All this and more will be answered in co-op missions 3 and 4!
AVAILABLE NOW
Along with a whole bunch of other stuff:
- Spitters now fly, Armored Drones (now Chonkers) have actual armor plating and new behaviors - Rocket Launcher is back in co-op - Explosions now have physics impulse on players, meaning they push you around and stuff - A Multitude of optimizations and bug fixes in all game modes, especially Shapeshifter
Zag here! You better buckle up. :) These are the largest patch notes ever posted for Unfortunate Spacemen. And just in time for the holidays! I just want to take a moment to thank everyone who's been playing the game, reporting issues, leaving feedback, and supporting our efforts! We're nearing 1.0 and really starting to lock things into place -- and then looking towards our plans for the game's future! I may still try and drop a dev vlog for you, but as you'll see as you scroll on, I just haven't had the time! Enjoy this enormous update. Lots of love went into it, and I hope it shows.
Let's dive into the major changes that have arrived with this update!
New Experimental Feature: Shapeshifter Monster A.I.
In Shapeshifter mode, the Host can now select whether or not to make the Shapeshifter a bot! That's right, we now have a (very basic) AI that will provide a challenge or offer up practice to a solo Spaceman or groups of them. Brings your friends and go on a little monster hunt! This feature is considered "experiental" and in development, and we're planning to make it a bit smarter over time. This first version is really a test-bed for the idea, so let us know what you think!
New Feature: Map Voting
One of the biggest issues with Dedicated Servers right now is that you weren't able to pick which map you were playing, and often got stuck with The Experiment multiple times in a row, even though I know it's totally your favorite map. But no longer! You can now click on the map image and vote on whichever map you want. The dedicated server is forced to listen to the majority and will select the map you and others choose most.
New Feature: Aim Down Sights & Headshots
Bringing Spacemen in line with, you know, first person shooters, you can now aim down sights on most of your weapons, including new scopes on the Assault Rifle and Railgun! This increases accuracy by roughly 40%, and some of the non-ADS weapon spread has changed to accomodate this. You can also deal 25% additional damage by hitting other Spacemen (or the Monster) in the head, whereas before, headshots didn't really do anything different. This was a design choice we overruled with the advent of ADS, making accuracy a far more important thing than it was before this update. On top of that change we did some major improvements to the head hitboxes. Aim true, Spacemen!
New Feature: Physical Materials
Bullets and footsteps now react differently to different materials. Small, but nice, and long overdue!
New Feature: Deploy Mode
Deployable Gear Items were previously placed by mashing the 3 key and hoping they ended up where you wanted. Now, the Tripmine, Sentry Turret, and Suitcase Nuke, will cause your character to enter "Deploy Mode," showing you exactly where you can place these objects, with a nice little blueprint hologram. This should prevent a lot of errant placements of key items.
New Feature: Security Camera Alarms
Cameras were slowly sinking into uselessness, having not been tweaked or buffed for quite some time, and really providing little to Spacemen (except providing an opening for the Monster to ambush you while you were viewing them.) Now, Security Cameras will alert everyone when they detect the Monster (in Monster Form) and sound a 10-second alarm. The Monster can counter this by destroying the cameras and being careful when and where they reveals themselves.
New Feature: Charring Corpses
Bodies can now be charred by the flamethrower, to better hide whatever crime might have occured.
New Feature: The Void Bomb
The Void Beast received a brand new egg! The Void Bomb is planted in lieu of a Parasite Egg and will blast anyone - even the Monster - who wanders near, Electrolocking them for a short duration. If you have Acid Monster AND Void Beast, you will plant Void Bombs. This is one way we're also balancing Acid Monster and Void Beast together, arguably two of the strongest perks at present. We'll be keeping an eye on this balance as we progress.
New Feature: The Spit Ball
The Acid Monster can now press right-mouse-button to fire a little, acid-filled projectile -- similar to the one you might see flying at you from the green Spitter Drones in the Story Missions. It's slow, but it hits an area and hits pretty hard when it does.
