Monstrum 2 cover
Monstrum 2 screenshot
Genre: Strategy, Adventure, Indie

Monstrum 2

Monstrum 2: State Of Play

Ahoy there!



On January 28th 2021, Monstrum 2 was released into Early Access on Steam. We were so excited to share this new project with everyone! We are now in October, where we will be sharing our October Update with a lot of brand new content. Over the last eight months, we have grown exponentially. So, we thought it’d be good to walk you through what’s been going on.



When M2 dropped, we released 3 monsters onto the Sparrow Lock. The Brute, The Bhagra and The Malacosm. All of these monsters have undergone huge changes since our release. Whether it’s the Brute’s roar or the Malacosm’s teleport. Our monsters are constantly evolving!



If you haven’t boarded the Sparrow Lock in a while, you might notice some differences. Now there is only a single seafort that our prisoners find themselves desperately trying to escape. By changing to a single superblock system, the gameplay tightens and you must rely on stealth more than ever before.

We’ve also added a brand new Seafort, “The Barracks”! In the game's narrative Hongsha Miller, the shadowy company that operates the Sparrow Lock facility hired a group of mercenaries tasked with keeping both the Prisoners and Monsters contained and under control. The soldiers have moved into an older part of the Sea Fort turning the area into a small military base including a war room, armoury, canteen, and their living quarters.



When we launched, there wasn’t an option to jump into a game with your Steam friends. That was one of the first major changes to the game. You can now join into a normal lobby, or a custom one, with your friends!

The ability to customise your character is constantly expanding. Whether it’s the hot pink Bhagra, the terrifying coral Malacosm or the best psycho mantis impression one can do! New skins are also coming very soon.



We’ve also introduced a progression and leveling system, including a seasonal pass. We’re still in the midst of our first season, with our second coming out in October. Keep playing to earn more and more skins/accessories/banners within Monstrum 2.

We have also just released a brand new update, introducing the second season of content to Monstrum 2! This includes a brand new Ping System, Updated Escape Room changes, balance changes and a lot of bug fixes. You can view our changelog at the link below!

Monstrum 2 - October Update Changelog




As well as expanding the game, we’ve also expanded our team. Over the last eight months, we’ve introduced 9 new team members to our amazing team! They’ve been working incredibly hard to make Monstrum 2 as incredible as it can be. They include:

Ryan Scott, Audio Lead 🔊
Jo Raithby, 3D Character Animator 🕺
Eleonora Dragoni, Level Designer 📋
Rob “Chip” Hughes, Level Designer ✏️
Rory Mclean, Gameplay Programmer 🕹️
Jimmy Lin, Product Manager 👷
Emelie Edholm, Associate Producer 📢
Naomi Ellett, QA Tester 🐞
Romina Aileru, QA tester 🐛

We are honoured to have the community that we have. From Alpha Testers to our discord gamers to all our fans out there, everyone involved is incredibly grateful for the support we’ve gotten. Thank you so much for all the support that you’ve given us.



Happy Hunting!


Team Junkfish


26/10/2021 - October Update





Ahoy there!

After months of anticipation, season 2 of content is finally here! As well as plenty of new features and layout changes. This is the LARGEST update to Monstrum 2: Early Access that we've had. So, in this changelog we are going to break down everything that is now available to play in M2!




Here is a summary of all the new features that are in the new update. We will break all of them down in more detail throughout this changelog,

  • Season 2 Cosmetics
  • Monster Damage Reduction
  • New stinger system for audio cues and a heartbeat for monster proximity
  • New XP rewards for both prisoner and monster, Private games now give XP and certain actions have XP caps
  • Improved Ping Marker system
  • New player spawning logic
  • Items now follow the player camera when looking up and down
  • Sea Fort Layout changes with Escape Routes now detached from the powerplant
  • Moon Pool Escape Route Overhaul
  • Helipad Escape Route Overhaul
  • New Rooftop Content
  • New mission world marker to help guide players better
  • New look for the security cameras
  • New mission and monster HUD/UI



Below are bug fixes that didn't quite fit into any major category listed in the changelog.

  • Players now highlight when they are in the fog when the highlight players button is pressed
  • Malacosm Sentinels should highlight from behind the fog
  • Fixed issue where Item UI would have been shown on the Malacosms screen if an item is picked up during Clairvoyance
  • Fixed issue where the wrong objects were being highlighted on the Spinning Tank Fuse
  • Fixed issue where you would take no damage if you had taken Adrenaline. It is now back to the intended 50% protection value
  • Fixed issue where the Brute would not do damage if Charging up stairs
  • Monsters will now have their Post Processing Effects active during the tutorials
  • Fixed Issue where Ability UI would show in the Intro cutscene
  • Improved Ragdoll
  • Doors that require a code to open, will now remain open once the code is correctly inputted
  • Elevator floor display better represents what floor you are on
  • Mouse sensitivity slider fix
  • Fixed issue where the Bhagra Ceiling tiles could become blocked above the spawn Module in Aquatics
  • Fixed issue where Prisoners would be floating above the ground when interacting with a movable cabinet on Infirmary
  • Fixed issue where Powerplant cables would not turn green when you finish the switches
  • Moonpool fuse puzzle can no longer lock players inside the "open moon pool doors" room. Can no longer remove the fuse once it is inserted
  • Fixed issue where the Prisoner Death camera was not correctly following the animation
  • Fixed issue where a Fuse could not be received from a Fuse Box if the Prisoner had a backpack and the item would have been placed into an additional item slot
  • Fuse dispensers will now display a full inventory prompt when you try to take a fuse from a Fuse Box with full inventory.
  • Prisoner tutorial - Removed a section of the jump puzzle platform to force players to jump to solve the puzzle
  • Removed physics from the crates in the Bhagra tutorial to prevent them from moving and causing issues with the mannequins
  • Fixed issue where the Store would not update properly after an item was purchased
  • Fixed issue where the Chat UI would display that someone had been killed multiple times
  • Blood should render more visibly now when damage happens
  • Memory leak fixes in various places
  • Fixed issue where Inverted Controls would not affect controller input
  • Pinging now working with controllers (right thumb stick)
  • Optimisation and visual improvements for volumetric lighting
  • Bhagra Tutorial - Fixed issues where Breakable crates could interfere with the moving targets



