0.2.16 – “Creature Comforts”

Greetings Astronauts!

v0.2.16 "Creature Comforts"

Summary: In the 13th update of 2017 Zag teams up with New Blood Interactive, gets an Unreal Developer Grant, and adds almost (or over?) 100 fixes, tweaks, and general polish improvements, including Key Bindings, Screen Resolution Settings, and ULTRA-WIDE support! Check out the vlog to learn more about ALL THE THINGS!



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* 0.2.16a HOTFIX 1:
- Fixed: Numerous issues with the keybinding screen, keyboard and mouse not properly focusing on the keybinding screen, and binding mouse buttons to various gameplay and VOIP actions.
- The Loadout (Warmup) Screen, Lobby, and Waiting for Players screens now get the correctly binded VOIP key instead of defaulting to Caps Lock.
- Fixed: PA System gets out of sync and plays different audio for clients vs. server.
- Fixed: Duress' PA System was still on testing mode and therefore rapid-firing PA messages. (woooooops)
- Fixed: Ghost HUD "So and So joins you in the afterlife" text is missing.
- Ghost HUD now says "You are the only Ghost right now." if you are the only Ghost right now.
- Current Ghost counter in the top right of the Ghost HUD now counts all Ghosts, including yourself, and has had the wording changed to indicate this.
- Fixed: Chocolate Milk sometimes would teleport people a few seconds after the first teleport.
- Big Railgun Buff. Railgun now cools down about 10% faster and Railgun damage will bleed through to Monster Health even if the Monster is disguised.
- Fixed: Items dropped on the ground (intentionally or upon death) while crouching will no longer sit below the ground.
- Fixed: New Blood intro splash video was a bit too loud and awesome. If you want to experience the awesome logo as intended, crank your sound up all the way when launching the game.
- The location waypoints for Radios are now hidden when the game is over to minimize clutter.
- Ghosts can now jump a bit higher.
- Fixed: Startup splash is still using old artwork.
- The Monster no longer crouches down when trying to eat if eating is already on cooldown.
- The Monster now attempts to automatically uncrouch after eating.
- Kema: Some Research Samples that were in the outskirts of the map have been moved a bit closer.
- Kema: Ghosts now reset if they fall in the lava pit.
- Fixed: Window Resolution changes or acts strangely when opening the Main Menu or Escape Menu.
- When crouched, the first person arm walking animations are now much slower to help indicate that you are crouching.
- You can no longer open the Escape Menu while the Emote Wheel is open.
- You will no longer fire your weapon when clicking on the Emote Wheel.
- The Emote Wheel no longer auto-closes and must be closed by the user by clicking on an Emote or the Close button. (This auto-close was in place for a mouse-focus issue that should now be fixed.)
- Fixed: In some cases the Emote Wheel can cause the Escape Menu to lose focus and get stuck on screen.
- Fixed: The text on the Close button in the How To Play guide sometimes gets cut off a bit.
- Fixed: The Task Complete popup text blocks users from clicking on menus behind it, such as the Escape Menu, Emote wheel, and settings menu.
- When a player is customizing their character in the lobby, there is now a little orange gear icon on their player card, so the host better knows who is ready and who is still editing their customization or loadouts.

PC MR Stuff:
- Screen resolution is now selectable in the Settings menu from a dropdown. [NOTE: You can not currently adjust Screen Resolution in Windowed Fullscreen mode - it will simply default to your desktop resolution in this mode.]
- Unfortunate Spacemen now fully supports ultra-wide monitors. There is a new feature in the Settings menu that allows you to set the 3D HUD Distance. If you are using a very wide aspect ratio, use the Helmet HUD Distance From Camera slider in order to make the 3D HUD fit properly on your screen. After that, you're good to go!
- Key Bindings are now editable in the Settings Menu. From this menu, you can change and clear key bindings for various actions in the game. This menu is a work in progress and will require some additional work in the future. [Known Issue: HUD button prompts currently do not change to display your new key bindings.]

General Improvements:
- MAJOR IMPROVEMENT to the way interaction priority is handled. Research Samples, Supply Crates, and items are no longer blocked by a lower-priority doorway, meaning you can pick things up if they're in the threshold of the door, without accidentally locking the door.
- XP gain rates have been reduced by about 10% across the board.
- Fixed: Host player can sometimes experience the "EME Launch" whiteout and sound effects when someone else is getting launched.
- Fixed: Sometimes the "Player has left the game" message would not include the player's name and would appear blank.
- Blood splats now attempt to attach to surfaces they splat on, such as moving doors, so they move with the object properly. (Better, not perfect.)
- An animated VOIP icon is now visible on the Warmup Screen (bottom left) when speaking.
- The helmet HUD now takes up more of the screen, and is closer to the edges of the screen in general. (At its default distance.)
- "View Task Details" in the top right now simply reads as "Details"
- Several HUD elements and HUD messages (including Crosshair) that pop up or on-screen during game are now hidden the moment the game ends, so the ending screen is much, much cleaner and less cluttered.
- Death sounds now use the same attenuation settings (distance and so on) as the Whistle emote, so death sounds can be heard from a little bit further away.
- The "Task Complete" and "Weapon Unlocking" text has been scaled down slightly to further reduce screen clutter during games.
- Spacemen can no longer perform interaction animations (or "jab" at) Power Switches, Colorblind Virus Jars, and Radio Jammers.
- The Airlock can no longer be "jabbed" (interacted with) when on cooldown, armed, or open.
- Punch Attack Damage has been lowered to 4, from 5.
- Time between Punches has been increased to 0.75 seconds, up from 0.5 seconds.
- Flashlight glare is slightly less bright and is more translucent.
- Flashlights have been optimized for better performance.
- Fixed: Bots sometimes jump around or teleport while shooting at the Monster.

