Welcome starchasers! Normally I'd put out something right around the 24 hour mark talking about everything but that's 4AM my time and adrenaline only gets you so far in life, so I'm doing it while I'm not asleep! This was day 1 of our early access launch, which happily met with a lot of our expectations for sales and attention. Sadly much like me, my cats are currently at a hotel and unable to appreciate this properly. Not that they ever appreciate anything if it doesn't relate to wet food.
So, with all the new people here and so many eyes on something that isn't a Thomas the Tank Engine mod for once, let's talk about the future.
Right now I'm out of town and away from my precious actual computer, spending most of my time galavanting around at the launch party. There's a cake. It bleeds for some reason.
Anyway, onto stuff that isn't cake. Our first month of Early Access is mostly going to be focused on bugfixes and some features that didn't quite make it into launch. Some of this will include content, but by and large it'll be a focus on the aforementioned bugfixes, features, etc. As expected, it's an early access release so a lot of things go off the wall crazy.
Anyway these hotfixes will include additional work on keybinds, and that also includes controller and HOTAS support (you can see a lot of the framework for these in the game's options menu). We do have basic functionality for this already (though it currently only autodetects Xbox gamepads), but further support has always been planned. Nevertheless, given the speed of the game's combat mouse and keyboard is heavily recommended.
Our testers are familiar with this, but we are VERY quick to push hotfixes and bugfixes. I'll be back home Friday where I can properly start work on that, but the aim is to push out patches once a week at minimum starting this Friday. Don't worry, almost always these hotfixes are only a couple megabytes at most.
Now that's the roadmap for THIS month. Early May we'll be sharing with you the ENTIRE early access roadmap, including large upcoming content and feature patches that you can expect over the next year. This will include things like the remaining quests, expanded customization options, and of course multiplayer.
Hello again starchasers! I've returned to you with further news regarding our upcoming early access launch!
I don't remember if I said it or not (I don't remember most things now) but regarding our previous announcement with early access we talked about how multiplayer was going to be launching in a very early state. Furthermore, there was a LOT of it that was super, super, super broken. Like... not even being able to connect correctly broken.
The good news is that multiplayer's major components are now working. You can connect, customize characters, participate in PVP, etc. But it is insanely buggy. And as anyone who has developed a persistent open world multiplayer spaceship fantasy RPG can attest to: Testing and fixing the bugs for that component takes a LOT of time.
We've made the decision that, when multiplayer launches, we want it to be the full multiplayer experience. That means NPCs, the entire main campaign for multiplayer (which trust me has a TON of cool moments), grouping, world persistence, being able to pirate other players. The works.
With that in mind and with so much of time of our time being spent testing things, we have decided to delay multiplayer until the main campaign for it is ready.
This allows us to focus on making the game as whole far stabler as well as optimizing the already enormous singleplayer portion, of which a large majority of multiplayer's content also pulls from.
I think you'll be quite satisfied with what's being cooked up for all this, and in time your patience will pay off.
Hello Starchasers! Salutations and welcome! Other greetings!
We are less than a month out from our Early Access launch. Excited? Sleepless? Suffering from splitting migraines as you try to parse documentation that’s useless to you because Google’s search capabilities have been gutted by corporate ineptitude and your previous talents of being able to figure out solutions and leverage online resources are now useless in the vast overwhelming face of tools that have become completely mediocre in their relentless idiotic pursuit of profits via the lowest common denominator that have degraded any utility to the point of unusability and it’s 3AM and your cat is screaming at you because she wants you to play with a plastic fish she brought you and you’re not supposed to be up this late and you accidentally dropped your last pain medication pill that might have made you at least capable of falling asleep down the drain?
No? Well then, good. Yeah. Let’s talk Early Access and what to expect, to better set your expectations and illuminate what’ll be in and what’ll be not-in.
The thing I want to emphasize over everything else is that we are a very small and overly ambitious team working on a VERY large game with a scope that dwarves even many AAA releases. As it stands and when it launches the amount of content that will be in, at launch, is massive. I have no doubt that many of you will be spending hundreds of hours dredging up every perverse secret the galaxy’s hidden away.
At the same time, we’re a VERY small team. Outside of our asset creators, the only person doing coding, bugfixing, UX, QA response, server integrity, mod support, etc, is me. And just me. This isn’t so much a single developer spinning multiple plates as it is a human trainwreck trying to twirl an entire restaurant, to the severe detriment of his health and sanity.
With all this in mind, our Early Access launch will not launch with the full scope of features and content planned for Underspace. Significantly, multiplayer will launch in a very early state that does not include NPCs, bosses, or the multiplayer campaign. On the singleplayer side, several questlines, extended ship customization and cockpit textures, and many planetside and station interiors will not be included in launch.
These features or content exist or are implemented in a working state, but are often heavily, HEAVILY untested or unpolished, to the point where keeping in game before they’re at least in a state I'd be comfortable with is not something I’m comfortable with.
Before you go off creating posts on various imageboards and badly rebranded social media sites decrying the Underspace apocalypse, keep two things in mind: these features are not gone or cut from the game. It’s much like Todd Howard’s kind smiling visage: even if you can’t see it it’s still there. Watching and waiting. When Early Access releases in April, we will be putting out a nice big roadmap showing a huge amount of upcoming updates to the game. These updates will be staggered out as major releases, which will include these missing pieces of content.
