0.2.26 “ROBOTS IN SPACE” – 3D VOIP, Robro Body, Faster Interaction, and more!

VOIP is now spatialized, so you can hear which direction it's coming from! There's now a customization option for the Robro body (under Suit customization) and a new helmet! Interaction has also been improved, but don't let me tell you here. Check out the full patch notes, linked below!

Wait, but first watch this dev vlog, because I made another one. Love, Zag. <3

VIEW FULL PATCH NOTES ON STEAM

0.2.19 “Residual Heat”

Hello Astronauts!
Here's a longer Steam post about new helmets and a brand new price drop for Unfortunate Spacemen!

Below, you can find the full patch notes!

NEW HELMETS:
- Roughneck Helmet: Unlocked for anyone who has Unfortunate Spacemen in their Steam library before September 30th, 2017.
- Space Cultist Helmet: Unlocked for anyone who has DUSK in their Steam Library.

GENERAL CHANGES (in no particular order):
- Guns now have proper firing animations, such as the Handgun, Shotgun, AutoShotty, and Railgun.
- Many guns now have proper overheat animations. (Some have placeholder animations.)
- Friendly Spacemen now have a blue waypoint over their heads in Survival mode.
- Fixed: Transmitters that were turned off by a power outage come back online during the power outage due to the lockout feature introduced last update. Now Transmitters will correctly stay offline if the power is out.
- Noise Grenades can now be shot in order to silence them.
- Doors now properly show a door-lock timer on their status panel that will count down until the door unlocks.
- Slightly reduced glitchy effect when Monster is on screen, as well as removed the Sharpen filter when Monster is on screen.
- The Monster has received completely new artwork and many new idle, run, and attack animations.
- Replaced Monster icons in various parts of the HUD and menu with the new monster artwork.
- Added some additional imagery to the Spacemen's Guide to Space (How To Play Guide) This guide is a work in progress and probably a bit too wordy right now.
- Survival Perk icons at the bottom of the HUD now display their level (or if they're MAX) with numbers/text.
- Increased volume on passive Acid Bomb sound by about 2x.
- Lowered Required Objectives for 1 to 5 and 6 to 9 player brackets, to make the Rescue Shuttle easier to obtain with fewer Spacemen.
- Fixed an instance where the Monster claw attack wouldn't hit the Power Outage Switch when it should be able to.
- Assault Rifle now has a new firing sound.
- Rockets have been removed from Survival mode and replaced with other weapon types (shotguns, autoshotties, railguns, flamethrowers) in the potential weapons pool.
- Weapon code for overheat animations is in place and the Handgun now has proper overheat animations from beginning to end.
- The Shotgun and Auto Shotty inventory icons and New Weapon icons have been updated to reflect the new weapon artwork.
- The intro sequence when spawning has been cleaned up and given new animations. It also lasts slightly less time, is more compact, and the helmet HUD is hidden for a short duration to reduce UI clutter during the intro sequence.
- When loading a new map, the game will now try to put your camera at the "loadout camera" spot instead of starting at a random spawn point or staring at an odd location until the round start is triggered. This should make map transitions and round starts feel a lot smoother.
- You can no longer instantly pick up an item you just dropped. This is to help prevent accidentally setting down the item you grabbed if you're spamming E, such as when an item canister opens. - The tracers for Shotgun and AutoShotty are now about 50% smaller.
- Landing Pads have more vivid "debris status" indicator lights around the edges and debris status changes quicker after clearing the last piece of debris.
- The Assault Rifle now has increased accuracy, but overall decreased damage and slightly lower passive overheat cooloff. This will bring the rifle into a much more useful role, as long as you can control it properly. It does significantly less damage to Spacemen form, and still does pretty decent damage to Monster form.
- Monster's Void Blink now ignores Monster Decoy when checking blink-teleport distance, meaning a Monster Decoy will no longer block a Void Beast from blinking forward through it.
- Ghosts can now view the Overhead map (default key is M or Left SHIFT) and will receive all relevant data as if they had a Scanner.
- The Colorblind Virus Jar has received multiple visual improvements and is now YELLOW by default, RED when broken.
- Spacemen with Magnetic Boots now have a distinct, louder metallic footstep sound accompanying their regular footsteps.
- Magnetic Boots now damage the Monster if the Spaceman is Burrow Trapped. This deals 10 damage to the Monster per hit, meaning if the Monster has 30 Monster Health, the Monster will die if they Burrow Trap a Spaceman who has Magnetic Boots.
- Fixed: Since last update, the Monster burrow crack is not always properly displaying on surfaces where the Monster is burrowed.
- Fixed: The new first person helmet mesh could sometimes have decals projected onto it, causing strange graphical glitches.

