Discord Partnership Obtained!

Hello Astronauts! discordpartner
We are pleased to announce that the Sandswept Community is now an official partner of Discord!

What the heck is Discord and what does this all mean?!
Discord is an all-in-one voice and text chat for gamers that’s free, secure, and works on both your desktop and phone.
Here's some of the neat perks we have acquired through partnership:
  • Access to robust VIP voice servers
  • Custom splash screen and vanity URL
  • Early access to new features
  • Expedited support via the Discord Dev hotline
So if you haven’t already joined our Discord server, you should do so right now! discord.gg/sandswept

Dev Vlog 4 & v0.1.8 “Mystery Space Theatre”

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

v0.1.8 "Mystery Space Theatre"

Summary: A new dev vlog! A new map! A new story tutorial thing! And a bunch more!

Change Notes:

- Tutorial / Story segment! Whether you're new to the game or a veteran, the tutorial is full of story, learning, and teaches the importance of magical friendship between coworkers probably.
- The Welcome Screen for new players now recommends the Tutorial, instead of the How To Play guide.
- NEW MAP: Space Bar! Run, hide, and survive throughout the halls, theatre rooms, and alleys as the horror comes right off the screen at this little cinema pub -- in SPAAAAAACE!
- Fixed issue with Tom Videogre's voice pack not being properly selected in game.
- Removed refraction effects on the first person visor, which was causing numerous 'offset' graphical issues on certain visors and all transparent surfaces.
- Various minor improvements to the lobby UI look and feel
- Various texture improvements and reduced unncessary detail on a few textures for a generally softer look (particularly noticeable on wall textures used in Tutorial and Kema)
- Fix to Monster Footsteps and Monster Taunt. They were not localizing the sound properly making it very difficult to tell which direction it was coming from.
- The Overhead map now shows text "YOU" next to... well, you.
- Door status panels now much better illustrate what status the door is in, showing red when locked, and white when open, along with text and imagery indicating this.
- Transmitter's front interaction box is a bit larger now so Spacemen don't have to be quite as precise to press it.
- Players can now look around while suit is locked during prep etc.
- The pilot of Rescue Shuttle 31 has reduced the background noise in his cockpit.
- Spacemen no longer leave their piles of "snow" all over the Landing Pads. They now leave pallets strewn about.
- Fixed link on Main Menu that went to a broken URL
- Main Menu ticker scroll now suggests people join our Discord server!
- Oxygen Tank oxygen gain reduced to 30, from 50.
- Oxygen Tank shapeshift gain for Monster reduced to 30, from 40.
- New Spaceman Color: Skin
- Angel jump velocity increased to 1500, from 1000.
- Angels can now move cameras around while viewing through them. (other players in game do not see this)
- Camera look now respects the user's invert-mouse Y-axis setting and will act accordingly.
- The invisible ceiling on Spaceburbia should no longer block Spacemen ejected from the EME.
- Player scoreboard at end of the game is now sorted by who has the highest Employee Points score.
- Blood trails! Spacemen (and monsters) now leave a blood droplet about once a second, for 5 seconds after taking damage.
- Potential fix for a bug where the host would be forced into someone else's camera after the airlock was done wiggling them


From The Dev: September… IN SPAAAACE!

Greetings Astronauts!

Geoff Keene here. Some people call me Zag, because I told them to.

I used to post "From The Dev" updates only on the Steam forum, but I decided our development blog needs some Major Love. Coincidentally, that's also what the ladies call me.

Some of this will be a repost from the most recent From The Dev forum post (from the 24th of August) but a bunch of stuff has gotten done since then, so you will read this blog post, because love makes the world go round.

All experts I talked to agreed 0.1.8 is going to be a killer update. Which experts? Not relevant. Here's a list of stuff coming in 0.1.8, currently titled "Space Mystery Theatre," but we'll see if that name sticks...

The Tutorial (and story segment!)

A lot of new players have trouble adjusting to the mechanics of the game, as far as objectives go. The espionage and who-dunnit murder-deduction aspects, on the other hand, tend to come pretty naturally for most people...

