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!
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:
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
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!