Of course, we can't address every single issue that we find. But we have a handy list of all issues that we know of going into this build. If you find any more issues that aren't listed below, please report them using this link: https://teamjunkfish.zendesk.com/hc/en-gb/requests/new

  • Monsters still missing heads/displaying incorrectly at times in the monster intro-cutscene
  • Sometimes the audio test for the prisoner voice in the customisation menu can break
  • Spectate audio can sound far away at times
  • Sometimes a prisoner will render on-top of geometry to other prisoners
  • A Prisoner may highlight twice if they are on the edge of the fog
  • Death Cutscenes that occur in elevators may cause unintended movement if the elevator is moving
  • Cosmetics unlocked via the progress tracker require a game restart to unlock
  • Some XP reward popups show their codename rather than their actual name



The October Update marks the start of Season 2 of our Progression system. Season 2 will run from October to February. Alongside the new Season Content we have also filled the Store with more new content as well as moving the Season 1 content into the Store

Progress Tracker Season 2 content:

  • 6 new Prisoner Clothing / Accessory items
  • 5 new Monster skins
  • 16 Nameplates
  • Numerous MC rewards

New Store content:

  • 5 more Prisoner Clothing / Accessory items
  • 5 more new Monster skins
  • 3 more new Nameplates
  • All season 1 Progress Tracker content has been moved over to the store with a 50% increase in MC cost from the usual baseline



We have carried out a major change to how all the Monsters attack Prisoners, none of the Monsters can kill a Prisoner at full health in a single hit anymore. The aim of this is to reduce the amount of times Prisoners would suddenly die as well as to prolong the chase for Monsters.

  • Brute’s main attack reduced to only inflict 70 health points instead of 100
  • Malacosms main attack reduced to only inflict 50 health points instead of 100
  • Bhagra Ceiling lunge attack reduced to only inflict 80 health points instead of 100
  • All Monsters now have their Primary Attack Cooldown shown on the HUD alongside their other abilities
  • The number of Medical Kits available throughout the map has been increased to give Prisoners more opportunity to heal following a non-lethal attack
  • Made Prisoners getting struck by Monsters louder and more clear to both the attacked Prisoner and the attacking Monster that a hit has connected
  • Red pain effect on screen for Prisoners increased when struck
  • Prisoners will receive a speed boost following a non-lethal hit



The heart beat system is designed to help give Prisoner players more warning that the Monster is close

  • Heartbeat audio will increase in intensity when the monster is nearby
  • Heartbeat audio will lower once the monster sufficiently far away
  • Entering a chase with the Monster will further increase the intensity of the heartbeat
  • Exiting a chase will lower the intensity of the heartbeat



The XP system has had a lot of changes with several new types of rewards added

  • Player can now earn XP again in Private Games (Room Codes)
  • Certain repeatable actions that award XP now have a total XP cap in order to prevent farming, an example of this is the Locker Mini-Game
  • Several new XP triggers have been added

New XP Triggers for Prisoners

  • Using adrenaline on yourself
  • Using adrenaline on a teammate
  • Activating a glow stick
  • Using a MedKit on yourself
  • Using a MedKit on a teammate
  • Destroying breakable walls and floor with sledgehammers
  • Taping cameras
  • Inserting fuses
  • Survive 30 seconds after being Clairvoyanced by the Malacosm
  • Avoiding Brute Roar by hiding
  • Picking up a backpack
  • Blinding the Monster with the Camera
  • Escape with one life remaining (Grants less XP than escaping with 2 lives)

New XP Triggers for Monsters

  • All Monsters: Land basic attack
  • Brute: Hit a Prisoner with the Charge Ability
  • Brute: Locate Prisoners via the Roar Ability
  • Malacosm: Locating a Prisoner via the Sentinels
  • Malacosm: Killed a Prisoners within 30 seconds of seeing them via Clairvoyance
  • Malacosm: Killed a Prisoner shortly after teleporting



The Ping Marker system is the ability for Prisoner players to highlight items or interactive elements on the Sea Fort to other Prisoners to see

  • Ping markers have been updated with new artwork with the style matching the rest of the UI overhaul
  • A generic ping marker can be placed down on any surface within 10 metres allowing Prisoners to call out locations of interest
  • Barrels and Chairs are no longer pingable



The players spawn logic has had an overhaul in this update

  • The Prisoners will initially spawn in a small exterior building on one side of the starting platform, the Monster will spawn in a similar building on the opposite side ensuring Monsters and Prisoners now always spawn at least 50 metres apart from each other at the start of the game
  • Stage 1: Players will only spawn either around the first building or inside it during the Power Switches mission.
  • Stage 2: Players will only spawn either around the Power Plant or inside it during the Generators mission.
  • Stage 3: During the ‘Prepare the Escape Vehicles’ Missions players will continue to respawn around the Power Plant area until they enter the Escape Route Area themselves. Once they do they will then respawn either in the Escape Route or in the accessway leading to it
  • Stage 4: During the final dash towards the Escape Vehicle all players will respawn in the Escape Room in fairly close proximity to the vehicle.



The two escape Routes Helipad and Moon Pool are no longer positioned directly above or below the Power Plant area but instead will load in as freestanding platforms beside the Power Plant. The aim of moving the escape routes is to make navigation around the Sea Fort more straightforward and to allow the development team to more easily swap out different sections of the Sea Fort in the future.

  • The 2 puzzles that would appear on railing outside around the starting area have been improved with 3 larger puzzles that can modularly slot in place.
  • Power Cables reworked to incorporate the puzzle switches located on the exterior
  • With both spawn rooms now positioned outside a small modular security office has been added inside the main Stage 1 building
  • The yellow industrial freight lift has been removed from the centre of the Power Plant room and replaced with an office / canteen area
  • The Power Plant now has an interior ceiling when both the Helipad Escape Route or the Moon Pool Escape Route is loaded
  • Outside the Power Plant the two stairs either going down to the Moon Pool Air Lock doors or up to the Helipad outer doors have all been removed
  • Instead 1 of 8 possible random set of stairs will appear on one side of the Power Plant exterior platform leading over to the Escape Route
  • Yellow signs guiding the players towards either Escape Route have been added to the exterior railings around the outside of the Power Plant



A large focus of this update has been to improve the gameplay experience in the escape areas and this has involved some significant layout changes as well

  • The Moon Pool is now situated to the side of the Power Plant instead of directly below it
  • New rooms for the upload Moon Pool plans mission
  • New side corridors
  • Less tunnels
  • No freight elevator and rooms that were around it
  • Fixed weld points lights
  • Fixed UI markers for all the 4 Moon Pool missions
  • Got rid of 2 downstairs useless rooms
  • Added railings around the Moon Pool
  • Raised up the Moon Pool and made it smaller
  • Submersible now drops into water
  • Escape triggers are a lot smaller and closer to the Submersible
  • The Submersible doesn't roll back anymore if none of the Prisoners are operating the Hoist Stations



Similar to the Moon Pool, the Helipad area has had an extensive overhaul during this update.