New Map: Snowswept
Alongside the tunnels that wind this wintery vale, something else twists itself through ice and snow.
We teased it in October and now it's finally here! Returning from the cold grave of our earliest Beta builds, the Shapeshifter map Snowswept has been completely updated and overhauled, both in terms of visual quality and traversability, and re-added to the map pool! The map has been completely overhauled with 100% less long-hallways, and 100% more fun!
Read the Full Patch Notes!
As always, there are pages more improvements, bug fixes, and other details in the FULL PATCH NOTES. (They. Are. Massive.)
What's Next?
Today, Unfortunate Spacemen is on sale for the Steam Winter Sale! So pick up Spacemen for a friend or two! It's the ultimate gift, after all.
After today, we're looking at locking down the game for our 1.0 release. First, we'll be deploying a hotfix for a couple of the known issues in today's patch. That won't take long. Then, we're moving on to finish up the 3rd co-op Story Mission, polishing the final features, and plugging in the last few things we need to make sure the game is stable and ready for Free to Play transition. (Don't worry, anyone who owns the game now is going to get a lot of cool stuff when that happens -- and we're not adding much in the way of manipulative F2P nonsense.) We want people enjoying the game, and this is our best way to get it there. Also, we hate money.
If you want to follow development and see what plans we have ahead, check out the new Development Starmap, which Zag maintains on the regular.
Enjoy the new update, and see you in space this Saturday for the Community Games! And of course, have a very Merry Spaceman, Astronauts!
Zag here. Today we're coming at you with a new update -- 0.2.31 "PARABOLA" -- featuring an awesome new Heads-Up Display (HUD), buffs to the shotgun, and loads of quality-of-life improvements! Check out the biggest stuff -- right here, right now! As always, the full patch notes contain a lot more than you'll read here. Those will be linked at the end.
Brand New HUD
We scrapped the old "3D" HUD for a 2D HUD that is much crisper, and actually appears more 3-dimensional than the previous iteration. The main issue we saw was that the in-world HUD was being negatively affected by the camera's post-processing effects and other lighting-related things.
OLD HUD
The new HUD is completely de-coupled from the in-world perspective, giving us far greater control over it and bringing a crisper, more readable experience.
NEW HUD
I actually wrote up a blog post on how to achieve this effect with a 2D HUD, for any of those aspiring UE4 developers out there! And yes, it still moves around with the first-person helmet!
Enjoy your new, sleeker HUD in Unfortunate Spacemen.
Scary Music
When you are being attacked by the Monster, we now dynamically change the music to something a little more horrifying, and in general, the soundtrack system is a bit smarter than its initial implementation in the last update.
Shotgun Buffs
Both the Shotgun and the Auto-Shotty were feeling a little puny next to the might of the new Flamethrower, and some other weaponry, so we increased their base-level damage to the Monster by just a hair, and reduced the falloff damage over distance, which should result in a lot more devestation.
Dedicated Server Player Count
While dedicated servers have always allowed up to 16 players, the Server Browser was showing the max players as 8. This has been corrected! The server browser is also a little bit prettier now as well. We are however still looking at why Steam is reading out the wrong player count in game, but that's coming up on The List and will be corrected soon.
Resolution Scaling Improvements
Along with no longer affecting your HUD readability, Resolution Scaling now allows you to go as low as 30%, if you're really hurting on performance, or as high as 200%, if you really want to push your GPU to the limits for a super sharp and high-res experience.
Loads of Other Fixes & Improvements
A bunch of notorious and long-standing bugs have been squashed! Stretchy "long-boi" HUD bug? Destroyed. Blank Spacemen spawning in? Neutralized. Monster sometimes not taking explosive damage? Nuked. There are also some small tweaks to various maps, and a whole lot more as well, which you can view in the FULL PATCH NOTES.
What's Next?
As we continue to push towards the 1.0 release and start locking the final features into place, we've got a few cool things in the works aside from continuing to push the gameplay towards further polish and refinement.
