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Genre: Indie

Monstrum

Update 1.5.0 - Trading Cards, Eye-tracking, Improved VR

Ahoy!

It's hard to believe, but Monstrum has spent another year on the high seas - by which we mean it's our 2nd “proper” birthday! We've put together a couple of little updates for you to celebrate.

Firstly, we'll be holding a special birthday sale from Friday 19th (today!) of May to Monday 22nd of May. This weekend Monstrum, the soundtrack and the deluxe bundle will all be 80% off! So if you've been lurking this whole time waiting for an opportunity to strike, like the sneaky Hunter, now's your chance to pounce!

Secondly, we're bringing some new options into Monstrum. The game has gone without an update for a long-time due to us focusing on our second project, Attack of the Earthlings, but we thought we could manage a little something for such an important date. Some stand out additions:


  • Trading Cards!
  • Change direction with head look mode for VR!
  • Tobii Eye-tracker compatibility


Some of these are things people have requested for a while, some we just found fun to work on. There's a full change log at the bottom, and it'll all go live later today!

And finally, we want to give a big shout-out to all of you! We're always amazed when we see how many people are still playing, and thankful for how creative and dedicated an audience we have. We love seeing your Monstrum artwork, screenshots and streams, so don't be shy about giving us an @ on twitter with something you've done. In particular we'd like to shout out ErixOn's Animations, Glenn Leroi's Song and Marcel's G-Mod map for bringing the team a lot of joy this year.

Thank you!

Team Junkfish

Changelog – V.1.5.0



Trading Cards

  • Now available featuring never before seen artwork from Monstrum
  • Includes backgrounds, badges & emoticons

Oculus

  • Move in direction faced mode (old mode can still be enabled in menu)
  • Enable/Disable UI on arm

Tobii Eye-tracking

  • Aim torch, flare-gun & thrown items with your eyes
  • Pick-up and interact with items you're looking at
  • Control the journal tab/note selection

Bug fixes

  • Hunter should no-longer get stuck after spawning
  • Hunter should now always show up during submarine escape sequence
  • Can no longer throw items while moving the trolley(s)
  • Hunter traps will now only trigger when a thrown item moves past them, not if any item is within range.
  • Flare gun now fires properly in all instances

Update V.1.4. - Unity 5, Oculus CV1 Support, Birthday Sale

Ahoy!

It's been a while since our last update, but this weekend we're celebrating Monstrum's 1st proper birthday! We have a couple of things in store that we hinted about in the forums yesterday.

Firstly, we're holding a special birthday sale from Friday the 20th of May to Monday the 23rd of May! This weekend you'll be able to grab Monstrum, it's soundtrack, or the newly added bundle option for 75% off! If you've been waiting to pull the trigger, or have friends that have been wanting to jump in then this weekend is the time!

Secondly, we're pushing out a new patch for Monstrum. While the game hasn't been our main focus at Junkfish Towers we decided to update Monstrum's Engine from Unity 4 to Unity 5! This update brings with it a host of new fixes, including some overdue performance improvements that a lot of you have been waiting on. You can find a full changelog at the bottom, and it should be out later today!

Thirdly, Monstrum is now compatible with the Oculus CV1 headset! The upgrade to Unity 5 has allowed us to upgrade to the latest Oculus runtime, bringing the new features and improvements they have provided. If you own a DK1 or DK2 then don't fret! We still have support for you folks too, and you should see some improvements too!

As a quick heads up, engine changes may result in some new issues that we may not have found during our own testing, so if anything does happen please let us know in our pinned Bug Thread.

Finally, we want to thank all of you: the players, the streamers, the news hounds, the people who dropped by our booths at various shows, the other developers we've met, the people who put together an unofficial wiki, that person that stuck Monstrum on TVTropes, and everyone else from across the globe for your support and appreciation over the past year (and a bit). The response to Monstrum has been amazing so far, and we'd love it if you would help spread the word about the game even further this weekend.

We look forward to showing you what we've been up to in the coming months!