Monster Improvements:
- The Monster now crouches while eating corpses, if not already crouching.
- The Monster now pauses to eat corpses, no longer an instantaneous action.
- If the Monster dies while in Monster Form, there are now unique Monster death sounds, instead of regular Spacemen death sounds.
- Fixed: Parasite egg can latch onto multiple Spacemen instead of depleting after the first victim.
- Fixed: Monster would be shown with the Default Visor, Default Height, and Default Body Type if they disguised as a dead Spaceman.
- Players can no longer switch items while transforming to Monster Form.
- Reduced Monster's interact distance to 300, from 350. (Spacemen interact distance remains at 250.)
- Communication Jam and Colorblindness Virus now has better HUD messages when activated, explaining that the Monster has made this happen, and that it is a temporary effect. Example: "The Monster has temporarily jammed all communication..."
- Colorblind Virus now spreads after 12 seconds after the jar is broken, down from 20 seconds.
- Power outages now better communicate to the Monster what has happened. For example, a Monster with the Nocturnal perk will be told they feel stronger when the power goes out.
- Fixed: One of the Monster's leg tentacles sometimes floats off of the body

Perk Improvements:
- Blast Shield perk icon now has a red X over it once it has been used.
- The Monster Decorpsinator perk now has the added benefit of stealthily removing corpses with no mess or remains left behind.
- Void Beast perk's black hole effect has been very slightly scaled down in size.
- There is now a subtle effect at the feet of someone who has Magnetic Boots activated in an airlock.
- Upon drinking Chocolate Milk, a Spaceman is now consumed by other-worldy particles, and then is teleported to their strange new location in a flash of green. Upon returning, there is another bright flash of green light.
- There is now a failsafe in place in the event a Spaceman gets stuck in the void of space after teleporting with the Chocolate Milk Perk. If you get stuck for more than the normal duration, the server now does a secondary check to get you teleported back correctly after about 6 additional seconds.
- If a Monster is using the Antibodies Perk, Health Syringes no longer force them to transform. Instead, the Health Syringe will lower their Shapeshift Energy by 50. If this causes Shapeshift Energy to hit zero, they are still forced out of their disguise as before. This means Monster's with the Antibodies Perk can survive being Syringed without blowing their cover, as long as their energy isn't below about half.

Ghost Improvements:
- When a Ghost falls off the map, they now reset to the nearest spawn point to the location they fell.
- When a Spaceman dies and becomes a Ghost, they now spawn as a Ghost at the nearest spawn point to the location they died.
- An animated VOIP icon is now visible on the Ghost HUD (top right) when speaking.
- Ghosts can now see when Colorblind Virus, Radio Jam, and Power Outage is currently in effect, indicated by icons in the top left of their HUD.
- The size of various text and imagery on the Ghost HUD has been decreased to take up less room.
- Ghosts are now hidden when the game has ended and will no longer show up on the round-end camera.
- The number of other Ghosts (dead players) is now visible in the top right of the Ghost HUD.
- Ghosts can now see who is talking by opening the Player List (F1 key) while dead.
- Fixed: Ghosts sometimes receive many duplicate text chat messages when someone joins the game.

Objectives / Machines:
- Round Time Limit has been changed to 18 minutes long, down from 20.
- Objectives Required now scale based on Player Count.
|| 1-9 Players -- 12 Research Samples, 4 Transmitters, 25 Debris Per Landing Pad
|| 10-14 Players -- 20 Research Samples, 6 Transmitters, 35 Debris Per Landing Pad
|| 15-19 Players -- 26 Research Samples, 8 Transmitters, 42 Debris Per Landing Pad
|| 20+ Players -- 32 Research Samples, 10 Transmitters, 50 Debris Per Landing Pad
- Research Sample HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Transmitter HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Research Samples now have an improved seal-up animation and some new art when sealed.
- Research Sample lights are slightly less bright and their light has been optimized for better performance.

Items:
- All Power Item Canisters start unlocking 30 seconds sooner than before, meaning 90 seconds into the game, instead of 120 seconds.
- Power Item Canisters now show an icon of the weapon unlocking from them.
- Suitcase Nuke has been moved up in the power item unlock order, replacing the Assault Rifle.
- The final Power Item, the second Shotgun, now spawns at the time the Suitcase Nuke previously did.
- The Assault Rifle no longer spawns from a Power Item Canister.
- 1 Assault Rifle will spawn per round at a random, regular item spawn.
- Power Item HUD waypoints have been scaled down slightly to further reduce screen clutter during games.
- Fixed: Night Vision passive noise was too loud and has been reduced in volume.
- The Suitcase Nuke now has collision for bullets and projectiles, but not players. (Projectiles still have no effect on the Nuke itself, by design.)
- The Stun Grenade no longer fully blinds you if you are not looking at it when it detonates.
- The Stun Grenade will now very mildly flash a Monster with the Nictitating Membrane perk. This is simply to better signal that the player was in the radius, but should not effect their visibility.
- Flamethrower and Fire Extinguisher now have improved first person muzzle effects.
- Flamethrowers (and flame residue) are now far more effective and reliable at destroying Monster Eggs.
- Fixed: Thermal images show up after the game and on the Employee of the Month window if the player was using Thermal Vision when the game ended.
- The gear item Scanner has been renamed to Map Scanner, hopefully to better explain to new player's that the map must be open for it to do its passive map scanning effect.

Menu Improvements:
- Lobby quit confirmation text has been refined and made a little less silly... Unfortunately.
- Fixed: The build/version watermark at the top of the screen sometimes duplicates itself or layers multiple instances on top of each other.
- The "Waiting for Players to Load" overlay now has an animated spinner, more descriptive text, a VOIP icon, and better VOIP support during it.
- "Steam is Not Running" message popup has been improved and now includes some steps to fixing this error if encountered.
- Many fonts have been adjusted in the Main Menu and first-time Introduction popup.
- Potential fix in place for Escape Menu getting stuck on screen between rounds in some circumstances.
- Potential fix in place for the rare bug where the Warmup menu can get stuck on screen after the game starts.
- The Server Browser is now a bit more responsive and indicative of what it's trying to do when joining a game.
- There is now a proper "Failed to Join" message when you fail to join a server.
- Fixed: Error message (e.g. Failed to Join, Steam is not Running, etc.) popups now properly gain mouse focus, so you only have to click once to close them.
- Fixed: The Password input text box is now automatically focused by the keyboard when it pops up, so you no longer have to click on the text box.