CHOCOLATE MILK PERK CHANGES:
- In previous versions, the Chocolate Space Milk perk was picked by most players because it's extraordinarily powerful. The Chocolate Space Milk perk has received various changes to bring it more in line with the usefulness of other perks. The changes are as follows:
- 25% chance to teleport to EME (previously 10%)
- 25% chance to teleport in front of an airlock (armed or not) (previously 10%)
- 50% chance to teleport safely somewhere else. (previously 80%)
- The teleportation "bamf!" sound is now hearable from a much greater distance, meaning when a Spaceman returns from the void, the sound that plays will be much easier to locate from afar.

FLAMETHROWER CHANGES:
- The Flamethrower has been overhauled, and has received the following changes:
- The Flamethrower now has new third and first person flame effects.
- The Flamethrower's main damage output is no longer projectile based and is now zone-based, meaning anyone in the area of effect will be torched.
- The Flamethrower still leaves residual flames, and in greater number.
- Damage on residual flames and main damage output has been tweaked.
- The Flamethrower now has much wider blast and greater range. This main damage effect can not hit the person firing the weapon.
- Flamethrower residue on surfaces no longer burns player Spacemen in Cooperative game modes.
- New Flamethrower and Fire Extinguisher sound effects.

MAP CHANGES:
- Grand Hall: Post processing tweaked some to de-intensify some of the contrast/shadows.
- Duress: Tram "Now Departing" beep is a bit quieter.
- Space Bar: More graphical improvements, less grayboxy. New tables, plants, and more.
- Echo: Fixed a stair LOD that was super low detail even when close up.


GLHF

0.2.18 – Touchdown

Greetings Astronauts!

v0.2.18 "Touchdown"

Summary: In the 15th update of 2017, Zag revamps the entire shuttle sequence, adds a Monster Tutorial for you to learn the ropes and experience a little lore, and a whole bunch more! A dev vlog is planned and will arrive with the next patch, bundling this patch and the next into a single vlog. Come say hi on Discord!
<3 Zag


community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

NEW SHUTTLE SEQUENCE:
- The Shuttle has received brand new artwork, inside and out, including a new interior, proper landing gear, and blast doors over the (also new) exterior windows and skylight.
- All of the Rescue Shuttle pilot dialog in the game now has the same smooth-talking voice actor, and several more lines can be heard during various parts of the end-game Shuttle event.
- There is now a warning displayed on HUD (accompanied by new pilot audio) 30 seconds before the Shuttle closes its doors.
- The Rescue Shuttle's interior dialog (funny lines) from the Pilot are now heard slightly earlier after the Shuttle opens its doors.
- Removed one of the pilot's "funny lines" that would've interfered with readability of the situation for new players, or would otherwise contradict the new Shuttle scan sequence. ("If the monster is still found onboard after takeoff..." funny line has been removed.)
- The Rescue Shuttle now has exterior blast doors that cover the windows and glass during Contamination Lockdown, and Takeoff.
- Improved the appearance of the Shuttle Pilot portrait that pops up on the HUD during his "shuttle inbound" and "30 second warning" messages.
- If the Monster is killed on the Shuttle after the doors close, the pilot will chime in and let you know that you're taking off. (This is a Spaceman win.)
- You can now win the game as Monster by breaking open the Shuttle cockpit with Monster Claws. This will result in the Monster "Stealing the Shuttle." Spacemen must stop any Monster attempting to do this. The Shuttle cockpit is much stronger if there are still Spacemen alive to stop the Monster.
- There are now unique sounds that play when the Shuttle takes off and lands. This sound can be heard from quite far away.