  • The Heli escape is now situated on its own platform next to the powerplant standing on four narrower pillars
  • Heli escape now has 3 floors with the ocean below it
  • The freight elevator has been removed and replaced with stairs
  • All walkways, pipes and doorways have been adjusted to fit the new layout
  • There are 2 new extra towers situated on the Heli escape
  • A new walkway with Bhagra tiles has been added connected between 2 of the towers
  • The missile turret will now appear during the ‘Move the Crane’ Mission but its Turret Shell will be closed
  • There are 2 possible entry connections into the Heli escape now that will randomly be selected when starting a game
  • All puzzles for each escape option have been updated with new steps added for each one
  • Red chests are now available around the Heli escape
  • The escape trigger has reduced in size to match closer to the size of the helicopter
  • All Bhagra tiles have been updated around the Heli escape



We have begun a rollout of more detailed rooftop content throughout the starting stage one buildings. As of the October build 6 of the 13 possible buildings have had this treatment with the rest to follow in future updates.

Barracks:

  • A seventh puzzle was added to the building on the lower floor near the canteen area in order to bring its puzzle count up to match the other buildings with new rooftops

Examination:

  • Has a room setup on the rooftop with a new puzzle in it
  • The Rooftop has four breakable skylights that will let players drop into the upper floor rooms, some Bhagra tiles in the upper floor were adjusted to make room for these skylights
  • A stairway has been added leading from the upper interior floor to the rooftop
  • There is a series of ladders and vines have been added around the outside of the rooftop area

Infirmary:

  • A medical helipad has been added to the rooftop with a new puzzle
  • There is now a three story elevator in Infirmary connecting all floors and the rooftop together
  • A staircase also connects the upper interior floor with the new rooftop area
  • A new surgical room has been added on the upper floor near the pull trolley puzzle

Morgue:

  • There is a new puzzle on the rooftop
  • A staircase also connects one of the upper rooms with the new rooftop area

Prison:

  • Both wings of the Prison halls now have gable ceilings
  • The guard tower in the middle of the main room has been raised up by 2 metres
  • A ladder leads up from the upper interior rooms to the rooftop
  • A breakable skylight has been added above the Prison canteen room
  • Ladders and monster vines have been added around the rooftop
  • A new puzzle is located on the rooftop

Vault:

  • Two new puzzles have been added to the rooftop area
  • A puzzle in the upper floor of the interior has been removed
  • The size of the rooftop area has been slightly increased by enlarging one of the rooms on the upper floor



Following the major focus on the games UI and front end Menu during the August update we have continued to polish these systems

  • Junkfish logo video updated
  • Updated the Health and Safety warning screen
  • Updated Connection Screen
  • Revamped splash, server select and respawn screens
  • New mission and monster HUD/UI matching the updated style
  • A world marker has been added on screen that will help guide players to the area of the Sea Fort where the current objective is taking place
  • Updated font colour for the Health display
  • Updated menu button colouring
  • Updated font sizes for Customisation item names
  • Updated locked symbols on Customisation items
  • Updated price text
  • Updated HUD for the In-Game Player List
  • Improved controller support in certain menus
  • Various fixes for drop-downs/sliders prompts in the options menu



The art team have been adding new content and polishing existing assets for this update

  • New look for the security cameras
  • Detectors have had a visual update with new and old states
  • Large alphanumeric stencils have been added to the outside of buildings
  • Radar Control Units added to the Sub Escape mission



The following improvements have been made to the games audio

  • Updated stinger system for audio cues

    • Prisoners will hear a sound effect when the Monster is looking in their direction
    • A chase stinger will play for both Monster and Prisoner if that Prisoner is seen moving by the Monster and the monster is nearby
    • The players who were in a chase need to be out of a chase for 3 seconds before the chase trigger is heard again.
  • Updated Escape Music
  • Main Menu Audio added
  • Updated Splash Screen Audio
  • Metal Detector Alarm changed
  • Security Camera Alarm changed
  • Security Cameras have movement audio
  • Keypad button presses
  • Lift audio changes
  • Wood breaking
  • Various item use audio changes
  • Updated audio for the Brute’s Tremor ability




  • Fire extinguishers have had their charges reduced from 3 to 1
  • Cameras have had their charges reduced from 3 to 1
  • Refuel the Helicopter mission has been set up to be balanced for the amount of Prisoners remaining. Fewer fuel cans will be required to finish the objective when fewer Prisoners are alive at the start of the mission
  • Submarine will no longer roll back
  • Prisoners will no longer be blinded by the Camera item




  • We have removed the Asia Server for the time being. Building up the player base is a key objective for us and for the time being we feel having more players on fewer servers will make it easier to find games.
  • On the backend we have made the game’s server logic more adaptable so servers can be added and removed in the future more quickly with the games Server Select UI automatically updating

We are so proud to have the community we have, so much of our work is influenced from the suggestions in our discord server.

Happy Hunting, and Happy Halloween! 🎃


Team Junkfish


Monstrum 2 - 0.8.86ea

Ahoy everyone!

We have a small update live, 0.8.86ea, that fixes an issue we discovered with our server buttons in the connection scene. This has been addressed but as always if you do come across any other problems please get in contact with us via: Team Junkfish Zendsek

Cheers,

Team Junkfish

01/09/2021 - Monstrum 2 Performance Patch




Ahoy there!

Firstly, we want to thank everyone who has been waiting for this hotfix since the August update. We recognize that a lot of unexpected issues arose, hardly any of which could be changed in a short time span. However, we are now much more confident in this version of the release.

The main point of focus for this patch was to do a pass on the game’s overall performance. There will still be some areas that will take a hit on fps that we are continuing to work on but there have been improvements all around that we feel were important to get out as soon as we could.






  • High/Medium/Low will now have a greater impact on how the game will run on your machine. Low should now run a lot better and allow for more fps on lower end hardware.