Maps:
- All maps now have at least 32 possible Research Sample locations and at least 12 possible Transmitter locations.
- The Experiment: Spacemen are now pushed out of their Subject boxes every 60 seconds.
- The Experiment: There are now small crates next to the ramps that lead up to the upper floor, for easier climbing.
- The Experiment: Added some LOOOOOOOOOOORE...
- Each round, the PA Announcement Systems on Duress and The Experiment will now avoid repeating the same message twice, unless all messages have been heard, which is very unlikely to happen in a single round.
- Echo: Many boxes in hallways have been replaced with newer artwork.
- Echo: There has been a forklift accident in Yellow Hall.
- Echo: Fixed a spot in Blue Hall where Spacemen could wedge themselves in and would be unable to get out by themselves.
- Echo: The Power Switch in the Main Hangar has been removed. (The other 2 Power Switches in the Upper Decks and Engine Room are still present.)
- Echo: All the plants strewn about the station have grown much larger, and some new plants have been added, particularly in the Women's Lavatories and the Barracks.
- Outpost 13: The barrel stack outside of The Freezer now has better collision, making it easier to jump onto.
- Outpost 13: It is now slightly easier to jump out of The Bathroom, as a Monster with Posterior Claws perk. (The inside ledge has been made wider.)
- Recruitment: Potential fix for Outdoor Landing Pad having 1 debris that can not be cleared by players. (Security Guard bots could clear it.)
- Snowswept: The two adjacent rooms in the Command Center are now connected, with the Generator moved into the center.
- Hypertrain: The floors in Thruster Car (Orange Car) have received art improvements.
- Hypertrain: Improved art, details, and furnishings, particularly in the Dining Car (blue car) and Staff Car (yellow car)
- Hypertrain: There is a new roof hole in Dining Car (blue car) that drops down by the airlock and new kitchen area.
- Hypertrain: There have been multiple ramps added on the rooftop areas to allow easier access to the higher walkway on top on the cars without having to go all the way to one end of the train.
- Hypertrain: Added visible oxygen shields and oxygen markings on the roof holes that lead to oxygenated areas.

What's next? I dunno, stuff.
<3 Zag


Nuke The Bugs – 0.2.15

Greetings Astronauts!

v0.2.15 "Nuke The Bugs"

Summary: In the 12th update of 2017 Zag nukes some major bugs, adds ANOTHER map, and two new weapons. One of them is a nuke.



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:

General Improvements:
- Oxygen decay while Strangulated increased to 2.5x the rate, up from 2x the rate.
- Fixed: Airlock doors can be 'ridden' as they open, often allowing Spacemen into areas they aren't supposed to be, and allowing them to survive instead of being sucked out.
- Fixed: AC Hum sounds on Recruitment and Tutorial were not affected by the Volume Slider.
- Lowered volume slightly on that sweet Spacemen Winning guitar riff.
- Fixed: Escape Menu can get stuck on screen after round is over
- HUGE FIX: Some occupants of the Shuttle are not properly being marked as onboard, getting killed after takeoff when they shouldn't be.
- HUGE FIX: Players sometimes get stuck, unable to spawn (as Spacemen or Ghost), when joining or rejoining a server after the round has started.

Monster Improvements:
- The Monster's Shapeshift Energy now decreases at a little more than double the rate while Strangulated. (1.5 per second, normal rate is 0.6 per second). The Intake Valves Perk will now block the strangulation effect for the Monster as well.
- Fixed: The Monster can no longer burrow on Drop-Bridges.
- Fixed: If the Monster initiates a burrow that forces them to transform into Monster form, a second check now takes place to ensure they do not burrow on a moving object, such as a Drop-Bridge or Tram, once they are transformed.

Perk Improvements:
- Chocolate Milk Perk has been redesigned.
- Chocolate Milk no longer restores any health.
- Chocolate Milk no longer triggers from explosive damage.
- Chocolate Milk now makes you invincible and Electrolocked for a couple seconds, and teleports you to a random (sometimes lethal) location on the map. - All other Chocolate Milk features are pretty much the same as before.
- The Company reminds you to please remain still when experiencing any side-affects of chocolate-flavored space milk.

Ghost Improvements:
- Ghosts can now crouch. When crouching, there is now an icon on the HUD to indicate this.
- Spectator/Death cameras now look directly at the body of their target, so if a ragdoll is collapsed on the floor, the camera is looking at it, instead of above it.

Objectives / Machines:
- Round Duration has been increased to 20 minutes, up from 15 minutes.
- Research Samples required to call the Rescue Shuttle has been increased to 12, from 10.

Items:
- New Weapon: ROCKET LAUNCHER. The Rocket Launcher spawns from a Power Item Canister after 8 minutes. This weapon launches a single rocket, which travels slowly but directly to its target location. Upon impact, it has similar effects to a slightly more powerful Frag Grenade. This weapon is depleted after a single use, so aim wisely!
- New Gear Item: SUITCASE NUKE. The Suitcase Nuke spawns from a Power Item Canister after 12 minutes. This Gear item is activated by using the 3 key. Upon activation, the Suitcase Nuke is placed on the ground, alerting all players, and will begin beeping. After 20 seconds, the Suitcase Nuke will detonate, destroying Spacemen, Monsters, doors, and cameras, and blowing out airlocks in the blast radius of 700 meters. If the power is not already out, the power will also go out after the Suitcase Nuke detonates. If a player is within the blast radius during countdown, the icon for the Suitcase Nuke will be a skull. If a player is not within the blast radius, it will simply be a nuclear icon.
- The Assault Rifle that spawned after 8 minutes now unlocks after 10 minutes.
- A second Shotgun will unlock from a Power Item Canister when 6 minutes are remaining.

Maps:
- New Map: THE EXPERIMENT. The Company conducts most of its sensitive testing inside semi-stable hyperholes. These tests are often used to measure the productivity of a new work procedure, to weed out unexpected employee behaviors, or to simply appease Jub'borith the World-Eater for another century or two. You know, the usual stuff.
- Duress: Benches no longer have collision under them, allowing items to be grabbed if they're under a bench.
- Duress: The demolished Bunk room in Station 8 now has a connecting drop-bridge to the destroyed Station 6, for easier travel to and from this station without requiring a tram.
- Duress: The northern Planet Landing Pad and Station 5 now have a lower walkway connecting them, so you can travel across without needing a tram to be there.
- Duress: If Spacemen somehow manage to get stuck inside the rear of the tram, it should now safely place them back into the main passenger area of the tram.
- Duress: Overhead map has been updated to show these new walkways.
- Gardens: Fixed various gaps or seams in the exterior walls.
- Outpost 13: There are now 3 new access points in the roof of the main structure that the Monster (or Spacemen) can use to drop into the building. These are located in the Kennel, the Freezer, and the Bathroom in the Rec Room. These holes are covered by an Oxygen Field, so the rooms still maintain their oxygenation as before. It's worth noting that Monster's with Posterior Claws Perk (increased jump distance) can jump out of all 3 of these holes.
- Outpost 13: New lobby image.
- Outpost 13: Overhead Map has been updated to show the new roof-holes as dotted red lines.
- Recruitment: Obstacle Course "jumping challenge" beams are now a bit easier to get over if you're coming from the opposite direction.
- Recruitment: Shooting Range wall has been lowered very slightly to make it easier to jump over.
- Recruitment: Zzz... added.
- Recruitment: Spacemen can no longer get stuck on the edges of the pit if they're blown out of the airlock.
- Recruitment: Slightly lowered the window frame in the broken-glass hallway, to make it a bit easier to exit the building.
- Recruitment: Oxygen zones should no longer extend above the Glass Halls, if a Spaceman manages to get onto the roof.
- Recruitment: The stairway in the Obstacle Building now has oxygen.
- Spaceburbia: Some exterior walls of Green and Blue house has received improved art, and all the rooftops have been colored to match the house for better identification.