Story Mission Co-op 3 -- also known as "Boneworld" -- is currently in development and it's turning out to be quite the wild ride. It features your first real encounter with The Company's Spokesman, in person, and a lot more lore to boot! However, Co-op 3 is still undergoing a lot of the initial design to get it right. The mission should enter playtesting before the end of the year, and will conclude at least one arc of the main story we'd like to share in Unfortunate Spacemen.
There are 2 new Shapeshifter maps in development. One map - Snowswept - returning from the grave as a holiday treat (and a will stay permanently in the map pool once it arrives.)
It's quite a lot different than what you might have experienced waaaaaay back in the early Alpha days, including a teleporter system in lieu of far-too-long hallways, and far more detail in the envrionments -- as well as some kind of other-worldy contamination...
But we'll talk about that more when it hits - probably in a vlog!
The second map -- which we're calling H2O -- is planned for a bit later on, probably after 1.0, alongside some other similar content. Some very... Watery content.
Thanks for reading, thanks for playing, and we'll see you in space!
Zag here. As we get ever closer to 1.0, loads of polishing touches and missing features are flying into the game! This update is no exception.
The Big Stuff
While this update contains loads of general bug fixes, balancing, and quality-of-life improvements, the main additions are these:
Gameplay Hints System
There is now a system in the game (toggled in the Settings menu) that will periodically pop up on your HUD with random or context-specific hints to help you better learn how to play the game, including different tips when playing as a Spaceman, vs. when playing as the Monster. The two co-op modes also have tips and hints.
Victory Poses!
At the end of the round, you can now select your Victory Pose. We'll be adding more poses soon!
Weapon Skins!
All Early Access owners now have an additional skin for their Handgun, the Survivor skin. There are more weapon skins planned as well as a system to reskin a weapon you've picked up during gameplay. More on that soon!
Better Monster Balancing
The Monster is now better balanced for games for 3 to 10 players, whereas previously the Monster was a bit too tanky for groups of that size.
Large Gameplay Changes:
You can no longer leave the Health Station as Monster, OR if the station has been hacked by the Monster's Remote Arm.
Parasites now require line of sight. (Finally!)
If the Monster dies at the same time as the last Spacemen, Spacemen still win. Monster must survive to win the round!
Spacemen are now alerted when 50% of them remain (but no additional information about that.)
Dedicated Servers give you a little more time between rounds. (+15 seconds)
Opt-in system is really fixed now. It should no longer be favoring specific players and so on.
Ghosts now have a kill feed in chat to better follow the action.
In Shapeshifter, Ghosts can now teleport to the Monster by pressing the 5 key, to help follow the action.
More details on those, and TONS more, in the full patch notes below!
And since it is the very square month of Blocktober we'd also like to share with you the earliest version of Gardens, compared to where it stands now.
Returning Map
I can also confirm the beloved (but removed) Shapeshifter map Snowswept will be returning in December (for good) as a sort of Christmas gift -- with some large improvements to the flow and overall design, including less hallways and more teleporters.
Back to work!
Enjoy the new patch and see you all on our discord server and in the community games! (Every Saturday 1 PM PST!)
That's right, kids - Unfortunate Spacemen Dedicated Servers are now working as intended!
No longer will YOU have to host silly space games (although you still can and should) but now the game will host servers FOR you. Ain't that great?!
The server(s) will rotate every 3 rounds to a new map and automatically start the game if at least 3 people join. Neat!
We're trying our best here to give you ALL the tools you need to get those happy healthy space games going and grow this unfortunate community, SO BY GOLLY GET OUT THERE AND DO IT!
Oh yeah we also made some gameplay changes or whatever:
Updated Action Hero description to include the fact that Action Hero users can no longer see or steal keycards from others.
Titanium Claws damage increase reduced to 2, from 3.
Corpse-eating cooldown increased to 50 seconds, up from 30.
Decorpsinator now reduces corpse-eating cooldown to 25 seconds. (Previously was instant.)
The new update is here! We'll be playing Community Games today at 1 PM PST!
