Hey everyone!
I originally thought I’d be done with the renders about a week ago, but it turns out this episode had a few surprises waiting for me. There are two major sex scenes near the end that require a lot more work and detail than usual — and as you can imagine, that adds quite a bit of extra time to the process. Since my last update, I’ve managed to complete over 300 new renders, and things are really coming together nicely.
I estimate I’ll need around 2–3 more days to finish all the remaining renders before moving on to the animation phase. This episode will feature 15–20 animations, so there’s a lot of content packed in. I’m putting in the extra effort to make sure everything looks and feels just right. As always, I truly appreciate all your support and patience — it means a lot and keeps me motivated to deliver the best work I can. Thanks again for sticking with me, and I can’t wait to show you what’s coming next!
Hey everyone!
Another patch is live.
Known issues:
Getting the last chapter achievement and upgrade achievements inside the game but not on steam
Changelog:
Patched unity security issue
Added new atmospheric particles to Chapter 5 story area
Added a player block so they don't go near the CD in Chapter 5 story area
Removed floor step sound in Chapter 5 story area
Adjusted NPC spawn curve. Now human count increasing linearly instead of exponentially with the progress percent.
First mutator in Chapter 2 will appear at 30% instead of 50%
Now there is another mutator in Chapter 2 at 70%
Fixed upgrading Adaptation to max level allows player to access non-knife weapons while Close Combat mutator is active
Fixed dropped weapons dropping through the grate in LightStreet2
Fixed repair tool not affecting Crossbow
Fixed repair tool not affecting Spark Gun
Crossbow now supports multiple ammo. After every shot players will need to prepare the weapon again
Localization changes for French and Simplified Chinese
Fixed binoculars does not cover the entire screen bug
Increased binocular sway amount
Fixed crossbow bolt getting stuck when shooting close to the walls
Fixed prop wall collisions in turret section
Now for the 2nd chapter, the game randomly picks mutators from a smaller pool
Added a second mutator to 2nd chapter that activates at 70%
Reduced chapter 3, second mutator threshold to 50%
Now, if one chance and close combat mutators are both active, player starts with a knife instead of a gun
Now, if one chance is active, NPCs and objects won't drop any weapons
Updated one chance descriptions
Fixed custom controls are not reflected on glyphs in game
Added a new line to every Dr.M hologram
Changes to the new dialogue indicator for better visibility
Added a radar to hologram device.
Added circle particles to new radars whenever a hologram is talked to
Edited ML6 glass and PodGlass so it doesn't distort new dialogue indicator text and background
Fixed Watcher can be shot when shooting Dr M in 1st chapter
-wolderado
🌻Hello everyone! Welcome to our second devlog.
This is Yoonjeong, the game director, producer, and lead artist of the game.
The release date is just around the corner now, and I can’t help but feel both nervous and excited!
Of course, every part of the game is important, but art and sound have always been at the very heart of what we wanted to create.
Since our team is quite small, two of our core members were responsible for almost all of the art. From portraits and concept art to modeling, textures, and even animation, just the two of them handled it all. (It was a lot of work, but also a joyful process!)
As for music, it was composed by my dear and longtime friend, Dongmyeong Kim, who, as always, created such beautiful tracks. One of our proudest pieces is the vocal song included in the game, with lyrics written by him as well!
(Undusted in a post-apocalyptic world)
It might be hard to imagine now, but in its very early stages, Undusted was actually set in a post-apocalyptic world. The original concept was that, after humanity had disappeared, new life forms born on Earth would clean and collect human belongings.
This came about because many of the objects in Undusted were designed to look extremely dusty, broken, or worn-out… and we wanted a more “believable” reason for why they were in such a state.
But here’s the thing: objects always hold personal stories and cherished memories. That’s the part we wanted to focus on more. We wanted to create a game where, by cleaning objects, players could naturally discover forgotten or hidden stories. That’s how our protagonist, Adora, was born.
Still, if we ever get the chance, I’d love to revisit the post-apocalyptic Undusted concept one day. It’s an idea I still find fascinating!
As I mentioned, most of the music in the game was composed by Dongmyeong.
Among the many tracks, one of the most important is the vocal song.
Because it holds such a significant place in the game, finding the right vocalist was crucial.
That’s when Dongmyeong shared a YouTube link with us.
https://www.youtube.com/watch?v=Q3qmjGfDm0YIt was a cover of Dear Theodosia by Solens Kriger.
The moment we listened, we knew that this was the voice and tone we had been searching for. Dongmyeong reached out, and to our delight, she gladly agreed to work with us.
Although we live very far apart physically, the collaboration went incredibly smoothly.
Every time I listened to her recordings, it felt like watching the song I had imagined slowly come to life.
Such a joyful process!
The vocal track she sang for Undusted has become one of my personal favorites in the game.
It makes me feel so many emotions at once: sorrow, warmth, hope.
I can’t wait for you all to hear this beautiful piece soon!
👉 https://solenskriger.carrd.co/
👉 https://soundcloud.com/kimdongmyeong/albums
If you’d like to dive deeper into the art and music of Undusted,
we’ll be releasing an Artbook and Soundtrack DLC alongside the game.
They’re filled with our creative process and stories behind the scenes.
We worked hard on them, and we hope they bring you as much joy as the game itself.
https://store.steampowered.com/app/2891020/Undusted_Letters_from_the_Past/We can’t wait to meet you again on launch day.
Thank you so much for your support!
You can also follow us on social media!
📷 https://www.instagram.com/undustedgame/
Hi Captains,
A huge thank you to everyone who’s jumped aboard the Early Access of Pixel Starships 2! Your support, feedback, and enthusiasm mean the world to us.
We’ll be posting monthly feature updates alongside regular patch releases to address bugs, balance tweaks, and quality of life improvements.
The next major update, Version 0.8.5, is scheduled to release very soon. Here’s what’s coming:
New Badge System for achievements and progression
Larger Fleet Capacity for deeper alliance gameplay
Expanded Crew Weapons and combat variety
Extended Tutorial for smoother onboarding
Major Quality of Life Improvements across menus and systems
EMP and Bio Damage Adjustments — EMP no longer deals direct damage, and Bio now applies a steady 1HP/s effect
Looking ahead, the November update will introduce several exciting systems:
Planet Exploration feature debut
AI Editing Improvements for clearer combat scripting
Mini-Boss Battles to test your tactical mastery
As we close out the year, we’re planning a big December update featuring:
The return of Floating Bux
Ground Battle systems
The unveiling of a new Starship Level
Please note timelines and feature sets are tentative only and subject to adjustments.
We can’t wait to share all this with you as Pixel Starships 2 continues to grow and evolve.
💬 As always, please let us know what features and improvements are most important to you — your feedback directly shapes the future of the game.
See you in the stars,
– The Pixel Starships 2 Dev Team
Minor hotfix update addressing several smaller issues.
Fixed an error that occurred when a portal was destroyed while agents were trying to path through it.
Corpses no longer incorrectly show as blobs in the fog of war.
Fixed context menu not opening for corpses and storage containers.