  • Enabling and disabling shadows should now have more impact on performance too as there were a few places where shadows were not toggling correctly






  • Most of the lights in the game had performance passes applied to them.
  • Volumetric lighting had a pass to reduce strength in certain areas






  • Fixed an issue where playing as a Monster would perform significantly worse than as a Prisoner due to excess rendering
  • Added a cooldown indicator to the Bhagra's swipe.






  • Fuses should now no longer get players stuck when removing/inserting, especially those with a higher ping
    <*> Mouse Sensitivity slider now fixed with correct values
    <*> A prompt now displays if you have a full inventory but try to remove a fuse from a dispenser
    <*> Prisoner death animation fix for the player’s camera moving correctly when killed
    <*> The Bhagra can no longer check hiding spots from the ceiling







  • Sometimes the wrong model may render in the lobby but it will not break a lobby
  • Sometimes a prisoner can render in the monster tank
  • Monster heads can still go missing in the intro cutscene
  • Fps drops can still occur in certain big areas



Thank you again for all of your patience. We're so proud to have the community that we have! We're looking towards October for the next update to Monstrum 2: Early Access.

Happy Hunting,

Team Junkfish!

10/08/2021 - Monstrum 2 August Update

Monstrum 2 - 0.8.8ea





Ahoy, everyone!

Now that August is here we have our August update now live! Please check out the change list below to read what is in store. We have also updated our known issues log, but if you have any seperate issues please do get in contact with us!

Thank you,

Team Junkfish

-----------------------------

New Features

User Interface Overhaul
There has been a big update to the main menu and in-game HUD to make it feel more cohesive with the game.


  • Updated the UI and HUD, both in menu/lobby and in-game
  • Complete visual update: 3D menu implemented with cinematic cameras moving between each scene
  • Updated chat visuals
  • Improved chat functionality
  • Progress Track scrolling and thumbnail fixes
  • Store & Customization UI fixes
  • After Action Report visuals updated
  • Fixed a number of border, bracket and font inconsistencies


Environmental Lighting and Effects
To improve the visual ability for both the prisoners and monsters, there has been a lot of balancing and updates to the lighting. Light and effect changes have also been made to help the player locate themselves more easily in the levels and to improve performance.


  • Lighting pass throughout the levels to check consistency and added ambience
  • Balancing of players night light for better visibility and added a green hue
  • Lights placed to better highlight puzzles
  • New fog implemented for ambience and improved performance
  • Orientation Cables running along the levels has been reworked


Graphics
A lot of changes have been made to our internal graphics systems.


  • Geometry popping in and out will no longer happen
  • Resolved a lighting issue that allows all lighting to better match the intended vision
  • Fixed an issue where RAM was not being freed up correctly after games completed. This also allows us to enable higher quality textures for the High quality setting


Improved Item Spawners
To help the players find items and keep it more consistent in size we have done an overhaul of them. This should make it easier for the player to find what they need.


  • Placement and size of the items has been updated
  • Players should find tools they need for the puzzles closer at hand than previously
  • Items are more closely themed to the Sectors they are in, for example extra Medical Kits and Adrenaline can be found in the Infirmary while extra Industrial Tools can be found in places like Archives or the Moon Pool.
  • Fire Extinguishers will now respawn back into the Sea Fort when they thrown into the ocean
  • Fuel Cans in the Refuel the Helicopter Mission have had minor position adjustments to prevent various clipping issues


Gameplay Changes
Changes to gameplay.


  • Fire extinguishers slow down monsters if they enter the spray
  • Security cameras now detect Monsters
  • Security cameras will detect characters faster if they are sprinting
  • Security cameras passive light is now orange instead of blue and a grid pattern has been added to make the cameras sensor range more apparent
  • You can now break windows with a sledgehammer and with a punch by the monster


Tutorial Changes
Bhagra Tutorial


  • The room teaching Lunge Jumps with the three horizontally moving Mannequins has had a lighting pass to make those targets stand out more
  • An extra ledge has been added to the final room to make the required Lunge Jump across easier


Audio Changes
We are currently making changes to how the audio interacts within the game. Our intention is to create a more intense experience as the game progresses


  • Music and Ambience
  • Chase music removed
  • Audio Stinger System Added:
  • Monsters will hear a stinger if a prisoner is within their line of sight
  • Prisoners will hear a stinger if they are within the Monsters line of sight
  • An audio stinger will play whenever a player is killed.
  • Ambient audio will change as more switches are completed during the initial phase of the game
  • Music intensity increases as you progress the escape mission


Misc Audio changes


  • Splash Screen SFX added
  • Processing on Tannoy audio
  • Prisoner 06 audio implemented
  • Volume of Prisoner breathing increased
  • Prisoner footstep audio consistency improved
  • Bug fix for Bhagra Blink audio attenuation and spatialisation
  • Bug fix for Exterior Audio being heard inside SuperBlocks


Performance

Due to the combination of various graphics system changes and lighting/content changes, we decided to implement a fog effect for this update to help improve performance. The fog will be consistent for all players to prevent imbalance between players with higher + lower spec machines, and will be subject to change as we continue optimizing Monstrum 2.

Prisoner Changes

Items and Inventory


  • If you take damage whilst using an item the item will cancel its use
  • If you enter a cutscene whilst holding an item the item will cancel its use
  • Can no longer switch from the Fire Extinguisher when it is being used
  • Can no longer switch from the sledgehammer whilst it is being swung
  • Can no longer switch from the camera if it is being used
  • Visuals
  • Faint ambient light has been added to the Prisoner to provide faint lighting in the darker areas to improve visibility. These lights are not visible to other players


Monster Changes

Monster Visuals

  • Bhagra vision post processing tweaked to improve visibility
  • Malacosm vision post processing tweaked to improve visibility
  • Faint ambient lights have been added to the Bhagra and the Malacosm to provide faint lighting in the darker areas to improve visibility. These lights are not visible to other players


Monster Balancing

Malacosm:
We were made aware that the Malacosms raw chasing ability was a bit too strong so to combat this we have reduced the speed of the Malacosm and reduced the rate that the Malacosm can track Prisoners especially in games with fewer players.