This also includes features or elements such as voice acting, bugfixes (as Early Access is always buggy), and further mod support.
The second thing to keep in mind is that Underspace, when it launches, will still launch with the majority of its content and the vast majority of its game features implemented. This includes the singleplayer main campaign, over 40 quests, all bosses, all points of interest, all factions, star systems, random missions, storm hazards, equipment, flyable ships, and probably many more things I’ve lost in the hazy maze that is my fried brain currently.
It has been a long long time coming, almost seven years in constant development. None of this would have been possible with the support of our backers and community, but there’s still more to go. Contributions, supporting us during the Early Access period, and of course relentlessly shilling it your friends will all help us massively, in no small part because this will also let us dedicate more resources to improving the game and getting it out in a reasonable timeframe that also, coincidentally, doesn’t overwork me to death.
And… that’s about it! If I survive, I hope to see you out in the stormy skies on April 10th!
This week's content creator spotlight is LT Gaming, who created a list of 8 upcoming space games they were excited for and Underspace made the cut :) They mention their surprise at how much time they've already poured into Underspace, calling it "a good sign." Our composer, Eric Britt, has not one but TWO games on this list of upcoming space games, so be sure to check out the video to see all the epic space adventures headed your way this year.
Once again, for the record:
UNDERSPACE RELEASES IN EARLY ACCESS ON APRIL 10, 2024!
That's right, you'll all be able to play Underspace in just a few short WEEKS!
Worth noting that it's EARLY ACCESS, which means that there's still some stuff to be sorted out (mostly with the occasional bug or missing things like HOTAS support and whathaveyou) but it's content complete so you're welcome to go crazy exploring every possible nook and cranny Croft has to offer.
And if something doesn't work the way you want it to? Join the Discord and tell me about it. Early Access means I'll be putting my nose to the grindstone to make Underspace the perfect experience I want it to be for players, so any and all feedback is not only welcome, it's vital.
Can't wait until April 10? You don't have to -- check out our Steam demo available for your playing pleasure!
Please download it and let me know what you think. Or don't. I can't force you, but I can at least attempt to. You should also join the Underspace Discord. Go on, you know you want to.
Now that you've all joined the Discord (thanks!) and have tried the demo (thanks again!), here's what I did 2 weeks ago:
+ Fixed issues with sound playing. + Worked on more quest improvements. + Fixed some internal stuff with rendering to prevent black screens. + Implemented new mimic bosses. + Added new effect for in-universe callscreens and the like. + Implemented basic detailing on various stations. + Finished coding joystick implementation. + Fixed some room stuff. + Finished tons of new quests. + Got localized text exported. + Added new tech to override undersnake controls. + Began implementing joystick layouts. + Refactored how fishing drones work.
And here's what I did last week:
+ Added new title screens. + Multiplayer now has disclaimers. + Multiplayer now lets you properly customize your character. + Fixed account saving issues. + Fixed docking issues in multiplayer. + Fixed many display issues in multiplayer. + Storms now synchronize in multiplayer + Added space demon’s station. + Added more space demon dialogue.
As always, thank you all for supporting Underspace. It's incredible seeing everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:
This week's content creator spotlight is ferret's game reviews, who says it best: "Highly promising space sim RPG will not please only the Freelancer fans, but all space adventure enthusiasts and Lovecraftian horror fans. It's early, but the dedicated dev created a good game already.”
Also, just to be sure, I'm gonna say it once more:
UNDERSPACE RELEASES IN EARLY ACCESS ON APRIL 10, 2024!
That's right, you'll all be able to play Underspace in just a few short WEEKS! AHHHHHH!
! It's weird in a good way that my blood, sweat, and tears will finally be on other people's PCs soon, but that's just the nature of these things. I'm really looking forward to seeing what everyone thinks!
Can't wait until April 10? You don't have to -- check out our Steam demo available for your playing pleasure!
Please download it and let me know what you think. Or don't. I can't force you, but I can at least attempt to. You should also join the Underspace Discord. Go on, you know you want to.
Now that you've all joined the Discord (thanks!) and have tried the demo (thanks again!), here's what I did last week:
+ Modeled out more campaign interiors. + Implemented more campaign interiors. + Fixed issue where navmap wouldn’t show station information. + Finally fixed FXAA rendering issue. + Improved shadow rendering distances. + Hooked up some settings to first person on station stuff. + Detailed the space train murder mystery. + Detailed the space train robbery. + Fixed up lots more quests. + Worked more on localization efforts. + Worked on new assets for space forests. + Worked more on support for joysticks.
As always, thank you all for supporting Underspace. It's incredible seeing everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:
Mimi when I use a normal greeting vs. Mimi when I sound like... that.
This week's content creator spotlight is Matt from The Awesome Duo, who powered through more Steam demos than I think most people could conceivably handle in a week. The few complaints he had are settings that can be adjusted at will, so we're definitely counting this as a win :)
Once again for those who may not have heard it the first thousand times:
UNDERSPACE RELEASES IN EARLY ACCESS ON APRIL 10, 2024!
