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Community Announcements - ZPS.Phyrefli
Get Killed By Bots!


Now you can test your mettle and see how long you can last against our early AI on a singleplayer test map. Please follow these instructions to try out Get Killed By Bots!

1. Run Steam.
2. Go to the Get Killed By Bots folder, which would be here by default in Win 8: C:\Program Files (x86)\Steam\SteamApps\common\Interstellar Marines\Bonus\Get Killed By Bots
3. Double click on interstellarmarines.exe.
4. When the game loads, hit ESC.
5. Click on the Get Killed By Bots! button in the main menu.
6. Have fun!

Please note, Get Killed By Bots! is currently Windows only. We will look at releasing Mac and Linux versions at the start of August.

Claim Your Spearhead Profile on our Website


It is now possible to connect your Steam and http://www.InterstellarMarines.com accounts together. This means our Steam Spearheads can now claim their unique Spearhead profile on our website as well as access the Briefing Room, and regular version owners will have the Frontliner status and avatar.

To connect your accounts together, please do the following:

1. Login to Steam and to InterstellarMarines.com.
2. Go to http://www.interstellarmarines.com/accounts/profile/
3. Click on the Green sign-in through Steam on the lower right (it may take up to 60 seconds to get a response).
4. Confirm your information.

To edit your profile, please go to: http://www.interstellarmarines.com/accounts/profile/edit/

The Briefing Room is out of date as we have not used it since the Steam launch - it was not fair to have info our Steam Spearheads could not access. We'll start using this in the next month or two to provide unique information to our Spearheads.

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli
Linux Maintenance Patch


We've released a small patch today which fixes the mouse stutter issues many of our Linux players have been experiencing. Please let us know if this patch works for you!

Linux Maintenance Patch July 8th, 2014
Version: 0.5.12
Released: 8th of July 2014

Improvements

UPDATED: Unity to 4.5.1p4

Fixes

FIXED: "Mouse stuttering in Linux clients"

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli


Update 12: Available on Linux


Update 12 introduces our first Linux client, along with numerous deep improvements to the Deadlock game mode which hugely extend gameplay. Click to watch the update video.

Update 12
Version: 0.5.12
Released: 6th of June 2014

What's New

ADDED: Linux client
ADDED: New first person spectator mode when waiting for respawn in Deadlock
ADDED: Immediate spawning into Deadlock when first joining a server (120s delay if player leaves and returns before match end)
ADDED: Round logic. Matches are now first side to three rounds, with the winner required to win by 2 rounds.
ADDED: New levelcam overlay which shows Team Point rewards for various actions
ADDED: Ability to create Spearhead-only servers to allow Spearheads to test early versions of new updates
ADDED: Additional reflection effect to helmet

Improvements

UPDATED: Changed scoring to reflect the number of rounds won per side
UPDATED: Helmet closes when a player spawns in to enhance immersion
UPDATED: Several additional messages to provide more information to the player
UPDATED: Updated to Unity 4.5
UPDATED: Music plays on match end
UPDATED: Several map fixes
UPDATED: New tutorials added to the YouTube playlist

Known Issues

-The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
-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)
-Mainline and Mainline Winter maps have been temporarily removed from menu
-TPs are not awarded for winning or finishing a match

Fixes

FIXED: "TP stealing when more than one player is capturing a zone"
FIXED: "Pressing space to join bug"
FIXED: "Flashlight and laser indicators not working on AR 03 Assault Rifle"

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli


Update 11: Deadlock Gamemode


Intense gameplay with the highly tactical Deadlock game mode, new AR 03 assault rifle, and a huge new map are the highlights of Update 11. Click to watch the update video.

What's New

ADDED: New game mode titled Deadlock added based on taking and holding 7 control zones
ADDED: New AR 03 Assault Rifle with 4x ACOG scope
ADDED: New map titled Stronghold available in both Multiplayer and Playground. Stronghold is based on the same Astrodome framework as Colony
ADDED: New modules and new textures across several environmental assets
ADDED: New SARA audio announcements
ADDED: Base suit work in progress images added to Spearhead folder

Improvements

UPDATED: CE-6 SMG has been rebalanced to compliment the AR 03 Assault Rifle
UPDATED: Colony map has received numerous improvements, including new spawn tunnels
UPDATED: Capturing capture zones now rewards the player with Training Points
UPDATED: Evacuation map has been adjusted to work better with the new Deadlock game mode
UPDATED: Number of kill messages has been increased to 5 to provide space for the additional Deadlock game messages
UPDATED: Arch and Operations lighting have been updated
UPDATED: Arch spawns have been updated
UPDATED: CE-6 SMG reload animation has been changed and RDS sight slightly adjusted
UPDATED: Kill messages

Known Issues

- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations do 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 moving dynamic platforms (network smoothing will exaggerate this effect)
- Mainline and Mainline Winter maps have been temporarily removed

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

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
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.

https://www.youtube.com/watch?v=r-YDK_zpxak
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!

https://www.youtube.com/watch?v=g5DgDzi4fyQ
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
GodotWaits
Amythegreat


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

https://www.youtube.com/watch?v=Z5WBzDiKFhg
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

Improvements

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

Fixes

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!

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli
http://www.youtube.com/watch?v=CSdXdmf8FbA

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.

http://www.youtube.com/watch?v=CSdXdmf8FbA
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!

http://www.youtube.com/watch?v=kgqQVh3MyC0
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

Improvements

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

Fixes

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!

FOR THE LOVE OF THE GAME,
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
http://www.youtube.com/watch?v=8GZsrO6qDu4

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!

http://www.youtube.com/watch?feature=player_embedded&v=8GZsrO6qDu4
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.

http://www.youtube.com/watch?feature=player_embedded&v=e_jstkCOQbU
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.

http://www.interstellarmarines.com/media/uploads/article_images/news/announcements/ZPS_Team3.0_Xmas2013.jpgDu4

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).

Improvements

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.

Fixes

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!

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Community Announcements - ZPS.Phyrefli
http://www.youtube.com/watch?v=xWI-tys24z4

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

Improvements

  • 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

Fixes

  • 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!

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
...

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