What's new? Check it out!
NEW VLOG We put together a mega-vlog, covering our previous major updates, and this new one! You can watch that right here; https://youtu.be/i5ITkvpZez8
RIP-AND-TEAR MONSTER UPDATE The Rip-and-Tear Monster Update! We've overhauled sounds, animations, look, and feel of the Monster, the noise and reaction its victims make, and more!
MONSTER VENTS The Monster also now has access to Monster Vents which are located around every Shapeshifter map. Crawl inside and travel the map free from the prying eyes of Spacemen... Great for ambushes and escapes!
CO-OP 2 - THE CORE LABS It's here at last! Continue the story of The Company's Cleanup Crew as they battle against relentless hordes of Crumerians, and maybe learn a thing or two about friendship. And shooting aliens.
PRACTICE RANGE There's now a Practice Range, which you can access under the LEARN tab in the Main Menu. This range has just about everything you need to test weapons and learn various game mechanics in a stress-free environment.
THE GRUNT HELMET There's a new helmet you can unlock at Rank 11, because we felt like giving you some more stuff!
There are loads more changes in this patch, but if you want the nitty-gritty, read the full patch notes.
Hey guys! Zag here. Dave's not here this time, it's me, Zag, instead.
We didn't post any announcements for the last two updates because... Well, the problem with this game is the developers work so hard we literally forget to post news.
A good problem to have... right?
We released *three* major updates over the last month, so let's break 'em down!
0.2.27 "Containment"
Health Station Hacking
The Monster needed some more ways to mess with Spacemen. One of the biggest tests Spacemen could do was to force the Monster (or an unfortunate Spaceman) to use the Health Station to verify their identity -- because the health station gets all messed up when used by the Monster. To help counter this, The Monster can now place a remote arm on the Health Staiton, hacking it so that whoever uses it next also gets the messed up screen. If Spacemen don't notice the arm, they could accidentally shoot an innocent person who fell victim to this new Monstery trap. Pretty sneaky.
NEW Weapon: SMG
One of the weapon roles missing from the game was a short-range, burst weapon. For lack of a better term, an SMG. This tiny little bullet-hose zooms in 2x, and packs quite a punch against smaller targets. Against bigger ones? Well, it's a nice alternative to the Handgun, but it won't replace anything bigger.
NEW Shapeshifter Map: Containment
One of the Shapeshifter maps we've been wanting to make was an area based on the opening segment of co-op 1. So I did that. In like 4 hours. The map needs a few improvements and tweaks, but it's playable, and it's pretty neat. A very different kind of layout compared to just about any other map.
We felt the Monster really needed more recognition at the end of a match. The entire Shapeshifter mode revolves around the Monster, so now they get their time in the spotlight. At the end, there are now 3 screens - Monster, Employee of the Month, and your personal earnings. Everyone gets to see who the coolest players are now.
Kick/Ban System
Pretty self-explanatory. Hosts can now kick and ban people from their server. This was implemented after we watched a Streamer get griefed by some asshole. Don't be assholes, guuuuys.
BETTER Objective Scaling
Just did some rebalancing to require more objectives for Spacemen based on player count. We found out that people were completing objectives really, really fast.
BETTER Starting Perks for new players
Some of the starting perks, particularly Titanium Claws, does more damage now. It's basically a crutch for new players, to help them get more into the game. We've also made the monster beefier, but that actually happened in the following update.
MAJOR Map Overhauls
Gardens and Space Bar in particular received a ton of new changes, mostly focused on breaking long sightlines and adding more side paths for the Monster to use for ambush and escape. We also added a door to the east side of Outpost, so people stop dying out there so much due to lack of oxygen.