What's next? Polish! That means Key Bindings, better ultra-wide support, and a bunch more! Probably no more new weapons, at least not for awhile. Something big next week, too.
<3 Zag


Boarding Pass – 0.2.12

Greetings Astronauts!

NEW 0.2.12a HOTFIX 1
- Fixed major build issue. A bunch of missing meshes/new artwork is now properly in place instead of being invisible.
- Fixed major build issue. Tidal Lock, Outpost 13, Gardens, and possibly other maps now have been properly updated to their 0.2.12 version, instead of their old 0.2.11 versions.
- Updated artwork on Supply Crates in Lobby scene.
- Monster Claw Damage has been lowered, from 11 to 8.
- Monster Claw Damage gained per kill has been lowered from 3 to 2.
- VOIP Proximity Chat range has been extended to 3500 (35 meters) from 3000 (30 meters)
- Research Samples that are reset while on a Tram are no longer still attached to the Tram from afar.
- Ghosts should no longer fall through Trams.
- Ghosts now properly reset to a RANDOM spawn point if they far off a ledge/into space, instead of resetting to the same one each time.


v0.2.12 "Boarding Pass"

Summary: In the 9th and almost certainly largest update of 2017, Zag brings you proximity chat, a new tram-based map called Duress, 2 new weapons, and a WHOLE space-load more! Watch the vlog and read on for more of those juicy details!



community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord chat 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:


VOIP Change: Proximity Chat
- Voice chat has undergone a massive change that will drastically alter gameplay.
- Voice chat is activated by holding down the CAPS LOCK key.
- Voice chat now emits from the Spacemen (and Monster) character itself, meaning you can only hear one another if you are within roughly 30 meters. This means you can privately converse if you are far enough away from other people, but also means you can no longer call for help from across the map. This is a large change and should bring some creeping loneliness into the game.
- If you are using the Camera System, you can NOT hear local chat around you. You CAN however, hear any local chat around the camera, allowing you to eavesdrop on people.
- If you are using a GPS Locator (renamed Buddy System in this patch) then you and the other user can communicate with one another across the map. If you deactivate YOUR Buddy System, you can still receive long-range communication from your buddy, but do not broadcast long-range to them. In short, deactivate your Buddy System if you want to hide from the other person using it.
- Ghosts can communicate across the map, and hear proximity chat, but can not communicate with any of the Spacemen they are spectating.
- Lobby, Warmup (Loadout Selection), and Postgame Scoreboard chat is global, allowing everyone to communicate freely with one another during these times.
- There is now a volume slider in the Settings menu for Voice Chat, because Full Out was relentless about it. This volume slider will determine how loud other players are.
- [Known Issue] Voice chat does not currently working during the "Waiting for Players to Load" screen. You are welcome to talk to yourself, if you'd like.
- [Known Issue] VOIP audio is not currently spatialized, meaning directionality is not currently in place. This is planned for a future update.


New Map: DURESS
- Like many of Roger's asteroids, Asteroid A7-PDLC has nearly been depleted of all its valuables, leaving its lightly-staffed mining facilities a hollow labyrinth of tunnels and tramways reaching throughout its cold body.
- Duress takes place on an asteroid in the ringed mining fields of Roger, a large gas giant in the Home system. This hollow asteroid is networked by tunnels, staffing facilities, and tramways that connect its eight distinct stations to one another. This is the first map to feature an automated PA system, a tram system, oxygen fields, and a distinct clockwise travel route.
- Trams and Stations are typically oxygenated but the Tramway itself is not. Keep an eye on your oxygen status when exploring this new map!


General Improvements:
- Transmitters per round has now been increased to 8, from 6.
- The Overhead Map no longer changes to the color of the team you are.
- Overhead Maps can feature full color images, including color-coded regions. Some maps may not yet be color-coded fully or may still be black and white.
- All Overhead Map images are now higher contrast with less clutter and unnecessary detail on them, to make walls and your position more obvious at a glance.
- Punching now checks line of sight to target. If there is no line of sight, the target will not be hit.
- Fixed: Punching could hit targets through walls, doors, or thin glass.
- Follow Me Emote has been removed.
- All lines from the Follow Me Emote have been added to the Let's Go Emote, since these two emotes were fairly redundant.
- Lock The Door Emote has been removed.
- Whistle Emote has been added. (NUMPAD . KEY) This is an Emote that features a whistle, hearable from a longer distance than other emotes. Used best for signaling others, intimidation, whistling while you work, or just annoying your co-workers.
- Love Emote has been added. (NUMPAD 1 KEY) BO-O-OING! 😉
- Security Guards (Bots) now do a few more emotes than before.
- Security Guards (Bots) have been given additional text lines they can say.
- Fixed: Portrait "Avatars" in the bottom left (especially when green-colored) sometimes have a weird or ugly "greenscreen" effect. (Thanks abxyxx for the tip on fixing this one!)
- How to Play Guide has been updated with some imagery. Still a work in progress.
- The Lobby Map Picker now has smaller buttons, so you don't have to do as much (or currently, any) scrolling to see the list of maps.
- Fixed: Sometimes the Escape Menu can get stuck on screen, or lock a user out of their controls for the remainder of the round.
- Fixed: Tooltip for "No Power Weapons" on the Host Match Settings screen shows the wrong tooltip.
- Fixed: Spacemen Tutorial keycard section gets skipped instantly.


Monster Improvements:
- The Monster Claw Attack now checks line of sight to target. If there is no line of sight, the target will not be hit.
- Fixed: Punching could hit targets through walls, doors, or thin glass.
- When burrowed, Claw Damage is no longer shown. Instead, the text reads "BURROW TRAP"
- The Acid Bomb and Parasite Egg now place directly at the Monster's feet instead of in front of the Monster. The Monster is laying an egg, after all...
- Fixed: Monster could sometimes place Parasite Eggs or Acid Bombs inside or through walls.
- Acid Bombs and Parasite Eggs are now unable to be triggered for 2 seconds after being placed.
- The Monster must now have its feet on the ground in order to dodge. (Note: Void Beast Blink is still useable in the air.)
- Fixed: If Host and Monster, Murderers are not properly outlined after they kill an Innocent Spaceman.
- Fixed: If Host alone in a practice round, bots are not properly outlined after killing the first one.
- Fixed: Acid Bomb and Parasite Eggs still show undestroyed state if they were destroyed before the player joined the server.