The tutorial is focusing on the former - learning how to do the objectives.

The Company's Non-Discriminatory Training Course will teach you the basics of movement, completing objectives, and handling items. And it's wicked funny.

The most exciting part for me is that it's our very FIRST in-game introduction of The Company, and will feature at least 2 voice actors, following suit with our humor from the Recruitment Video, nonly better. Plus, rumor has it that The Company's spokesman may make some sort of appearance or something, but I totally don't know ANYTHING about that.

Whether you're new to the game or a total veteran of space murder, the tutorial will have some tasty new content for you to devour with your mandibles or regular human teeth depending on which planet you were born on.

PA Alerts

Speaking of our voice actors, I've sat down with the talent and recorded a ton of "Station Announcements" that will periodically play on certain maps (like Echo) during gameplay. Those might not be in 0.1.8, but I want you to know they're coming. They should be really funny, because I wrote them, and I am hilaaaarious.



New Map: Space Bar

If you were one of our earliest alpha playtesters, you'll know that we had a map in the game called Space Bar, and it was a bar, in space. Or a cinema pub, rather. Anyway, I've given it a huge overhaul and improvement to its look and some minor modifications to its layout. It'll be in 0.1.8, for sure. It'll still have some 'graybox' rooms with a lack of detail, but in many ways it's probably further along than Hypertrain in that regard. So that is awesome!

Bug Fixes

As usual, I'm doing some fixings of the bugs. Tom's voice pack didn't work because someone totally not me forgot to connect one thing to another thing. Yeah... Let's not talk about that. I've put in a few other fixes for some of the more prominent bugs, such as your overhead map disappearing, never to return. (I found out it ran off with the chocolate space milk timer - it should now be back and stay back.) Other larger bugs I'm looking into, and some I've already fixed. Because buck fugs.


We're getting pretty close to "feature complete" which means after that it's bug fixes, polish, and maps, maps, maps. I have a ton of new maps in the works, which I can't wait to share, but... We're getting there! The game is about 61% on the current Starmap, but it should be bumping up to around 65 or beyond in the next patch here.

If you want to play with more Spacefolks, or just come chat with ME more directly, you can check out our Sandswept Discord Server. (Or check the Community link at the top of this web site!)

There's also an "unofficial" Steam group we use to set up games, called Unfortunate Spacemen United. Full_Out is my MVP when it comes to setting up Multiplayer games. If you want to get eaten by him play games with a large group, get in on these little community hubs.

That's all for now, Astronauts!

p.s. Oh, I also took a couple days and threw together a new Sandswept.net! Check it out, because you like clicking on websites.

Dev Vlog 3 & v0.1.7 “Greater Heights” is LIVE!

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

v0.1.7 "Greater Heights"

Summary: A new dev vlog! Height customization, new items, new balance tweaks, lots of UI fixes, and a whole bunch more!

Change Notes:

Spacemen Gameplay:
- Spacemen are now awarded Employee Points for launching Research Samples into space from an EME
- Spacemen are now awarded Employee Points for launching a Supply Crate into space from an EME
- Credit is now properly given to the Spaceman who was last to leave/drop an objective in the EME's contact zone
- 50 Employee Points are now rewarded for turning a Generator back on during a power outage
- 1000 Employee Points are now rewarded to any Spaceman who survives the Shuttle escape.

Monster Gameplay:
- Remote Arm should work again (UE4 bug reset some "Can Have Arm" type variables on objects, hopefully it won't do it again)
- Made Footprints Great Again
- Thermal Footprints now respect Left vs. Right foot
- Thermal Footprints now fade over time, instead of just disappearing instantly
- Fixed issue where Thermal Footprint decal was super thin
- Burrow decal now fades over time once the Monster unburrows
- Monster's first-person arms are no longer visible to the Monster when burrowed
- Monster with Chitin perk no longer shows up on the Scanner map while in Monster Form
- Monster with Chitin perk no longer shows up on Thermal Vision while in Monster Form
- If a Monster does not have a keycard, they will now steal a keycard from a Spaceman when using Burrow Trap. (If the target also has a keycard)
- Monster Opt In Button now has a completely new and sleeker look, with reduced text clutter as well
- The Monster will now be poisoned for 3 minutes if they eat a Spaceman corpse who had the Antibodies perk. When poisoned, Monster Health Regeneration is completely halted.