  • Malacosm sprint multiplier reduced from 1.6 to 1.55
  • Malacosm Clairvoyance cooldown adjustments, this is how long it takes between ending Clairvoyance and being able to use the ability again;
  • Against 1 Prisoner cooldown has increased from 15 seconds to 30 seconds
  • Against 2 Prisoners cooldown has increased from 18 seconds to 30 seconds
  • Against 3 Prisoners cooldown has increased from 21 seconds to 30 seconds
  • Against 4 Prisoners cooldown has increased from 24 seconds to 30 seconds
  • Malacosm traps will now be affected by gravity


Bhagra:
We found that the Lunge was being used as a way to gain an advantage in a chase more than being used as an attack at the key moments. The lunge has been changed and the cooldown increased to make the lunge less frequent.

Reworked Bhagra Lunge:

  • Bhagra movement speed in the air whilst lunging has been decreased
  • Lunge will no longer be affected by gravity until the lunge has reached its target position based on the direction and strength of the lunge


Bhagra Lunge cooldown adjustments, this is how long it takes between landing after a Lunge Jump and being able to use the ability again;

  • Against 1 Prisoner cooldown has increased from 4 seconds to 10 seconds
  • Against 2 Prisoners cooldown has increased from 3.5 seconds to 9.5 seconds
  • Against 3 Prisoners cooldown has increased from 3.25 seconds to 9 seconds
  • Against 4 Prisoners cooldown has increased from 3 seconds to 8.5 seconds


We found that the Bhagra was frustrating to maneuver whilst on the ceiling tiles, so changes have been made to make this less frustrating.

  • The Bhagra will now attempt to slide along the edges of the ceiling tiles instead of completely stopping where possible
  • Bhagra ceiling crawl speed is halved if the Bhagra is sliding on the edges of a ceiling tile


Movement Changes
Ladders/Vines

  • Interaction with ladders will now only happen if the character is facing the ladder / vine
  • Characters should be centralised to the ladder after starting to climb
  • Can no longer move left and right whilst climbing
  • Fixed issue where the players rotation would snap after climbing


Other Changes
Miscellaneous edits to the game.


  • We have internally changed how gaining XP is implemented when updating a player account. This should prevent XP not being awarded in certain scenarios.
  • Increased the AFK timer to be 2 minutes instead of 1
  • Return to lobby timer decreased from 30s to 15s
  • Security Camera movement speed has been decreased


Level Design and Environmental Updates
Escape Routes

Submarine Escape Route

  • Vents have been added to the roof sections of this area to split up the Bhagra Ceiling tiles
  • Submarine Hoist Mission will now roll back at only half the speed if no Prisoners are operating a Hoist Station


Superblocks

Barracks

  • Added a ramp to the top of barracks so players no longer have to jump up to get onto a platform


Examination

  • Fix for Triple Wide Examination window half-breaking


Laboratory

  • Blinding light in Lab removed
  • Item replacement pass in Lab
  • Fix to laboratory puzzle where players could climb onto the platform before it was lowered
  • Fixed broken chain link fence puzzle in lab
  • Lab fridge materials from Asset packs optimised
  • Lab Generic Round Light LOD changed to reduce popping
  • Retrofitted Lab glass no longer casts shadow


Genetics

  • Room layout change to increase the difficulty of the Keycard Puzzle on the upper floor
  • Room layout changes to increase the difficulty of the Keycode Puzzle in the lower floor
  • Keycard dispenser in genetics that was mislabeled has been fixed


Infirmary

  • Altered door interaction with the locked Infirmary doors so they don't immediately close behind you as you enter the numbered rooms
  • Added colliders to the internal roofs in Infirmary to stop players being able to get into it and see through it


Morgue

  • Morgue Cable Pass


Operations

  • Added extra ambient lights to operations
  • Operations Lighting Pass
  • Operations Cable Pass
  • Operations item spawns upper and lower floor
  • Operations item database
  • Added new item spawners inside Operations
  • Fixed the gap in the wall inside Operations
  • Switch object moved to prevent clipping in operations
  • Moved a chair in operations that was causing players to not be able to move past


Residential

  • Added new item databases for both Residential and Vault
  • Added new item spawners inside Residential
  • Removed crouch walls and replaced them with breakable walls inside collapsed floor room in Residential
  • Residential cable pass
  • Residential lighting pass
  • Residential random passes adjustment and optimisation
  • changed residential database
  • fixed broken wall in residential


Misc Bug Fixes

Bhagra

  • Fixed Bhagra shaking whilst on the ceiling


Malacosm

  • Fixed Malacosm traps to always render on top and display arrow


Breakables

  • Breakable walls: wooden barricades can only be broken when hit by the sledgehammer/monster punch and not when the wall adjacent is attacked
  • Windows can break from prisoner vaulting, using hammer and monster attacks


Collision

  • Fixed missing colliders on the pipes near the moon pool
  • Items should no longer to be able to be thrown through walls when the player throws them whilst facing a wall
  • Fixed collision issues with the Powerplant Sledgehammer puzzle
  • Changes have been made in an attempt to improve collision stability of players in elevators


Interactables

09/06/2021 - Monstrum 2 Patch



Ahoy everyone!

We have a new patch update for you all that hopefully improves and fixes some of the main issues discovered in the June patch!

Changelog for 0.8.7.1ea:


  • Fixed the issue of the Brute roar spheres being permanently on if the Brute was killed whilst they were still rendering on players
  • Fix for a slowdown bug that would cause players to become slow in movement under certain conditions
  • Hopeful fix with the spectate camera not updating to a new player when another is killed
  • Fix for decals showing up in the game again
  • Displays a prompt box if you played a private game in the AAR
  • Fixed an issue that sometimes caused a prisoners inventory to show up on the Monster screen
  • Fix for the Malacosm sometimes being able to see a players item in-front of geometry giving them away unfairly
  • Fixed up an issue where the wrong player skin was loading in game


Known Issues:


  • Sometimes you can stop getting XP. If this does happen to you please restart the game, we are aiming to get this fixed up as soon as we can.
  • Still areas monsters can struggle moving about in
  • Various culling issues - please keep reporting! They help us so much!


Cheers,

Team Junkfish

MONSTRUM 2 EARLY ACCESS ROADMAP

Ahoy,

If you're interested in the future of Monstrum 2: Early Access then here is the ultimate source of info for the rest of 2021!



Thanks for reading, good luck out there.

Happy Hunting!

01/06/2021 - Monstrum 2 June Update

Monstrum 2 - 0.8.7ea





Ahoy everyone!

June is finally here which means our June update is finally live for you all! Listed below is the changelog for the update as well as additions to the game and known issues. Please have a read through!