Perk Improvements:
- Perk Selection screen is now much cleaner and makes a little more sense.
- FIXED: You can no longer select the same perk twice on the Perk Selection screen.
- Security Guard perk has been renamed to Janitor. TIME TO TAKE OUT THE SPACE TRASH.
- The Perk selection screen now has more tidy and detailed Spacemen Perk descriptions.
- Most perks have new or updated icon art.
- If you save a Perk Loadout with any empty Perk slots, you will now be warned about this before saving the loadout.
- Acid Monster reflex (splashing acid on nearby targets when hit) can now only trigger every 1.5 seconds, up from 0.75 seconds.
- If you are a Monster with the Nictitating Membrane perk, you will now see the human health of nearby Spacemen, floating above their head.
- Fixed: Perk Icons on HUD sometimes display the wrong perks for Spacemen
- Janitor Perk now spawns with a Fire Extinguisher if no other perks give a secondary weapon. Here are the results of some of the most common perk combinations.
- Action Hero + Janitor, spawns with Assault Rifle, Fire Extinguisher
- Action Hero + Welder + Janitor, spawns with Assault Rifle, Welder
- Janitor + Welder, spawns with Stun Baton, Welder


Ghost Improvements:
- If you are a Ghost, you will now see the human health of nearby Spacemen, floating above their head.
- Made some elements of the Ghost HUD a bit more compact.
- The Ghost first person camera has been increased to 100 FOV, from 90 FOV.


Objectives / Machines:
- Radio Jammer beeping noises have been quieted down some.
- Transmitters that are complete are about half as loud as they were previously.
- Health Stations now have a completely new look.
- Bonus Supply Crates now have a completely new look.
- Power Outage Swithces now have a completely new look.
- Landing Pads now have a little dust on their surface, because that's pretty swell.
- Fixed: Last Man Standing can not turn the power back on with a single Generator.
- Research Samples now instantly reset if the carrier was killed by falling off an edge or some other bottomless pit.
- Research Samples now make a distinct noise everyone will hear when they reset to their original position.
- Improved the visuals of the jet particles on the Rescue Shuttle.
- The Company has decided their logo was not quite large enough on the sides of the Rescue Shuttle, so in order to increase brand awareness among all lifeforms being rescued, the logo on the sides has been increased in size.
- Security Cameras now have a brand new look and are now typically attached to the ceiling (but not always.) Cameras are also quite a bit bigger and more obvious. The Monster will, as always, want to destroy these to keep their naughty behavior hidden from prying eyes.
- Security Cameras can now view 360 degrees, instead of just 180 (and in some cases, less.) Due to this design change, many cameras have been moved and redundant cameras have been removed entirely. This is roughly 10-25% reduction of cameras per map, but results in roughly 2x visibility or more. This means the Security Camera system will be quicker to navigate and be more useful in general.
- Some maps have received new Security Cameras or had existing cameras renamed.
- [KNOWN ISSUE] Security Cameras do not yet visually rotate as the viewer looks around with it. (This is a planned feature.)
- PLEASE REPORT ANY SECURITY CAMERA-RELATED ISSUES, such as strange or floating placement, clipping through walls, and other odd behavior cameras should typically not be engaging in.


Items:
- **New Weapon:** Railgun. A zoomable long-ranged rifle that fires a single, highly damaging shot, with a long cooldown. The Railgun has a visible laser in the direction it's being aimed at any given time while held. This laser is dimmer when the Railgun is on cooldown. This weapon is only obtainable from a Power Weapon Canister.
- **New Weapon:** Fire Extinguisher. One appears per map per round. This item operates similar to the Flamethrower, spreading widely and overheating fairly quickly. However, the Extinguisher doesn't do any damage to its targets. Instead, it destroys any Flamethrower fire, whether it's being fired at the time or the flame residue on floors, ceilings, and walls. This is a direct counter to the Flamethrower.
- The Fire Extinguisher also has a secondary effect. Any targets (often including the wielder) directly hit by the Extinguisher blast is "Strangled." This will cause the victim to be unable to gain any oxygen, and will cause them to lose oxygen at double the rate, for 5 seconds. This effect can only be triggered again 5 seconds after the last time it happened and does not stack.
- There is now a HUD indicator when you are "Strangled." This has no effect on the Monster but will still appear on the Monster's HUD.
- Power Weapon Canisters have been tweaked in the following ways...
- Power Weapons now unlock slightly sooner than before.
- Emergency Level 2: The Flamethrower now unlocks 2 minutes into the round. (At 13:00)
- Emergency Level 3: The Shotgun OR Sniper Rifle now unlocks 4 minutes into the round. (At 11:00)
- Emergency Level 4: The Shotgun OR Sniper Rifle (whichever was not picked in previous Emergency Level) now unlocks 6 minutes into the round. (At 9:00)
- Emergency Level 5: An Assault Rifle now unlocks 8 minutes into the round. (At 7:00)
- Power Weapon Canisters have a new (unique) unlock sound. (Previously were using the Airlock open noise.)
- Power Weapon Canisters now make a new sound when activated, if you are close enough to hear it.
- Power Weapon Canisters now "chirp" periodically once they have become active. After 30 seconds, it chirps twice, and after about 45 seconds, it chirps three times. After opening, they will continue to periodically emit this chirp until the weapon has been taken by someone. After that, the canister goes inactive as before.

- Gear Item Change: GPS Locator has been renamed to Buddy System.
- If you are holding a health syringe, you will now see the human health of nearby Spacemen, floating above their head.
- Frag Grenade now has more glowy parts than before, for easier identification in dark places.
- Assault Rifle has some more glowy parts than before, for easier identification in dark places.
- Welder finally has a unique look, instead of just being a yellow handgun.
- All items have received new, higher contrast artwork for their HUD icons.
- The Flamethrower and Welder have new HUD icons to reflect their new appearance.
- Noise Grenades now randomly pick between handgun firing sounds and monster claw attack sounds.
- A Fist icon now shows up in empty slots, and an empty item slot is now designated as "FISTS" when active.
- Flare Gun now cools down twice as fast.
- The flames coming out of the front of the flamethrower will no longer hurt the user if they're moving forward. They can still hurt the user if they're in a close area, and all over residue fire will still damage the user as well.
- Fixed: Various issues with flamethrower firing, showing fire particles, or making noise after being dropped, after changing weapons, or after someone has stopped firing it.
- Fixed: The frosty effect on the first person helmet glass sometimes causes other refracted materials (windows, virus containers, sample containers, etc) to appear offset or in the wrong location.