Cheers,
Team Junkfish


Changelog – V.1.4



Features

  • Engine updated to Unity 5
  • Support for Oculus Rift CV1


Improvements

  • Improved Oculus support
  • Improved average framerate
  • Reduced load times
  • Improved controller support
  • Flare gun flare effect modified
  • Helipad lights now look more illuminated
  • Helicopter chains feel more chain-y
  • Removed all light halos
  • Improved audio occlusion for various items and sound effects
  • Helicopter door and fuel lever now have sound effects
  • Improved the helicopter fuel pipe and crane chain physics
  • Items can no longer be picked up while performing a variety of animations, such as climbing


Bug fixes

  • Fixed floating helicopter trolley
  • Fixed flashing of next item when switching items
  • Adjusted synchronisation of monster and player animations for deck crate kills
  • Cinematic music will make use of the audio setting values before playing
  • Fixed issues regarding the Hunter spawning from vents
  • Using the Fuse will no longer delete certain items
  • Fixed a gap between the external shell door and the adjacent walls
  • Engine room now uses correct door model along all walls
  • Fixed an issue where a metal barricade door would be used in the Upper Deck
  • Fixed an issue with monsters breaking the wrong phone in the engine room


Linux Specific information

Thanks to Xpander for finding this fix for users running ArchLinux. Please note that if you are using this OS you will need to install PulseAudio in order to run Unity 5 games!

<*>Had to use LC_ALL=C %command% to make it work.

Monstrum v.1.3 now live! Oculus build now public, Halloween goodies + more!

Ahoy!

Here's the changelog for the latest update to Monstrum, which is bringing the Oculus support out of the Beta branch and some extra goodies for you too! It will be with you at 4pm!

If you're planning you check out the Oculus builds be sure to read Changelog V.1.2 and V.1.2.1 for some troubleshooting and recommended specs!

Changelog- V.1.3



Features

  • New Story elements!
  • Audio logs to find!
  • New notes!
  • New collectables menu for notes and audio logs
  • Oculus support in main build (see previous beta update for more details)
  • Halloween surprises!


Bug Fixes

  • Fixed an error with the hunter spawning
  • Fixed some minor things with the Oculus
  • Fixed an issue with an incorrect material on start up in the main menu
  • See Changelog V.1.2 for more details.


Known Issues

  • The “vertex lit rendering” confirmation dialogue does not work correctly with the controller. Workaround: Use mouse controls
  • Pressing left on the Dpad to change sensitivity changes the highlighted button (pause menu only). Workaround: Use mouse controls to change the setting.
  • The “play log” button can not be remapped in the menu; remapping another control to V overrides that control preventing the player from listening to the logs in-game. Workaround: reset controls to default, do not map another function to V.
  • Using the mouse and controller at the same time in the options menu can cause multiple highlights
  • “Back” button on the journal in the collectables menu can not be selected with the controller. Workaround: Press B (xbox 360 controller)
  • OSX: Dpad support not working in the collectables menu. Workaround: use the thumbstick.
  • Oculus: Rendering issue with the 3D cursor in the collectables menu
  • There may be some unknown Mac compatibility issues. Please let us know if you run into any problems!

Monstrum v1.2.1 - Beta/Oculus hotfix now live!

Ahoy,

A quick patch to the Beta branch and Oculus build. For more details on the Oculus build, including recommended specs please read this post: http://steamcommunity.com/games/296710/announcements/detail/46516730992506803

Please also note, these changes will ONLY apply to the Beta branch.

Update Change Log V1.2.1 – beta update



Opting-in to the Monstrum Beta

  • Right-click Monstrum in Steam library and select “Properties”
  • Go to “Betas”
  • Select “public_beta” from the dropdown


Features

  • Vertex Lit Rendering mode for non-oculus and oculus mode
  • The ability to lock and unlock the players head in oculus mode


Bug Fixes

Non-Oculus

  • Fixed items disappearing in hands when paused
  • Game over screen should always be in correct position now


Known Issues

  • Occasional crash in the engine room (DX11 related)


Cheers,
Team Junkfish

Monstrum Update v1.2 - Oculus Beta

Ahoy!

A big update that's been a long time coming. The Oculus Rift version of Monstrum is now available!

...sorta. We're still ironing out a few issues, but we've got the VR experience to a state where we're happy for people to try it out and give us feedback on what we need to patch up. As such, this update is, for now, an opt-in beta.

There are a number of performance related suggestions and troubleshooting links at the bottom of this announcement that we strongly advise you read.

Similarly, we strongly recommend that you meet Oculus' own specifications for an optimal experience, which can be found here: https://www.oculus.com/en-us/blog/the-rifts-recommended-spec-pc-sdk-0-6-released-and-mobile-vr-jam-voting/

Update Change Log V1.2 – beta update



Opting-in to the Monstrum Beta

  • Right-click Monstrum in Steam library and select “Properties”
  • Go to “Betas”
  • Select “public_beta” from the dropdown


Features

  • Oculus Rift DK1 Support
  • Oculus Rift DK2 Support
  • Please refer to the Oculus release notes within this change log before attempting to use this feature