Cheers,

Team Junkfish

New Features

Quick Join


  • Finds an available match with a free slot and adds you either as the monster or prisoner player

New Structure - Barracks


  • New ‘stage one’ sector called the Barracks
  • Older part of the Sea Fort turning the area into a small military base including a war room, armoury, canteen and their living quarters
  • Designed as a group of smaller buildings with connecting alleyways and catwalks

Sea Fort Size Reduction


  • Reduced the size of the sea fort to now have only one starting sector instead of two
  • Reducing the map to a single Sector before the Power Plant phase has led to a much tighter map, for Prisoners the Monster is always close and the danger feels far greater
  • The single Sector still contains six Power Switches and two more have been added to the exterior areas along with one of the spawning rooms.

Monster Window Traversal

To increase the maneuverability of the Brute and the Malacosm in a chase, these monsters now have the ability to vault through windows.


  • Brute and Malacosm vault through windows by pressing the jump key whilst near a valid window
  • Brute completes a vault in 3 seconds
  • Malacosm completes a vault in 2 seconds
  • Prisoners cannot vault through the same window a Monster is currently vaulting

Changes

Balancing:

Items

  • Added more Sledgehammers, Boltcutters, Welders and Tape to the item pools


Mission Time

  • Powerplant section of the game has now been given its own timer
  • Time to complete the Powerplant section will be dependant on the amount of Prisoners remaining as the last power switch was completed:

    1 Prisoner - 10mins
    2 Prisoners - 9 mins
    3 Prisoners - 8mins
    4 Prisoners - 8mins


General Movement

  • Reduced all character movement by 15 to 20% to take the smaller layout into account
  • Moving backwards has a lower maximum speed to prevent being able to man-oeuvre at maximum speed and get a free look around for the Monster or Prisoners.

Prisoners

  • Prisoner walk speed changed from 3.7m/s to 2.96m/s
  • Prisoner sprint speed changed from 5.18m/s to 4.14m/s
  • Prisoner crouch speed changed from 2.775m/s to 2.22m/s
  • Can no longer slide backwards or to the side
  • Sliding can only be done every 2 seconds
  • Whilst vaulting, camera rotation is locked to prevent chain vaulting in multiple directions.


Monsters


  • Monsters are slowed down to 70% speed as they are making their attacks
  • Monsters cannot attack whilst being slowed down
  • Monsters cannot attack Mid Air
  • Cooldown between attacks increased to 2 seconds
  • Range of attack decreased from 2m to 1.75m


Brute

  • Brute roar tracking is no longer a static sphere, but will now track the Prisoner’s movement for the duration of the ability
  • This effect will hide if a tracked Prisoner enters a hiding spot, and will reappear if they exit before the duration is completed
  • A prisoner who was hiding as the Brute started to roar will not be shown, even if they exit the hiding spot.
  • Brute roar range set to 40m
  • Brute walk speed changed from 3.6m/s to 3.04m/s
  • Brute sprint speed changed from 5.25m/s to 4.4m/s


Bhagra

  • Bhagra movement speed changed from 4.4m/s to 4.14m/s
  • Bhagra ceiling crawl speed changed from 7.6m/s to 6m/s


Malacosm

  • Malacosm cannot spam placement of teleporters - 8s cooldown
  • Malacosm walk speed changed from 3.25m/s to 2.7m/s
  • Malacosm sprint speed changed from 5.2m/s to 4.32m/s
  • Malacosm now has an acceleration to maximum speed whilst sprinting rather than an instant speed boost.


Level Design

External


  • Support pillars added underneath the Exterior Spawn Module platform
  • Crates added around the Exterior Spawn Modules
  • Rooftop canopies added to the long walkways to prevent Monster camping


Genetics


  • Changed puzzle #4 opened switch with a fuse/welder switch, added a red light and moved walkway outside the puzzle.
  • Removed wall from puzzle #6
  • Changed puzzle #2 fuse/welder switch with a tape switch.
  • Added a few lights in the Static Art prefab + Made some layout fixes.
  • Removed pipes around spinning tank so players no longer need to crouch through there
  • Reworked hanging cable leading away from the spinning tank to make it look it more realistic
  • Alcove Puzzle, added yellow light to call out the hidden door
  • Alcove Puzzle, added a section of chain link fence to make the puzzle more involved
  • Drop down puzzle swapped basic free switch for a welder/fuse variant
  • Improvements to random room layouts
  • Added some extra lights around puzzles


Morgue


  • Fixed the guide rails along the inner ramps in the lower storage room
  • Replaced doors
  • Set dressing for the Office and Reception
  • Removed the floor variation for the puzzle under the reception desk - so there's 3 now instead of 4
  • Added some spotlights in front of the big doors LEDs


Operations


  • Prevent door from clipping toilet interior
  • Server maze flow improvements and replaced broken servers with unlit versions
  • Fixed broken switch icon
  • Sealed door and window in CEO's office puzzle, which now needs a chain link fence cut to access
  • Added lockers in CEO office to prevent dead end
  • Removed lights that were clipping through the Bhagra ceiling tiles
  • Added more blood effects leading to the bathroom in the main control room puzzle, removed both doors to the bathroom and replaced them with a crouch wall and breakable wall.
  • Added 2 doors for the bathroom on the other side leading to the bar room.
  • Added 3 more random button spawn locations for conference room puzzle.


Residential


  • Dramatically increased the time it takes to move the Pool Table to make the puzzle more difficult
  • Reworked all the room variants in the bar around the pool table
  • Removed crouch hole right next to the pool table as it was interfering with moving the table
  • Moved wall behind pool table to match floor seam
  • Moved projector screen to other side of room in the cinema area
  • Added off state lights in the cinema room so the light fittings no longer just disappear when the projector is switched on
  • Reworked random room variants in the cinema room and added 15 different locations for the remote control to spawn
  • Upstairs removed one of the four grill cover alcoves where the switch could appear
  • Set remaining 3 grills to need to break a crate, weld through chains or cut through a fence to reach first
  • Setup a breakable window above one grill so players can drop in with a sledgehammer as an alternate solution
  • Added more detail to the lab / computer room random layouts
  • Fixed broken projector room puzzle
  • Changed projector room puzzle adding more random button spawns as well as room layouts for them.
  • Added a wire fence in the bathroom puzzle.
  • Added more random layout variations inside the inner lab Room.
  • Moved All room random variations into the art static build away from design for the art team.