Customization:
- Tom Videogre's Voice Pack now has the correct Sorry lines.

Maps:
- Abduction: Various foods have received improved artwork, and some mysterious new food has appeared on the tables around the farmhouse. Probably nothing to do with the UFO floating overhead.
- Gardens: Various regions of the map, particularly The Pinnacle and the farthest exterior walls, have had large art updates. Many 'gray walls' have been replaced by proper, textured walls.
- Gardens: A gap has been filled between the Scaffold and the small building below it.
- Gardens: Fog density has been slightly reduced, and the color has changed to a more strong (but darker) shade of green.
- Gardens: The Pinnacle now has entirely glass floors, greatly modifying the lines of sight within the structure and between floors.
- Hypertrain: Blue car has received some graphical improvements.
- Outpost 13: Medical folding screens in Medical and Lab now have collision.
- Space Bar: Some graphical updates to various rooms and hallways, including better signage on some doors.
- Space Bar: The windows in the projector room have been increased in size and are now large enough to easily jump out of.
- Spaceburbia: Various graphical improvements to Yellow House.
- Spaceburbia: Lighting outside of all the house now reflects the color of the house. For example, Green House now has slightly green outdoor lights.
- Spaceburbia: Overhead map updated to include the Park Storage and Garden behind Yellow House.
- Tidal Lock: The floors have been compressed, making everything much closer (vertically.) Layout is mostly the same. If you find any issues with geometry or other objects being in strange places, as with all bugs, please report it on the Discord #bug_reports channel or the Bug Reports forum on Steam.
- Tidal Lock: Ghosts now collide with drop-bridges. (Duress also has a drop-bridge, they collide with that one too!)
- Tidal Lock: Added an additional ramp near the center of the map, going from Level 2 to Level 3.
- Tidal Lock: Added an oxygenated room and Power Item Spawn to the dark side of Level 1 (Green side.) Previously this side of Level 1 had no oxygenated zones, resulting in far too many negligent deaths, even by The Company's standards.
- Tidal Lock: Level 3 has been substantially updated with a new art and layout for the various crates and containers.
- Tidal Lock: An additional Transmitter position has been added to Level 3.
- Tidal Lock: Ceiling Airlock in the small building on Level 3 can no longer be triggered through the wall and the building now has a sloped ceiling to increase effectiveness of the ceiling airlock.
- Tidal Lock: The drop-bridge spikes now extend down most of the bridge, increasing chance to be hit by them on any of the lower levels.


What's next? That's a great question. I'll let you know soon!
<3 Zag


Flirt Stations – 0.2.7

Hello Astronauts!

v0.2.7 "Flirt Stations"

Summary: This patch contains an enormous amount of bug fixes, quality of life improvements, a total overhaul to the way Health Stations work, the ability to steal ANYONE'S keycards, and more!

community_games

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord chat to take part in the fun! Also, about 90% of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

*NEWEST* Hotfix 2:
(Note: Original and full 0.2.7 patch notes can be found below this section.)

- Fixed bug where the server sometimes thought a Spaceman was the Monster when they weren't, resulting in the game ending when they died, even while the real Monster was still alive. Maybe this is the universe trying to tell us that, deep down, we're all monsters.
- Spacemen no longer hear the Monster roar on the warmup screen. Instead, they hear a musical note. Monster still hears a roar when selected as Monster.
- Fixed multiple issues with Transmitters showing incorrect state and/or waypoint icons, as well as Objective panel showing the wrong Transmitter completion count.
- Slight tweaks to the end-game "Failure/Congratulations" popup.
- The camera now zooms to the Monster whether they win OR lose. This should now also happen for every player, including the ones in heaven.
- Fixed bug where the bottom left 3D model, Employee of the Month, or Shuttle Pilot images would be dark while the power was out.
- Employee of the Month wallpaper texture (behind the Spaceman) should no longer appear blurry.
- Reverted Translucency setting that was causing various issues, such as HUD not showing up properly when looking at a Translucent surface, such as a window. (Turned out to be a negligible performance gain anyway.)
- Late-joining Spacemen will now have their suits unlocked if they are stuck in a locked state for more than about 15 seconds. This is a temporary fix while Zag continues to investigate the deeper cause.
- Airlock "flappy" wind noise now properly stops playing if a Spaceman is killed while their Magnetic Boots are locked in an airlock.
- Large refactor to how the game handles death of players. Please report ANY and ALL bugs in the Discord #bug_report channel or the Bug Report forum on Steam. Thank you!

Hotfix 1:
- Corrected an issue with Keycards sometimes not properly coming off cooldown for non-host players.

0.2.7 Change Notes:

New and Improved Health Station!
- In The Company's efforts to enforce Health and Safety Standards required by Galactic Law and to fund various managerial training excursions on the exotic moons of Paradise IV, Health Stations now emit friendly recordings to keep you energized and remind you that your health is our top priority. Use often.
- The Health Station now... talks and stuff. If you begin to experience any feelings (positive or negative) towards the Health Station, you are to disclose those feelings to HR immediately.
- The code, netcode, and visuals for Health Stations have been completely redone.
- Health Stations now fill health over time, instead of granting all the health at once when finished.
- Health Stations will heal the user until they have full health, or until the time limit (10 seconds) is reached. This means if the user has low health, they will be 'stuck' at the station for longer than someone with nearly full health.
- Health Stations will now *slightly modify* their behavior if they're being used by a Monster in disguise. Monsters will typically not want to use Health Stations when other Spacemen are nearby.
- Monsters with the "Patient" perk will not trigger any strange behavior when using Health Stations.
- Health Stations can no longer be used by an individual with full Spacemen (Human) Health.
- Overall, this is a buff to Health Stations, as they will typically heal you fully, instead of the flat 50 health they gave you before.

Here's a quick look at the new Health Stations.