General Improvements:
- Unfortunate Spacemen is now running on our custom build of Unreal Engine 4, version 4.16. (Was previously on our custom build of Unreal Engine 4 version 4.14.) This has caused some minor changes to post-processing, most of which should not be noticeable or may even look better in some cases.
- MONSTER TUTORIAL: You can now select the Monster Tutorial from the Tutorial button on the main menu. It is recommended you first experience the Spaceman tutorial, which will cover the basic controls, before diving into this one. If you know how to play the Monster already, please enjoy the tutorial for its dialog and a little bit of lore. This tutorial is considered "first pass" and will be receiving additional updates and polish in the future. Some minor bugs or AI quirks are to be expected.
- Fixed: Survival HUD elements would sometimes show up during Tutorial and Shapeshifter mode.
- The text at the start of the Spaceman tutorial has been refined, including a Company logo.
- The proper VOIP binding is now respected in the Post-Game Scoreboard.
- When VOIP is bound to a mouse button, it now correctly works in the Game Lobby.
- Fixed an issue with VOIP key getting stuck or otherwise showing as active in the Waiting for Players screen.
- New artwork for the Shapeshifter Mode button when hosting a game.
- Crouching now properly animates in first person, instead of popping to the crouched position.
- Fixed: HUD Distance does not allow the HUD to get close enough to the camera at higher FOV levels. (NOTE: Default HUD Distance setting is now 0.4. If you have an existing save you MAY need to change this setting once you get into the game. (0.4 HUD distance is best for 90 FOV. Please adjust these in the graphic Settings menu until you are satisfied with your HUD scaling and FOV levels.)
- Removed a particle-created bullet impact from surfaces (since it often floated if it hit a door that opened later)
- Innocent Kill Score Penalty has been increased to -600 points, previously -300 points.
- All splash logos and loading screens at the start have had their volume lowered by roughly 50%.
- Debris cleanup effect is now much more profound, obvious, and rotated the correct direction.
- Survival Mode Void Beasts now have reduced health.
- Transmitters now lock out for 45 seconds after they're turned off by the Monster. This status is displayed on the screen.
- Optimized some lights on various objects, such as Research Samples and Power Outage Switches.

Monster Improvements:
- Fixed: Monster claw attack would sometimes hit invisible corpses that were supposed to have been eaten.
- The Colorblind Virus Jar now explodes in a shower of red, instead of blue.
- Fixed: Monster can sometimes burrow with its camera below the ground.
- Fixed: Sometimes the corpse pile created by eating a corpse will float in certain cases. Some potential causes fixed.
- Potential Fix for Monster Opt-In not properly respecting the variables it's supposed to use when choosing who should be Monster next.

Perk Improvements:
- Perks now unlock much sooner in the rank progression. Now perks unlock every single rank until they are all unlocked, but the order of unlock remains the same. (Action Hero is still unlocked last, for example.)

Customization:
- The Hazard Helmet's artwork has been improved, particularly in the neck area.
- The N.E.K.O. (cat ears) helmet is now available on the Unfortunate Space Store!

- All helmet images in the Helmet selection menu and Space Store now fit much better and more clearly show the helmet. (Visors will likely receive this same treatment later on.)

Ghost Improvements:
- Potential fix for Ghosts spawning for players who die right around the same time the game ends.