Items / Gear:
- NEW GEAR ITEM: Vision Enhancer. By pressing 3, cycle through Night Vision and Thermal Vision.
- Night Vision provides much better light in the dark, and without any of the downsides of a visible flashlight.
- Thermal Vision provides a glimpse through walls and reveals burrowed Monsters, but hinders your ability to see what's going on around you in detail.
- Flamethrower residual flames now rapidly deal damage to anyone in contact with them (they last about 5 seconds)
- Flamethrower damage per flame hit reduced to 7, was 8
- The Noise Grenade and Flare projectiles now fizzle out and leave behind charred remnants when they end.
- The Flare fired from the Flare Gun now deals 40 fire damage to the first Spaceman it contacts, if it hasn't hit anything prior to that.
- Flare Gun now has a proper first and third person mesh
- Stun Baton now has a proper first and third person mesh
- Bots are now stunned by Stun Baton

Assault Rifle:
- Assault Rifle has received large balance, feature, and visual changes.
- Assault Rifle damage to Spacemen is now 6, down from 9. Damage to Monster is unchanged.
- Assault Rifle time between shots increased to 0.1 up from 0.075.
- Assault Rifle and Handgun now have bullet spread. The longer you fire in sustained bursts, the less accurate the weapon will become. This makes the AR more accurate in short bursts, but much less accurate than ever before if you simply hold down fire.
- Assault Rifle can now zoom in, complete with zoom animations and sound effects!
- Assault Rifle is now semi-automatic when zoomed.
- Assault Rifle is now using the older model with the scope. Looks and feels better with the new zoom functionality.
- When zoomed with an Assault Rifle, names of Spacemen can be read from much further away.
- If shot, you will be knocked out of zoom.

- You can customize your Spaceman's height from the customization menu. (Does NOT affect Monster Form height) Height will mildly affect your camera position and hitboxes. This has mild effects on balance and is entirely by design. Enjoy being tall, short, or anywhere in between!
- The Monster will correctly mimic the height of a Spaceman when disguised as them, including camera height.
- Bots now get a random height at the start of a match, for further variety.
- New (FREE) Voice Pack: Trooper. The only thing this space trooper hates more than an alien is two aliens. (voiced by Oz Hansen)
- New (FREE) Voice Pack: Tom Videogre. Our first community-created voice pack! An Australian in space? At least, this isn't his first time with creatures trying to kill him! (voiced by Tom Videogre)

Menus / UI:
- The text that previously said "YOU ARE DEAD" now changes to display a different message depending on cause of death. (For example: A death by flamethrower spaceman now says "SCORCHED")
- The icon that previously always showed a Handgun now changes to display a different icon depending on cause of death. (For example: an explosion-induced death now shows a frag grenade)
- Fixed length cut-off issue with some text on the You Died screen
- Changed the coloration and font of various parts of the You Are Dead UI to be more readable and more appealing to your eyeballs.
- Improved appearance of the "You are a Spaceman" "You are the Monster" intro text when round starts.
- Reduced the opacity and changed color of the map pulse effect when the Scanner refreshes the map
- Research Samples that have been launched no longer show up on the map when Scanner is active
- Fixed bug where overhead map icons would be incorrectly rotated on certain maps.
- Fixed bug with the Objectives panel displaying "{total}" instead of the actual number.
- On the Objectives panel, Spacemen now see a green checkmark next to completed tasks.
- On the Objectives panel, Monsters now see a red exclamation point next to tasks that Spacemen have completed.
- Fixed some GUI placement on the main menu and server browser
- Customization menus no longer have buttons on them if the feature is not in the game. (example: Suit customization button is now removed.) If the features do eventually show up, the buttons will return.
- New desktop splash image for the game when it's initially loaded
- Please Wait popup now has a 60 second timeout, just in case it gets stuck (rare condition)

Known Issues:
- Spacemen no longer animate looking up or down. Something broke with our animation blending setup when we upgraded to UE4 4.12.5 and we'll need to suss out what it was. For now, this is turned off in the interest of getting the patch available.