Note From Zag:
This patch was a massive refactoring of netcode. Many things have been taken apart and put back together with 4x network efficiency. Reduced net traffic and cleaned up net messages related the statuses of generators, transmitters, airlocks and more. (This basically means network traffic has been greatly reduced and the status of objects in the world should be far more accurate and rarely or never get out of sync.) While this is a large change to many systems at once, this patch is considered quite stable and well-tested. If you find any issues, please report them immediately, either on the Steam forums, or in our Discord #bug_reports channel. - Zag


General Gameplay:
- MAJOR GAMEPLAY CHANGE: Everyone (even Spacemen) can now steal keycards from from anyone else who happens to be carrying a keycard. This ability is no longer exclusive to the Monster. If you do not have a keycard, a keycard icon will now show up on individuals who have one. This means if someone steals your keycard, they are not necessarily the Monster. They could just be a big jerk.
- If you have a Spare Keycard available (and also your original) then two separate keycards will now show up in the bottom right area of the HUD. (Note: If you lose your Spare Keycard, it can not be replaced. You can only ever have one keycard after losing your spare.)
- After stealing a keycard, the keycard now goes on cooldown and can not be used until the cooldown expires. As before, the Monster still has a shorter keycard cooldown.
- When taking a keycard from a dead corpse (by walking over a corpse with a keycard on it) the HUD message will now specifically state that you have looted a key from a corpse. (Previously it simply told you that you had obtained a keycard.)
- Spacemen footsteps are now a bit louder, and the sound of them travels a bit further.
- You can now see your legs (and monster legs) in First Person view.
- Massively overhauled how Power Outages are handled by the level, server, and clients.
- Your correct ping (latency to the server in milliseconds) now shows on the HUD, upper right, under the text "Signal Strength"
- Lowered volume of bullet_metal_impact sounds by about 30%, because your ears are important.
- There is now an equip animation when swapping out an item in first person (instead of the item magically appearing in your hands.)
- New Reddish Color: Cinnamon
- New Orangeish Color: Lasagna
- Grenades now throw at the correct angle and arc for client (non-host) players.
- Spacemen suits and helmets have received some new lighting, resulting in better visual style and quality.
- The netcode for doors has been completely reworked. This also fixes numerous door-related bugs, including but not limited to clients with Security Guard Perk being unable to override door locks.
- Monster can no longer Burrow while stunned by a Stun Baton.
- Monster can no longer Dodge while stunned by a Stun Baton.
- When Monster burrows, there are now some dust/dirt particles.


Security Guard Perk + Action Hero Perk Changes:
- Security Guard Perk and Action Hero Perk now result in the following combination of abilities and items:
- You spawn with Assault Rifle as your primary item.
- You do NOT spawn with a Stun Baton.
- You do NOT start with a keycard (unless you also have the Spare Key Card Perk)
- You can NOT use Gear Items.
- If you have a keycard or have stolen one, you CAN override doors with your Security Guard perk ability as usual.

Note From Zag:
Hopefully these changes (coupled with the ability for anyone to steal keycards) will satisfy any issues with the perk combination feeling worse than just picking one or the other. - Zag


Objectives:
- Research Samples now use a completely different system for sealing and scoring, which also uses far less network traffic and CPU useage.
- The Overhead map is now about 10 times more efficient in its method for checking the status of icons on the maps.
- The interior of the Rescue Shuttle is now darker, and has a lot more junk in it, yielding in more hiding spots and better cover. The art on the door/ramps have also been changed, and the spinning red lights have had their brightness greatly increased.
- The Shuttle's Co-Pilot now has some "helpful" intercom messages for Spacemen as they board.
- When the shuttle takes off, Spacemen now stay in the same location they were standing in, instead of awkwardly teleporting to the center of the cargo hold. [KNOWN ISSUE: Rotation is not matched yet]
- The Shuttle now shakes and rocks around as it's leaving the atmosphere. You could say the whole experience is quite... atmospheric.
- End-game sequence with shuttle has been simplified for the time being, but will be expanded on a bit later. When the shuttle takes off, anyone not inside is killed. If the game does not end immediately due to the Monster dying, then that means the Monster is on the shuttle with the Spacemen and has a little less than 30 seconds to kill everyone. If the monster fails to kill everyone before time expires, the monster loses.
- [KNOWN ISSUE: Monster can sometimes still be killed ("left behind") after Shuttle takes off even if they are on board. I haven't tracked down the issue yet, but it happens about 50% of the time. - Zag]

Maps:
- Kema: Small graphical updates on some of the walls and windows in a few places (lighting probably built)

Menus:
- Improved Warmup Screen "Monster has been picked" text to be more clear and colorful to better indicate if you were picked or not.
- Server Browser has been cleaned up and now has labels at the top.
- Fixed how servers are laid out on the server browser, so information should no longer be cut off or offset strangely in some cases.
- Added some animation to opening the server browser, because that will fool you into thinking this is a Triple-A game.
- There's now a new Store button in the main menu, as well as a new look for the store button in the customization menus.
- Reduced the overall size (but widened) buttons on the customization menus for a cleaner, more minimalist look.

Bug Fixes:
- Fixed bug where Monster Objective's Panel was not properly counting total or current Spacemen kills
- Fixed bug with up-down aiming animations on Spacemen. Spacemen can now be seen looking up and down again in third person.
- Fixed some bugs in Tutorial Level related to new systems, changes in systems, changes to health station, and some other things of that nature.
- Fixed bug where after a power outage was restored, transmitters that were finished would show they were red/stopped even though they were already completed.
- Fixed bug where Airlock 'flappy wind' noise would persist after ending.
- Fixed bug where players with the Magnetic Boots perk could get stuck indefinitely in the airlock.
- Fixed bug where a Spaceman standing in an Airlock with Magnetic Boots active would be sucked out of the Airlock if a second non-Magnetic Boots Spaceman stepped into it.
- Fixed a bug where HUD/2D sounds would play or overlap multiple times when triggered as host.
- Fixed a few instances of repeating/duplicate warning or notification messages displaying on HUD.
- Flamethrower now uses smarter logic to dictate when it makes sound or fires flame particles. Should eliminate bugs involving the Flamethrower firing sounds and/or particles playing when it's not being fired. - Fixed bug where a Monster shapeshifting to a dead spaceman's color would sometimes cause them to appear invisible to everyone.

Aaannnnnd that's all for now, folks! Next patch is expected to add a slew of remaining features for our trip to Version 1.0, as well as even more bug fixes, audio dialog and lore, and quality of life improvements. New maps will arrive over time as well. <3, Zag

Enjoy!

The Beta is Here!

Hello Astronauts!
THE BETA IS HERE! You'll know you're on the new Beta patch by the watermark at the top middle of your screen. It should look something like this.

v0.2.0 "Excellent Beta"

Summary: The most excellent beta is here. New dev vlog, new community video (yes, TWO videos!), tons of bug fixes, a brand new snowy bunker map, new first person arms, and a whole bunch more! Full patch notes can be found below these two videos.





