: 1st iteration of queued SARA announcements to local player.
  • ADDED: Network capability to dynamic platforms.
  • ADDED: Taser light to marine's impact effect.
  • ADDED: Ville-Valtteri Kinnunen's combat suit concept art to the Spearhead content folder


  • UPDATED: Elevation map with improved bunkers, markers, reverb zones etc.
  • UPDATED: Alternate routes to Arch and Rupture to support new Team Domination game mode.
  • UPDATED: Dynamic platforms now performs better and works with physics (ragdolls).
  • UPDATED: Marine run speed and weapon bobbing to be a bit slower.
  • UPDATED: Team colors are now always the same for friends (blue) and enemies (red).
  • UPDATED: Player names over friends now positions correctly with distance.
  • UPDATED: There's now a small wait period after dying before respawn is possible.
  • UPDATED: Marine spawning now takes enemy vicinity and respawn point occupation into account.
  • UPDATED: Spawning is now always "grounded".
  • UPDATED: It's now possible to switch team during countdown regardless of team sizes.
  • UPDATED: Initial countdown increased from 10 to 20 seconds.
  • UPDATED: Tracking color and label markers on all maps.
  • UPDATED: Impact effects now spawn more persistently and accurately on client-side.
  • UPDATED: All image effects to the latest from Unity 4.2.


  • FIXED: "Tapped keys stay on after dying/loading level".
  • FIXED: "Camera shaking becomes unstable with low FPS".
  • FIXED: "Cannot switch team".
  • FIXED: "Join game friend info is not cleared on disconnect".
  • REMOVED: Corrupted shader that made flashlight cones pink (possibly fixes black screen bug for systems with Intel HD graphics cards).

Known Issues

  • FIXED: Player scores does not always sort correctly.
  • FIXED: Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect).

Keep the great feedback coming!

Your team at Zero Point Software
Announcement - Valve
Today's Deal: Save 40% on Interstellar Marines!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Saturday at 10AM Pacific Time
Oct 11, 2013
Community Announcements - ZPS.Phyrefli

In this update we have many great new features, with top of the list being the first iteration of Martin Jonsson's stunning competition-winning map. Martin's map is in the playground area, so please take a few minutes to check it out.

Other new items include a major update to the popular Evacuation map, tap/hold key functionality for running, aiming, flashlights and targeting lasers, separate sensitivity sliders for zoom and hip fire as well as work-in-progress concept images from Louie Ishii for our Spearhead members.

It's been incredibly hectic here at ZPS as we complete building up the team and continue development of Interstellar Marines. There will be many more updates from now on and we can’t wait to share the incredible new stuff with you that is on the way. Thank you, our awesome community, for all your support!

Visit our Interstellar Marines store page on Steam

Version: 0.5.5
Released: 9th of October 2013

Please click here to watch the update video.

New Features

  • ADDED:: New playground map "Elevation" - this is the first iteration of Martin Jonsson's winner entry in the community map making contest. Modes: Power online, emergency power, fire alarm, power offline and shut down.
  • ADDED:: First iteration of dynamic platforms for the new Elevation map
  • ADDED:: Support for "join game" on Steam friends
  • ADDED:: Louie Ishii's work-in-progress concept models to the Spearhead content folder
  • ADDED:: Tap/Hold key functionality to Run, Aim, Flashlight and Laser
  • ADDED:: Camera shakes on weapon firing
  • ADDED:: Basic bobbing animation to the weapon
  • ADDED:: Separate mouse sensitivity for zoom and hip
  • ADDED:: Ability to sort servers by name, map, players or ping
  • ADDED:: Ability to set the speaker setup (Stereo, 5.1, 7.1 etc.)
  • ADDED:: Basic HUD concept


  • UPDATED:: The Evacuation map with new "capture" areas (tower and platform area)
  • UPDATED:: Muzzle flash particle fx and lighting to be a bit less obscuring in aim and added shadow casting
  • UPDATED:: Network system with improvements in CPU usage and data throughput


  • FIXED: "network smoothing isn't saved when quitting"

Known Issues

  • FIXED: Camera shaking becomes unstable with low FPS.


Your team at Zero Point Software
Community Announcements - ZPSHicks

Many community members have asked for an update on what we're planning for Interstellar Marines moving forward. So we've released a brand new video which explains our plans for the next 12-18 months.

If you're interested in knowing when you'll be playing Bullseye using Oculus Rift, fighting with your friends in co-op or facing off against genetically engineered shark creatures; then please watch the video below:
Your team at Zero Point Software

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