Items and Weaponry:
- Shotgun now has new artwork and some new holding/firing animations. (Work in progress.)
- Auto-Shotty (Only found in Survival) now has new artwork and some new holding/firing animations. (Work in progress.)
- New firing sounds for Handgun, Shotgun, and Auto-Shotty.
- Rocket damage falloff has been drastically decreased to reward direct hits and not misses, and also not kill the user as often.
- Weapons in Survival Mode now have a specific count, but still appear in randomized order. This means you will never get more than 5 rocket launchers or more than 2 flamethrowers, for two examples.
- Fixed: Flaregun is now held correctly in other Spaceman's hands.

Menu Improvements:
- The new Unfortunate Spacemen logo artwork is present in the Main Menu and splash screen now.
- Recolored and re-organized some buttons on the main menu to better unify the visual theme. Less clutter all around.
- Discord Chat button in the main menu now matches Discord's branding colors.
- The shop button (Stand Out, Blend In) in the main menu screen is now a bit smaller as to not cover up game logo.
- Changed the font on the Welcome Message.
- Changed Main Menu text from TUTORIALS + STORY to just TUTORIALS
- The ugly top right "Big Stat Card" is now gone and all this information is moved to the top of the Main Menu as a more compact bar.
- The version watermark has been moved to the very bottom center of the screen.

Maps:
- Claustrophobia: Closed one entrance to the Common Area and moved a bunch of tables to be more defense-able and give better sight lines.
- Claustrophobia: Closed off the entrance to the Medical room (Can still jump over the barricade to quickly access the health station from the hallway.) to make that area more appealing for a defensive position.
- Space Bar: Various visual updates and changes to the artwork around the map and outside the map boundaries, such as the city buildings.
- Space Bar: The tables by the door have been replaced by some mini-shops and the like.
- Space Bar: There are now bar stools by all the bar countertops.
- The Experiment: Fixed collision on some ledges by the central dropbridges that would previously allow players to stand on the edge instead of falling into the abyss as intended.
- The Experiment: Slightly reduced the emissive (glow) on various textures in the level, making it a tad darker.
- Duress: Optimized all glass and dust shaders for improved performance.
- Duress: Optimized Trams for improved performance.
- All lights on all maps are now more efficient and should be better on performance.

What's next? More improvements, a flamethrower overhaul, new monster artwork, and more!
<3 Zag


0.2.17 – SURVIVAL MODE!

Greetings Astronauts!
THE SURVIVAL UPDATE IS HERE!

v0.2.17 "The Survival Update"

Summary: In the 14th update of 2017, the largest update of 2017, Zag is forced by his maniacal overlord publisher to add a COOPERATIVE SURVIVAL MODE to Unfortunate Spacemen. And it turns out to be awesome! Also, new suit artwork, handgun customization, and LOADS more that can't even begin to be summarized here! Oh, and the Steam Summer Sale starts TODAY, so the game is 50% off for the duration! I'll try to get a dev vlog made this week! I've been too busy making this awesome update to make fancy videos! Come say hi on Discord!
<3 Zag


UPDATE: Vlog is here!


community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:


NEW GAME MODE - SURVIVAL MODE:
- Survival Mode is a wave-based cooperative mode in which Spacemen band together (or go in solo!) to survive as many waves as possible. You can access this mode by pressing HOST GAME in the Main Menu, and clicking on the far right option labeled SURVIVAL.
- In cooperative modes such as Survival, weaponry cools down at twice the rate, and all weapons have been tweaked in this mode. Guns often do more damage than in the regular Shapeshifter game mode, and that's not even including the Survival Perks you unlock as you survive waves!
- Survival Mode supports up to 10 players, or you can even play it by yourself if you're feeling brave!
- New Survival-only Weapon: The Auto-Shotty. You'll know it when you see it.
- The Rocket from the Rocket Launcher Travels much faster in Coop modes, and has a slightly smaller blast radius.
- The Frag Grenade has a much shorter fuse in Coop modes. Be careful!
- The Railgun does significantly more damage to Monsters in Coop modes.
- Without any extra perks, weapons cool off 50% faster in Coop modes.
- Health Stations are extremely fast in Survival Mode and are removed from cooldown at the end of every wave, if they weren't in use when the wave ended.
- Power Weapon Canisters unlock instantly, every other round, up to 15 canisters. The unlocks are completely random at this time.
- In Survival mode, there is a Life Pool that all Spacemen share. You get a life for every wave you clear, and these lives are consumed when a Spaceman respawns after a wave is cleared. First dead is first to respawn. If you are not yet in Ghost form by the time the wave ends, you will not respawn that wave.
- Every wave you survive will grant you an additional Survival Perk. Most of these perks are shown at the bottom of your HUD, but some are currently not displayed, such as Brawler (additional punch damage and your shove deals damage) or Moon Boots (you can jump higher.) This info will be improved in future updates.
- Survival Mode features a good bit of new dialog from your lovely suit, as well as bold and encouraging messages from The Company Spokesman as you set off in your survival.
- Survival Mode has NO time limit or wave limit. More progression may be added at a later date, but we don't imagine most players will have an easy time reaching the difficulty caps.
- Voice Chat is GLOBAL in Survival Mode.
- Your fellow Spacemen will have their Steam name visible below their color when looking at them.
- In Survival Mode, anyone joining late (not present in lobby) will go straight to being a Ghost instead of spawning in immediately. After that, they will be put in the spawn queue like normal Ghosts. If you join late, you can not choose a loadout at this time. (This will likely change in future updates.)
- Survival Mode Monsters will sometimes use their shapeshifting abilities to turn into Human form. In this form, they will use their handguns with extreme prejudice.
- Survival Mode Monsters are deadly, but typically weak in terms of health. They will gain stats for every additional Spaceman in the game, and will gain stats and additional perks as the waves progress.
- Handguns with no owner are removed every round to prevent build-up of handguns from the Monsters that spawn. Bodies and blood are also periodically cleared to keep your framerate space-buttery smooth.
- Players can not spawn with a Welder in Survival mode - for now. This is probably a temporary restriction until the Monster AI is a little smarter about doors. You can keep your keycards, though.
- There are 2 maps shipping with the Survival update today.
- NEW SURVIVAL MAP: Grand Hall. Based on the Grand Hall area of the dusty Architects map, this landing site is filled with catwalks, ramps, and high towers. Last one out turn off the artifacts.
- NEW SURVIVAL MAP: Claustrophobia. This map takes place in the now-abandoned rooms and corridors of Outpost 13, and darkness has claimed much of the facility. The exterior structures and many parts of the area are inaccessible. Many doors and objects are moved or removed to accommodate survival-style gameplay. No air outside. Tight halls inside. Fight for every room.
- The overhead maps for Survival will be updated at a later date to better reflect changes from the original map they were based on.
- Survival Mode has many more maps, achievements, and rewards planned for its future.
- Much of the AI in Survival Mode lays groundwork for Shapeshifter mode with an option for Monster AI, and another upcoming Cooperative Missions mode.

General Improvements:
- Pain sound when taking damage in first person have been changed a bit, and made louder.
- There is now some very minor screen shake when you take damage.
- Fixed: Bot firing sound is not respecting volume sliders correctly.
- Height text is now hidden on Spacemen HUDs to reduce clutter. (Still shows on Monster HUDs.)
- Fixed: Keycard pickup sound bypasses the user's volume settings.
- Fixed: Hitmarker sounds could duplicate on top of each other, especially when hitting targets with multiple shotgun pellets.
- There are new gore stumps for headless bodies, decapitated heads, and corpse piles. BEGONE, HIDEOUS CYLINDERS.

Monster Improvements:
- When a Monster's head is shot off, there is now a proper monster head on the decapitated helmet.
- The name of the player who was the Monster now appears on the "COLOR WAS THE MONSTER!" Game Over screen, so everyone knows right away who it was without having to wait for the scoreboard.
- Fixed: If you hold down full-auto firing on the Assault Rifle and transform, the Assault Rifle will continue to fire.