Sub Escape


  • Removed old railings from pillar airlock area
  • Moved code that was behind the glass wall into the main room
  • Fixed Brute stuck spot and Prisoner safe spot


Suite


  • Lockers added to bathrooms to prevent dead ends
  • Set the beer bottle and plastic cup to be a physics asset
  • Physics objects pass and fix to falling monitors off breakable desks
  • Fixed the Bhagra ceiling
  • Added the cable to the bar puzzle and changed the switch to just welder
  • Fixed the upstairs looking down to Lounge culling issue
  • Did some more set dressing
  • Moved some lights misleading player
  • Fixed some cameras spawns and added more item spawns
  • Fixed holes in walls, floors and ceilings
  • Added Toilets upstairs and Reception area downstairs
  • Changed rooms names and layouts
  • Added more lights to help player navigation
  • Replaced puzzle #2 switch with tape switch
  • Removed variations for puzzle #4, replaced welder switch which welder/fuse and added cuttable grid walls
  • Moved puzzle #5 upstairs inside weldable alcove in the bar area
  • Changed hiding location of keycodes for puzzle #6
  • Fixed most culling issues
  • Fixed most walls, floors and ceilings positions in Static Art.
  • Made some rooms layout fixes and set dressing.


Vault


  • Fix to Fuse Dispensers not functioning
  • Fixed Wall gaps and removed the interior walls inside the Vault
  • Made a much larger crate maze area with more meshes.
  • Added 2 one way doors out of the crate maze and vault.
  • Removed Bhagra ceiling from above the crate maze.
  • Added a wire fence blocking the free switch inside the Vault.
  • Opened the switch briefcase, to make it easier for players to spot, to open the Vault doors.
  • Replaced most of the wire fences surrounding the floor panel switch with meshes.
  • Changed some room variations in the offices next to the vault.
  • Changed the roof layout to prepare for moving a switch puzzle to the roof.


Brute Tutorial


  • When being instructed to use the Roar Ability the assets in the adjacent Ground Pound room no longer appear


Art


  • Retrofitted Kit changes; Reducing the amount of transparent material by 2/3 and adding an LOD system that make the transparent material opaque at a distance
  • Powerplant gaps between upper and bottom floor walls filled
  • External Shell Stairs ( long) changed material
  • Changed large doors (the ones used in Power Plant) top light
  • Covered some holes found in the Power Plant walkways interior
  • Radiator Material grunge added
  • External Shell environment polish
  • Some texture optimisations
  • Infirmary art pass, upper and lower floor
  • Adjusted Fog for Aquatics
  • Added rubble/damage to Residential
  • Sub Escape welding points improvements
  • Residential Art pass
  • Helipad small storage room arted up and added pickables
  • Aquatics volumetric adjustment
  • Genetics rubble pass (certain areas)
  • Residential rubble pass (certain areas)
  • Created prefabs for Residential Kit Rubble.
  • Morgue bottom floor Art pass and Light adjustments
  • Operations layered material added
  • Operations second floor Art Pass
  • Aquatics lighting pass
  • Aquatics Art Pass
  • HUD Victory Screen small improvement
  • Vault Door puzzle polish
  • Prison guard tower art pass
  • Operations top floor set dressing additions
  • Operations - Server material update
  • Laboratory Superblock lighting pass
  • Created variant of chemistry sets to fit on smaller desk shelves


Audio


  • New Menu Music
  • Weather effect audio added
  • Replaced some missing sound effects
  • External Audio polish
  • Updated audio mixing system for indoors vs outdoors
  • Updated Malacosm movement sound effects
  • Updated Welding and Duct tape sound effects
  • Outside audio ambiances will intensify if you get closer to the ocean
  • Barracks Audio Zones have now been set up
  • Malacosm movement audio should occlude
  • Jumping sound effect will not be spammable mid-jump


Bug Fixes


  • Fixed scale issue errors in the helipad escape puzzles retrofitted walls
  • Fixed some mesh issue with server prefabs
  • Fixed some ZFighting in morgue exterior
  • Suite suites are vaultable - sweet!
  • Restored missing Power Plant Signs on top of the large doors
  • Suite Table triangles missing fix
  • Lab Sky colour post process fixed
  • Shell external Railings fixes
  • Cable arrows point the same way
  • Brute Rig skinning fix
  • Morgue - Railings Fix
  • Shell External Railings/Lights fixed
  • Fixed External Audio being heard in the Infirmary
  • Fixed Menu Music increasing volume in Monster Lobby
  • Fixed reverb zone in Power Plant
  • Fixed Malacosm audio occlusion
  • Residential, Operations & Vault: Culling issues fixed
  • Fixes for keybind names being cut off
  • Fix for debriefing screen closing after several seconds without any user actions
  • Fix for items not changing after pressing the keyboard or scrolling the mouse
  • Fix for card reader not opening the door
  • Fix for vaults not giving items
  • Fix for audio getting louder when entering a lobby
  • Fix for Brute Roar effect stopping rendering when a Prisoner goes into hiding when tracking
  • Fix for brute being able to levitate on to the submarine
  • Fixed death message stacking
  • Audio fixes (chase music fix, occlusion fixes)
  • Vaulting fixes (malacosm smoother, monster can vault barracks window)
  • Tutorial timer fix
  • Bug Fix for the round timer ending rounds prematurely
  • Bug fix for the prisoner getting a speed boost after vaulting
  • Bug Fix for when the interaction prompt for the helicopter welding puzzle, should no longer show in areas you cannot interact with
  • Fixed Bhagras Lunge stopping prematurely mid-air
  • Numerous fixes for garbage generation


Other


  • Can only climb up ladders from the proper side
  • Can only climb vines from the proper side
  • Cannot turn camera whilst climbing (Bhagra Excluded)
  • Prevent sending messages longer than 250 characters
  • Spectate changes as expected when players die and respawn
  • Chat window closes on message send
  • Randomised weather audio effects at the start of the game
  • New Outline effect implemented for players and certain objects to help improve visibility
  • Timers have titles that are shown in the UI
  • Timer will always play the Under 1min alarm, not just the first time
  • Timer UI colour changes based on the amount of time remaining and will reset colours when time is added


Known Issues


  • Not all monster balance values are final as we are still working on what works best for the new layout.
  • Brute can get stuck in geometry in certain places - We are going to fix up as many as we can in the future but if this does happen please let us know!
  • If you keep getting randomly disconnected please do submit a ticket via our Team Junkfish Zendesk, hopefully we can get back to you asap!
  • The Monster’s head can sometimes be invisible in the monster opening cutscene
  • Malacosm Clairvoyance randomly shows prisoner items after having used clairvoyance (after the ability has ended)
  • Sometimes a random prisoners inventory can show up for Monster
  • Prisoner and Brute tutorials can be tricky to complete due to door timings
  • Testing a prisoner voice in the customisation menu will sometimes not play


As always, we want to thank everyone who has been playing and giving feedback for Monstrum 2. You all help us improve and raise Monstrum 2 to be the game we want it to be and we couldn't guide this without you - so thank you!