We felt the Monster was having difficulty in the early game, and the level scaling we had put in was not properly achieving the goal we had in mind; allowing the Monster to build its power until the Monster was in a position to win fights. Instead, we're removing the level scaling for Health and Claw Damage, and now giving the Monster largely increased base HP and claw damage, plus increasing the Monster's health regeneration to better escape and recuperate without constantly feeling as though they are on the run and unable to evade damage from long distances. Along with the other changes in this patch, these changes should allow players, especially new players, to better engage Spacemen early game without sacrificing the deeper, higher skill gameplay his abilities have to offer. I also expect the Monster to now instill fear in Spacemen, even at Level 1.
New Weapon Damage Falloff!
We added falloff to the damage of hitscan weaponry in order to balance out the effect multiple (read: large groups of) Spacemen had on a fleeing Monster. In the previous state of the game, the Monster was effectively toast, at any range, when spotted by a bunch of Spacemen. Now those Spacemen will be doing far less damage, even if they pile on, so long as the Monster gains distance on them.
- We've got a New Main Menu! (all dem 3D backgrounds and stuff)
- All new 3D space based proximity chat (...he's right behind you)
- The Robro Suit + Scanner Helmet are now available in the store and have also replaced the look of the old security bots in the game (domo arigato)
- Improved interaction netcode/speed! This means the game feels a lot nicer for clients (you!). Particularly when interacting with items... and hitting people in the head with stun batons (oh yes)
- Text Chat on scoreboard (oh no)
- New load screens! (get an SSD)
- Subtitles for all major important dialog lines! (who reads?)
LET THE BODIES HIT THE FLOOR LET THE BODIES HIT THE FLOOR LET THE BODIES HIT THE FLOOR LET THE BODIES HIT THE FLOOOOOOOOOh hey there.
Dave (not Zag) here again reminding you that Zag & Co. have been hard at work getting Unfortunate Spacemen closer and closer to v1.0 with each passing day. And night. And even during brunch. Zag loves brunch.
The last two updates were HEFTY.
v0.2.24 "Bodycount" added things like:
A NEW scoreboard! (way more stats for both Shapeshifter, Survvial, and co-op)
Your co-op allies (in story missions) status and items now show up on the HUD
Infection Helmet at Rank 30 (it's gross)
6 new Company Set helmets unlocked at various ranks.
Rank 3: Cadet Helmet (Blue trim)
Rank 5: Unpainted Helmet (White trim)
Rank 8: Construction Helmet (Orange trim)
Rank 13: Supervisor Helmet (Yellow trim)
Rank 17: Manager Helmet (Purple trim)
Rank 23: Medic Helmet (Green trim with red detailing)
Major map updates across the entire map pool (they looka gud)
6 new achievements in Survival mode (kids love em!)
A ton of fixes and QOL improvements. (QoL stands for Quality of Life!)
That's all for now, folks. Stay tuned as we continue to add more content, gear, tweaks and improvements to Unfortunate Spacemen as we inch ever closer to v1.0.
Oh and a special thanks to all of you who've survived with Zag and the Space Team since Alpha. It's been quite some time. I didn't even know you guys then, Maybe you should go outside for some oxygen? :Lorelei:
Been a minute since we've told you what's been going on out here in DEEP SPACE but there's been a lot!
QUALITY OF LIFE improvements as they say. But how can you improve on a life if one has no life?
Good point!
Anyway...
As you can see, the MENUS of Unfortunate Spacemen have gotten a complete overhaul. The goal is to make the User Interface + User Experience as friendly and simple as possible but also make you keenly aware of how much money you're NOT YET SPENDING on the Unfortunate Space Store on these fancy new helmets!
I mean just look at them - you want those
We've also unleashed a slew of beautification enhancements to the game including SSAO that's on ALL THE TIME, tons of set dressing and lighting changes and of course... *OPTIMIZATION* that has seen FPS increases for users all across the board. YOU'RE WELCOME
We've also got new DESTRUCTIBLES because what's the point of shooting at random environmental objects if they don't... explode!
As we work to further beautify and optimize the game, Zag is hard at work on the next co-op story mission! Where will it take our dedicated and dutiful spacemen next? You'll just have to wait and see! *poof*
Check out the FULL PATCH NOTES for MAIN MENU OVERHAUL & ICE POINT