Perk Improvements:
- Air-dodging has returned. Monster's with Posterior Claws can now air-dodge by double-tapping a direction while in the air. (They can also dodge on the ground, like normal.)
- The Action Hero backpack now has proper backpack artwork, instead of being a stupid box. If your first Spaceman loadout has the Action Hero perk, this backpack now also shows up on your character in the main menu (but currently not the lobby.)

Customization:
- All prices on the Unfortunate Space Store have been lowered by about 50% or more across the board. Animated Visors are typically more expensive that Regular Visors, and Flag/Country Visors are now 99 cents USD or equivalent. All helmets are now $4.99 USD or equivalent. How's that for space madness?
- Astro and Robro helmets are now purchasable in the Unfortunate Space Store.
- The Default Space Suit now has brand new artwork, featuring higher quality textures, leather harnesses, sweet space boots, and more.
- This also means new First Person arms, including new animations for many items and uses. More on the way! (We're just getting started.)
- All helmets have been rescaled slightly to better match their original designs and fit with then new suit design better.
- Security Guards (bots) now have a new suit appearance and a Security Guard Robro head. Because they're bots!
- Removed motion blur from Spacemen customization camera so taking screenshots of your customized dude aren't ALL BLURRY AND STUFF.
- Fixed: Last Preview Color does not properly save or set between main menu and lobby, or defaults back to white constantly.

Ghost Improvements:
- Oxygen and Shapeshift bars now show up over Spacemen heads for Spectator Ghosts. Blue is oxygen, orange is monster. Bots have a white bar instead. Hopefully this will give Spectators a better read on what's going on.

Items and Weaponry:
- The Handgun has been completely revamped and many other weapons will follow suit.
- The Company Pistol is a Company-issued handgun, and is fully customizable in both paint color and amount of wear and tear.
- You can now Inspect the items you're holding by pressing H (default.) Interrupting it with other actions or pressing H again will stop the Inspection animation. Admire your shiny weaponry!
- Security Guards spawn with a randomly colored handgun.
- Unlike most weapons, you can now swap your current handgun for any other handgun you might find, whether you find a color you like better or simply want to look at someone else's weapon. You can still not carry 2 handguns, however.
- Fully Automatic weaponry should now have a consistent fire rate. (HUGE!)
- Fixed: Client gun's often (or always) fail to lose accuracy when they are fired rapidly.
- Tracers are now far more instantaneous (to reflect the hitscan nature of most weapons.)
- The recoil/feel of first person weapons has been drastically improved.
- The Handgun now has a new firing sound, including distant gunfire sounds.
- The Shotgun now has a new firing sound.
- The Assault Rifle now has a new firing sound.
- The Railgun now has a new firing sound.
- Fixed: Some weapons would fire (or sound like they're firing) twice for the person firing it.
- Items now spread out randomly when dropped. They can still be randomly placed on top of each other, but it's far less likely.
- Fixed: Weapon muzzle flashes and tracer locations are sometimes seen emitting from places that don't seem quite right to the wielder.
- The Assault Rifle is now colored green, instead of blue.

Menu Improvements:
- The Spaceman Customization menu now has a new layout and a fancier grid of buttons.
- There are now UI noises when you move the Height slider in the Customization Menu.
- The Settings menu is now all left-aligned so on wide setups the settings are still found close together.
- Fixed a case where "OPT IN AS MONSTER" text would show up during late-join.
- Screen Percentage has been renamed to the more correct Resolution Scaling in the settings menu.
- Fixed: Escape Menu Settings menu goes off the screen in some aspect ratios.

Maps:
- TVs and Microwaves now have proper collision.
- Improved the accuracy of collision on some cloth-covered crates.
- Most mesh walkways on maps can be shot through and will no longer block explosion damage.
- Spaceburbia: Fixed physics craziness on the hanging Spaceman cocoons present in Orange's House. - Subject 42 is still missing.

What's next? More improvements, tweaks, Monster AI, and... Coop? 🙂
<3 Zag