That's right, you'll all be able to play Underspace in just a few short months! It's weird in a good way that my blood, sweat, and tears will finally be on other people's PCs soon, but that's just the nature of these things. I'm really looking forward to seeing what everyone thinks!
Can't wait until April 10? You don't have to -- we've decided to keep our Steam Next Fest demo up for your playing pleasure!
Please download it and let me know what you think. Or don't. I can't force you, but I can at least attempt to. You should also join the Underspace Discord. Go on, you know you want to.
Now that you've all joined the Discord (thanks!) and have tried the demo (thanks again!), here's what I did two weeks ago:
+ Released steam next fest demo. + Redid textures on several areas. + Fixed issue with engine mismatch. + Fixed saving issues. + Fixed issues with chapterhouses. + Added some new menu options. + Added clocks to Planet Vauldric. + Added some more buyable robes. + Fixed some camera issues. + Fixed several input issues. + Buffed mining drone speeds. + Fixed several keybind issues. + Fixed issue with cruise state calculations. + Fixed issues with jumpholes in the demo. + Made subtitles work. + Added numeric health bar value options. + Added graphics options for jumphole distortions.
...and here's what I did last week:
+ Fixed issue with ship swapping. + Put out new demo build. + Added graphics options for framerate limiting. + Added easy way for me to check current game versions. + Fixed draw distances on various station interiors. + Fixed several exploits with abyss slinging. + Recalculated some skill stuff. + Dehardcoded skill system stuff. + Added new keybinds + Finished all character textures. + Fixed campaign saving issues. + Added back in separate camera keybind functionality. + Modeled out remaining campaign interiors.
As always, thank you all for supporting Underspace. It's incredible seeing everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:
Hello Starchasers! This will be our final patch for the Steam Next Fest. I'm not sure why people call them hotfixes, I don't find them very hot. Not particularly attractive at all.
Anyway, there's a few features here that were moved up in terms of development scheduling because I was coughing up a storm and couldn't sleep so spent an hour coding them all in, check it out!
KNOWN ISSUES:
Audio sometimes cuts out if extreme amounts of missiles are used.
Some NPC followers have no concept of personal space and will ram you sometimes.
The Haunted Train quest may softlock at times, it has (hopefully) been disabled for now, seeing as it wasn't meant to exist in the demo in the first place.
NEW FEATURES
Added new option settings for numeric health, shield, and energy values on status bars in the UI.
Added new option to turn off distortion on jumpholes. This also needs chromatic aberration on to work.
Added new option to limit the game's framerate, which can also help certain computers with high GPU usage.
BUGFIXES AND CHANGES:
Mining drones have been significantly buffed in terms of speed, turnrate, and mining time.
Many keybinds have been separated into additional categories to allow overrides. Note that players will have to reset their keys to the default just this once to make this work.
Fixed issue where keybinds on different category keys wouldn't set correctly.
Fixed issue where unstable jumpholes could be docked with in the demo, leading to a game crash.
Fixed issue where the second campaign mission was accidentally starting, which could not be completed.
Fixed issue where the subtitle option in game wasn't working.
Fixed issue where Vauldwin Military elite missions weren't able to be completed.
Fixed several collider holes in various stations.
Fixed issue where engine kits weren't affecting acceleration or cruise time (both positively or negatively).
Fixed issue where the subtitle option in game wasn't working.
Hello Starchasers! I don't think I've ever done a full thing of patch notes here on Steam. Feels strange, like wearing someone else's skin. Still, let's see how it goes!
This is our first patch for the public demo, which serves mostly as a hotfix for various reported issues. However there are SOME new features, check out the list below. And of course, be aware of known issues.
KNOWN ISSUES:
Audio sometimes cuts out if extreme amounts of missiles are used.
Some computers won't save resolution settings.
Some NPC followers have no concept of personal space and will ram you sometimes.
NEW FEATURES
The local infestation of clockwork-eating ants on Planet Vauldric has finally been taken care of! Planet Vauldric's docking bay clock now is an actual working clock.
A few smaller customization options now exist for Kardoz, you can buy new robes off of Vauldric's bartender.
The starting campaign mission now has some appropriate markers to better lead extremely unexperienced players to the docking bay and into space.
New options now exist to invert the x and y axis when in space.
New skills have been added to the skill tree. Optimize your automated drones, dodge to your heart's content. Eat a penguin or something, it's up to you.
BUGFIXES AND CHANGES:
Fixed an issue where a save wouldn't fully load if ship engines were heavily customized.
Fixed camera issues on civilian freighters.
Fixed issue where using hotkeys to move between rooms wouldn't update service stations.
Fixed issue where joined chapters couldn't be switched between without strange errors. To those who used this unintentionally or not to progress up the ranks of various chapters: Enjoy your spoils of war.
Fixed issues relating to inputs processing incorrectly during cutscenes.
The repair terminal and storage terminals on Planet Vauldric have been moved to the equipment dealer and storage dealer respectively.
Several missions now have slightly more descriptive objectives when it comes to explaining what to do.