Change Notes:

Spacemen / General Gameplay:
- Totally new first person arms for the Spacemen! This includes new animations for unarmed, punching, holding the Health Syringe and Stun Baton, and holding and throwing grenades.
- The end-round scoreboard now shows Fun Facts about the game, such as who had been eaten by a parasite, or got acid on their entire body and internal organs.
- Emote Radial Menu is now closeable with the same hotkeys you can use to open it.
- Fixed some bugs with innocent kill messages showing up for the wrong player.
- Reduced Night Vision bloom effect on Cameras and with the Vision Enhancer
- Security Camera Night Vision now has a slightly wider radius for better viewing
- Transmitter 'halted' buzzer now has a voice accompanying it that loudly declares "TRANSMITTER OFFLINE." This was added due to many new players not understanding what the loud buzzing noise was.
Hopefully this will solve that, and also make it slightly more obvious when a Transmitter has been shut off nearby.
- Spacemen and Monster perks now have new icons for much better readability and now share a unified art style

Monster Gameplay:
- If a player color is invalid for any reason, it will no longer show up as a button on the Monster's color selection menu.

Maps:
- *NEW MAP* Snowswept: Alongside the tunnels that wind this wintery vale, something else twists itself through ice and snow...
- Space Bar: New lobby map image
- Space Bar: Now has space-trucks and other vehicles in the landing lots outside, as well as significant visual upgrades all throughout the map, as well as the skybox.
- Architects: Minor upgrades to the map, lighting, and add some landmarks for better navigation.
- Hypertrain: New lobby map image
- Hypertrain: Large graphical improvements across the map
- Hypertrain: Added connected walkways on top of all the train cars to give the Monster more routes to gain the upper hand
- Hypertrain: Added a couple drop-in hatches to aid the Monster in travel, as well as stalking and ambushing prey.
- Hypertrain: Fixed issue where some doors lost their coloration
- Kema: Optimized lighting for better performance
- Kema: Potential fix for Greenhouse trees acting weird and stretching across the screen
- Echo: Fixed missing oxygen volume in the corner of Pink Room
- Echo: Fixed Yellow Hall oxygen volume, Spacemen should no longer be able to get Oxygen when outside the hall in the Main Hangar
- Echo: Reduced blinding light intensity in one of The Tube rooms
- Echo: Filled some holes that needed filling
- Spaceburbia: Kitchens inside homes now have tiled floors and all other rooms have shag carpet. Yeah. Really.
- Spaceburbia: Added more detail, particularly in kitchens, the main road, and some walls.
- Gardens: New lobby map image
- Gardens: Massive visual upgrade to the entire map
- Gardens: A small oxygenated room now exists on the East side of the map, in the lower trench
- Gardens: Optimized the foliage shaders in this map for better performance, but also made the foliage visible from further away.
- Lobby: Improved the background scene to the game lobby, and moved the camera some.
- Space Heaven: Bot floppy discs now properly fall from the sky when a bot dies
- Space Heaven: A few new visuals and a bit easier on the eyes

Graphical Changes:
- Optimized a bunch of textures to use less space (this should decrease game download size a good bit)
- All 3D font present in levels (things like signage above doors) now use a font that matches the style of the rest of the game.
- Toned down some of the specular effects on various textures, to better fit the desired artistic theme.
- All glass rendering is now slightly better on performance
- Suit Locked HUD indicator should no longer appear blurry under any circumstances, and now looks a bit better.
- HUD waypoints no longer get covered by fog or dust and will show in full color, even from far away, making it easier to find things around various low-visibility maps such as Architects and Kema.
- Improved artwork of menu buttons and menu popups
- Error popups now feature an orange background, instead of the typical blue
- Changed some fonts in the menus to better match the desired theme and style

Misc Stuff / Fixes:
- Fixes for Spacemen spawning without being properly assigned a color
- Fixes for various game reset issues and playing consecutive matches without restarting the application.
- Potential fix for Vision Enhancer not turning off when swapping it for another gear item
- Potential fix for a player's black screen getting stuck black after a round ends with fade-to-black event
- Potential fix for chocolate milk regen not displaying properly
- Fixed a bug where Spacemen with the Chocolate Milk perk could survive being launched by an EME, Airlock, or falling off the map
- Fixed two places where the game was throwing errors on startup
- Updated and re-organized the credits screen
- If a Spaceman leaves the game, the character now dies, instead of blipping out of existance, or not properly going away at all.
- Big fixes to player disconnect and end-game logic
- Big fixes to various mouse cursor / disappearing cursor issues
- Fixed various issues with overhead map failing to come up on screen when it should
- Reduced font size on a few menus
- Removed player's Steam ID from version watermark at the top of the screen
- The server browser now tells you when no servers were found, and suggests the player join our Discord (http://discord.gg/sandswept) to get a game going with other people!

Enjoy!

Now available on Steam Early Access!

Hello Astronauts!
We're overjoyed to announce that Unfortunate Spacemen is now available on Steam Early Access!

GAMEPLAY WALKTHROUGH


Here's a quick guide to your survival in space!
  • The game is in the Alpha stage of development and is not finished. Our release version today is 0.1.0. We have officially exited the Pre-Alpha stage. If you are new to Early Acccess titles, or just want to know more about the development plan, check out our Development Starmap to see where we're at, and help you better make the best decision of your life - picking up this sweet multiplayer game!
  • The game is $14.99 USD, or cheaper, if you qualify for various discounts, such as the first week discount, or other loyalty rewards from owning or backing our past games. When logged in, you'll see whatever discount is available right there on the store page.
  • If you already own the game or are just now picking it up, you're probably ready to jump right in! Great. We'll see you there! Just make sure you check out the How to Play guide accessed from the main menu, and set up your Skill Loadouts for both Spacemen and Monster, accessed from the Customization Menu.
  • If you're brand new (and you probably are), you'll want to join an existing server, or host one of your own and invite some friends, or wait for some people to join.
  • If you're new, you also may want to not press that "Opt In As Monster" button when the round starts. Until you get the hang of the basics, that is. The Monster requires a bit more strategy, skill, and manipulation. But we won't stop you from trying!
  • Like the game? Leave a positive review on Steam so others know too, and help build our growing community! Many, many more updates on the way!
  • If you run into bugs, issues, need help with something, or just want to talk about the game, please don't hesitate to pop over to our forums. Geoff "Zag" Keene (the lead developer) hangs out there all the time.

Geoff also wrote this blog post, and frequently talks about himself in third person. See you in space, Astronauts!