Dev Vlog #2 & v0.1.6 “Spaceburbia” is LIVE!

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

New Dev Vlog!

v0.1.6 "Spaceburbia"

Summary: A new dev vlog! A new map, new perks, new items, and more!

Change Notes:

- Much of this patch's development time went into fixing join/late-join issues, particularly involving an internal Unreal Engine bug out of our control. We upgraded UE4 to 4.12.5 and it seems to have corrected the issue. Please report any remaining issues with joining, late joining, and 'possessing' (assuming control of) your character when you join a game. Thank you for your patience with this issue!

- NEW MAP: Spaceburbia. A small quiet space suburb set on a massive space station. Everything is very normal in this neighborhood, and nothing suspicious ever happens.
- Echo: Spacemen on the roof of The Tube should no longer be in the oxygen zone of the The Tube.

Spaceman Gameplay:
- NEW SPACEMAN PERK: Chocolate-Flavored Space-Milk (or Chocolate Milk, for short.) When not on cooldown, upon reaching low health or lethal damage, you will chug Chocolate Milk and restore to full health. However, during this time you will be stunned. Afterwards, you will gain increased (Spaceman) movement speed for 5 seconds. 5 minute cooldown. Blast Shield will NOT be triggered if this is available at the time of lethal damage.
- UPDATED SPACEMAN PERK: If they have a keycard, Security Guard perk now allows the Spaceman to use their keycard to override a locked door thereby unlocking it.
- UPDATED SPACEMAN PERK: Security Guard perk now spawns the Spaceman with a Stun Baton instead of a Handgun. The Security Guard perk will override the Assault Rifle from the Action Hero perk. (You can't spawn with the Action Hero Assault Rifle if you have Security Guard perk)
- Punching is now a thing. If you have no items in your hand, you can punch for very low damage. Currently has a sound effect, but no animation.
- Transmitter, Generator, and EME locations now show up on the map for everyone.
- Removed existing Transmitter/Generator/EME locations on the overhead map graphics for all maps.

Monster Gameplay:
- NEW MONSTER PERK: Void Beast. Unlocked at Rank 21. You become a void beast from the blackest depths of space. Dark whispers and mist follow you wherever you go while in Monster Form. When you press B, instead of burrowing, you teleport a short distance with your Void Blink ability.

- NEW GEAR ITEM: Scanner. When opening the map, or every 8 seconds while the map is open, the Scanner will reveal the current location of every remaining Debris pile, Research Sample, and Spaceman (whether dead or alive, without indication of which.) Great for hunting down Spacemen, grouping up, or locating the remaining objectives. Only 1 Scanner will spawn per round.
- NEW ITEM: Stun Baton. Zaps anyone in range, stunning them in place for 2 seconds. Has 3 charges before being destroyed. Security Guard perk spawns with a Stun Baton. Does not yet work on bots.
- Oxygen Tank icon updated to better match style of other icons.
- Handgun Buff: The Handgun's Damage-To-Monster is now 8.5 per shot, up from 7. Damage against Spacemen / Spaceman form is unchanged.

New Spaceman Colors Added:
- Watermelon (pinkish)
- Chocolate Chip (brown)
- Pineapple (yellow)
- Peach (peachy orange)
- Beige (beige)
- Vomit (gross green)
- Coffee (brown)
- Calcium (white)
- Radium (bright green)
- Iron (dark gray)
- Titanium (blue-gray, near white)
- Cobalt (darker blue)

- The Perk Selection Menu now displays the required rank to unlock a locked perk.

Bug Fixes:
- Fixed an issue where Spacemen would sometimes get a blank (appears black) color on round start or when joining the game.
- Fixed an issue where invisible walls (to stop Spacemen from wandering out of bounds) would also block bullets.