Don't forget to join our Discord where you can interact with the community and the Devs if you have any questions you would like answered!

Cheers,

Team Junkfish

JUNE UPDATE BLOG

Hello, I’m Michael Macleod, I’m the Lead Designer at Team Junkfish. We have some quite big updates to Monstrum 2 that we’ll be rolling out this Tuesday, June 1st. This post is intended to provide players with a bit more detail on some of the upcoming changes, the reasoning behind them, and where we are planning on going next.

NEW BARRACKS SECTOR
The most noticeable addition in the June Update is a new building called Barracks. In the game's narrative Hongsha Miller, the shadowy company that operates the Sparrow Lock facility hired a group of mercenaries tasked with keeping both the Prisoners and Monsters contained and under control. The soldiers have moved into an older part of the Sea Fort turning the area into a small military base including a war room, armoury, canteen, and their living quarters.

Barracks are part of the ‘stage one’ buildings where players need to find Power Switches in order to enter the Power Plant. We’ve taken a bit of a different approach to the layout of Barracks, where rather than being designed as a single large structure instead it is a group of smaller buildings with connecting alleyways and catwalks. We hope this layout will feel considerably different to play in and will add to the variety of Monstrum 2’s procedural content. Our art team has done a lot of work in this new area and has included a new reinforced concrete construction style that we will also use elsewhere in the future.



BARRACKS CHANCE OF APPEARING
It should be noted that the Barracks Sector is one of a group of thirteen different areas that Monstrum 2 procedural generation system can choose from and therefore it might take several games for the content to turn up. The development team is very keen to introduce a weighting system so new content is more likely to appear for players for at least the first couple of weeks following a rollout. However, we have yet to add map weighting although we hope to include it soon as we continue to grow Monstrum 2 through Early Access.

A SMALLER SEA FORT
We have made a substantial change to the overall layout of the Sea Fort that will be immediately noticeable to players. From our Closed Alpha until now we have always had three main platforms, the first being the Power Plant with the Escape Route either directly above or below it, the other two platforms have included a random pair of Sectors with Power Switches such as Aquatics and Archives for example. For the June Update, we have removed one of these two Sectors and have reworked the exterior platforms and walkways to compensate for this.



This reduction from two to one Sector is the largest single change we have made so far to Monstrum 2 since launch. We expect it will make the game feel very different especially to players who have been with us since we launched in January.

The main reason for this change was that we felt the map overall was somewhat overly large and once Prisoners had a firm idea of where the Monster was the dominant tactic was simply to migrate over to the other building meaning the Monster player could go for long periods of time without running into a Prisoner. Reducing the map to a single Sector before the Power Plant phase has led to a much tighter map, for Prisoners, the Monster is always close and the danger feels far greater, even from early development testing we felt this was more in line with the horror experience we are going for with Monstrum 2.

The single Sector still contains six Power Switches and two more have been added to the exterior areas along with one of the spawning rooms. We have also slowed down all the games characters by around 15-20% to take the smaller layout into account

PERFORMANCE GAIN
Although improving gameplay was the primary consideration for removing one of the Sectors, doing so has also had a significant positive impact on the game's overall frame rate and loading times. We’d like Monstrum 2 to be accessible by as many players as possible and while we still have lots to do to keep on improving the performance we feel this change has very much been a win-win for both gameplay and optimization.

In regard to the current two Sector layout that players will be used to, we considered as a team whether to keep these in the game either as just part of the random selection available or as an optional legacy mode for players. However, after continued testing of the new reduced layout, we did not see much of a potential future with the two Sectors layout, and keeping them would only divide the number of players available in lobbies. We have therefore decided the best option is to retire them completely and fully embrace the single Sector layouts going forward. In the future however, we may well utilize both legacy and experimental modes to let players enjoy content outside of the core game experience.

POWER SWITCHES ARE NOT SO EASY
While there is quite a lot of new content in this update we have also taken time to go over the existing content and make improvements. Our art team has been working hard to make the Sea Fort feel much more detailed and realistic, the empty corridors in some parts of the fort look very different now and there is far greater contrast between the older crumbling Sea Fort and the high tech modern equipment Hongsha Miller have refitted the facility with.

The Power Switches throughout the Fort have had an overhaul as well. There has been an ever-present balancing issue with Monstrum 2 where Power Switches proved overly easy and once Prisoner players knew where they were, three or four could be completed before the Monster player was even released. We have gone through many of these Switches and either added extra steps to them or reworked them completely, this is an ongoing process but the worst offending areas such as Operations, Residential, and Suite have all been heavily reworked for this Update. The puzzles in the new Barracks Sector in particular are among some of the toughest in the game now and we are very interested in hearing feedback from players on these changes.

BALANCING AND ADDITIONAL IMPROVEMENTS
We will be continuing to work on existing content, improving the core gameplay, and rebalancing mechanics in the wake of these new level changes.

SUMMARY
This post has very much focused on design aspects of the game, however, the team at Junkfish has grown substantially over the last couple of months with several new hires, we will be posting regularly talking more about art, animation, audio, UI, and tech improvements coming in the next few months as we continue to move through Early Access.

On behalf of the team, I would like to thank everyone who has bought Monstrum 2 so far, stuck with us as we grow, and contributed to the project on Steam, Discord, and other media.

Wishing you all the best and hope to see you around the Sea Fort soon!

MONSTRUM 2 EA ROADMAP 2021

Ahoy, everyone!

Here is the Monstrum 2 roadmap for the rest of 2021. The game's next major update will be in June, with plans to bring more to the game through summer and beyond. We hope you are as excited as we are!



Happy Hunting,
Team Junkfish