Known Issues:
- Spacemen no longer animate looking up or down. Something broke with our animation blending setup when we upgraded to UE4 4.12.5 and we'll need to suss out what it was. For now, this is turned off in the interest of getting the patch available.
- Due to a bug in Unreal Engine, our interactable objects randomly lose their unique "Use Object" text string (example: Press E to Lock Door) and instead show "Press E to Use Object." This will be corrected, but generally has to be overridden by hand and takes a lot of time. We're looking towards Epic for a fix on this one. Thanks for your patience!


Dev Vlog #1 & v0.1.5 “Acid Reflux” is LIVE!

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

New Dev Vlog!

v0.1.5 "Acid Reflux"

Summary: A new dev vlog! Tons of new monster perks, a couple new items, bug fixes, and more!

Change Notes:

- Much of this patch's development time went into fixing join/late-join issues. This should help to (or entirely) sort out the largest issues that reuslted in players getting stuck or not properly getting spawned into the game when joining late. Please continue to report any issues encountered in our bug report forums. Thanks!

Spaceman Gameplay:
- NEW SPACEMAN PERK: Welder. Spawn with a Welder tool that can fully repair broken doors and cameras. - The Antibodies perk now reduces toxic and acidic damage by 30%. - Spacemen now react with physical hit reactions when impacted by bullets. - Spacemen heads can now be decapitated if the last damaging shot is a headshot

Monster Gameplay:
- NEW MONSTER PERK: Nocturnal. While the power is out, your Monster form gains 35% increased movement speed (does not stack with Posterior Claws) and 10% additional Claw and Burrow Trap damage. When the lights are shut off by a Monster with this perk, you will hear a distinct sound, and your HUD will alert you that the monster thrives under these dark conditions.
- When Nocturnal mode is active, the Monster's night vision is better, and a purple color, instead of orange.
- NEW MONSTER PERK: Toxic Ink Cloud. Upon transforming to monster form, the monster squirts a cloud of toxic ink that lingers for 10 seconds and deals damage to any Spaceman that enters it.
- NEW MONSTER PERK: Acid Monster. Your monster form bleeds acid on nearby Spacemen when taking damage, and instead of laying a regular egg, you lay an Acid Bomb that detonates when a Spaceman gets too close to it.
- NEW MONSTER PERK: Decoy: When shapeshifting, a decoy monster will be placed in front of you and lasts for a short duration.
- The Spaceman Antibodies Perk will reduce Toxic/Acid damage by 30%
- Monster Egg now displays a hitmarker when hit
- NEW OBJECT: Radio Jammer. Monster can trigger this device one time per round. Lasts 60 seconds. No text or VOIP communication can be used amongst Spacemen during this time. Monster Remote Arm works with Radio Jammer.

- NEW GEAR ITEM: GPS Locator. Spawns in a pair. One spawn per map. When active, the GPS Locator displays a waypoint on the HUD for anyone else with a GPS Locator equipped.
- Flamethrower now fires at a slightly slower rate of fire
- Updated Flare Gun item icon to look like a flare gun
- Flare Projectile has vastly improved visual FX, including a bright flickering light

- Kema: Added a second colorblind virus sample to the Greenhouse
- Added 1 Radar Jammer location to all maps

- Made some of the HUD button prompts about half as large.
- New image for Suit Lock
- Updated most of the skill icons with new artwork (all placeholder art still, just better)

- Servers can now be named, instead of just using the Steam display name - Servers can now be passworded - Server browser will no longer show servers that are not the same game version. For example, 0.1.5 server will not show up to someone still on 0.1.4, and vice versa.

Misc Small Stuff:
- Fixed a bug where the map selection in the lobby could choose "blank" or none as the map under certain conditions.
- Fixed a bug where carried items would repeatedly increase in size if you switched to Monster Form while holding them
- Made customization buttons on main menu a tiny bit smaller
- Build watermark is now a bit larger
- Updated Unreal Engine 4 trademark in the credits to match format Epic prefers


v0.1.4 “Sunny Side Up” is LIVE!

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

v0.1.4 "Sunny Side Up"

Summary: 2 brand new Monster abilities (Monster Egg and Burrow Trap), new Health Syringe features, tons of fixes to joining and late joining games, along with lots of little bug fixes.

Change Notes:

- Most of this patch's development time went into fixing join/late-join issues. This should help to (or entirely) sort out the largest issues that reuslted in players getting stuck or not properly getting spawned into the game when joining late. Please continue to report any issues encountered in our bug report forums. Thanks!

Monster Gameplay:
- NEW ABILITY - Monster Egg: By pressing R in Monster Form, the Monster can now lay an egg. This egg acts as a proximity alarm, showing nearby Spacemen. If Spacemen get too close to an active egg for too long, they will be attacked by an alien parasite. (You'll know when you've been grabbed - trust us.) At that point, their only hope is that someone else will shoot the baby alien murder machine off of their face. The egg can be destroyed, and each egg can only be triggered once. The Monster can lay an egg about once every 3 minutes. Status of egg-laying ability shows up in the bottom right by the Keycard and Flashlight status indicators on the HUD.
- NEW ABILITY - Burrow Trap: The Monster can now attack with LMB while burrowed. This will grab the first nearby Spaceman (within about 1 meter of the burrow location) and pull them into the Monster's mouth, where he will chomp on their feet for 1 second, dealing 50 damage.
- Monster's Remote Arm status in bottom right of HUD now indicates which object the current remote arm is attached to (if any), in the case of very forgetful monsters

- You can now press RMB to use secondary fire on items that support it. Only the health syringe currently has a secondary fire mode.
- Health Syringe can now left-click to heal a target, and you can right click to heal yourself. Either option will consume (destroy) the health syringe.
- The Monster is now kicked out of shapeshift form if he or someone else uses a health syringe on him. The Monster's human health still receives the heal benefit, however. This is now accompanied by a warning to the Monster, as well.
- Fixed bug where the Health Syringe wouldn't reliably play its sound effect when used by a client

- Transmitter warning buzzer delay time after being shut off lowered to 3 seconds, from 5 seconds.
- Unsealed Research Samples now cause your suit's geiger counter to go off when nearby. A small tip to help you locate them.
- Sealed Research Samples now have a new look, a green egg in a box, so they are not confused with the Monster's ORANGE egg location icon

- Fixed issue with map picker not allowing the host to select a map or simply acting weird after re-opening or returning to lobby
- Potential fixes for weird issues occuring after coming back to lobby after round limit is reached

Heaven / Angels:
- Fixed bug where Angels couldn't open cameras after using Escape Menu
- Fixed bug where Angels could get stuck in their Escape Menu if they try to open cameras while Escape Menu is up on screen

Menus / HUD:
- Fixed bug where Visor and Helmet picking menu wouldn't show the selected visor/helmet data on the right side of the panel
- Changed font on intro text when you spawn
- Loadout cards on Warmup screen are now about half as large
- Changed up a bunch of fonts and font sizes in the warmup and match starting screens

- Fixed (for real this time!) a bug causing the airlock magboots "wind noise" to play forever.


v0.1.3 “Friday the 0x0Dth” is LIVE!

Hello Astronauts!
New patch is LIVE! You'll know you're on the new patch by the watermark at the top middle of your screen.

v0.1.3 "Friday the 0x0Dth"

Summary: Lots of little fixes to the way we handle game joining and preventative measures for various HUD-stuck issues and airlock issues.

Change Notes:

- Airlock now has a timed failsafe that should cause it to close if it somehow gets stuck open.
- Airlock cooldown time lowered to 180 seconds, from 200 seconds.

Game Join / Late Joiner Handling:
- More in depth checks for who is taking which characters at round start
- If you are a late joiner, the Warmup screen now reflects this and you can no longer opt-in as monster nor choose monster loadouts.

- Fixed missing black panel behind door lock screen display
- Assault Rifle now has some red on it, because that's more menacing or something.