Bug Fixes

Monsters

  • Fixed issue where Monster would get stunned incorrectly at Helicopter steam pipes
  • Fixed issue where monsters would slow down at stairs
  • Fixed issue where the Hunter would not react to the player while escaping from a locked room
  • Fixed issue with death animations while holding the Sub Room trolley
  • Fixed issue with the Hunter disappearing while spawning from a ceiling vent
  • Should no longer be able to stand on top of monsters


Environment

  • Fixed issue where the Sub Console and Helicopter would get destroyed simultaneously
  • Fixed issue where getting dragged from under beds would cause collider issues
  • Should no longer be able to stand on top of the sub trolley


Audio

  • Fixed issue with Fiend music crescendo
  • Fixed Audio stutter at steam pipes


Improvements

Monsters

  • Monsters should be more reliable at accessing power locked rooms
  • Improvements made the Hunter's Locked Room escape logic
  • Improvements made to the Fiend's unlocking door logic
  • Improvements made to the Fiend's light disruption logic
  • Improvements made to make sure monsters do not find and kill the player unfairly


Changes

  • Changes made to rendering models in the Engine Room
  • Removed gamma images from the in-game gamma options menu


Known Issues

  • Occasional crash in the engine room (DX11 related)
  • Item disappears from hand when paused (Oculus related)
  • Game over screen sometimes in wrong position (Oculus related)


Oculus Release Notes

Oculus Minimum Specifications

Please refer to the official Oculus recommended specifications here:
https://www.oculus.com/en-us/blog/the-rifts-recommended-spec-pc-sdk-0-6-released-and-mobile-vr-jam-voting/

Setting Up

  • Opt-in to the beta branch
  • Ensure the new Oculus runtime is installed (Download: https://developer.oculus.com/downloads/pc/0.7.0.0-beta/Oculus_Runtime_for_Windows/)
  • When launching Monstrum from the Steam library, selected the Oculus mode



Optimal Gameplay Experience

To reset the Oculus orientation on the keyboard press the left square bracket or press down on the right analogue stick of the controller

For those who experience performance issues whilst Oculus mode is enabled, we suggest:


  • Turning off V-sync
  • Enabling Vertex Lit rendering. This should boost performance considerably, but will create some unusual lighting artefacts. Use with caution.


Known Oculus Issues
Black flickering/blinking in the right camera lens. This is a known graphics driver issue. We suggest you take the following steps if you encounter this issue:


  • Restart the game
  • Restart your computer
  • Switch off Vsync
  • Turn on vertex lit rendering
  • the Oculus team suggest following these steps: https://forums.oculus.com/viewtopic.php?f=34&t=26467&p=296153&hilit=flickering#p296153

Monstrum OST available as DLC now!

Hi folks,

As some of you may have noticed, the Monstrum soundtrack is now available though Steam as DLC for the game :). You can grab it here: http://store.steampowered.com/app/385870/

If you'd prefer to buy the soundtrack elsewhere, you can grab it form Bandcamp here: http://teamjunkfish.bandcamp.com/releases

We'll hopefully have some news regarding the Oculus Rift implementation soon, as we're continually trying to improve the performance of the game which wearing one.

Cheers!

Monstrum v1.0.1 - Hotfix Notes

Hi everyone,

As you may have been aware the most recent update to Monstrum introduced some extra issues. We've now pushed out a patch that should fix those errors.

Again, if you were affected by these then we apologise!


Change log – 1.0.1Hotfix



Fixes


  • Fixed issue with achievements not unlocking
  • Fixed issue with mouse position on Linux in fullscreen mode
  • Fixed issue with keybindings not saving/messing up
  • Fixed issue with audio not pausing+resuming correctly when the game is paused + resumed


Changes

<*>Game pauses when Steam overlay is activated (it's actually a workaround for a mouse lock issue on the player's death if the Steam overlay is activated, but it makes sense anyway)

Monstrum Mac/Linux Builds Now Available!

Hi everyone!

We're happy to announce that the Mac and Linux versions of Monstrum are now available! We've also added the OST to Steam for download too.

And for those waiting: we're hoping to have more news about the Oculus Rift version very soon!

Here's a list of further changes that we've added.

Cheers!

Change Log 1.0.1



Features

  • Mac and Linux versions available
  • Field of view slider


Improvements

  • Improved monster wander states. The monsters should move further away from the player after an encounter
  • Improved monsters going around corners
  • Doors should behave more intuitively with respect to how they handle the player moving in and out of them
  • Brute footsteps
  • Improved issue where monsters could get stuck in steam by the helicopter


Bug Fixes

  • Fixed misc menu issues
  • Hunter goop should disappear correctly
  • Player should no longer be able to run out of a hiding spot when being pulled out
  • Hunter should no longer walk constantly in to a hiding spot
  • Monsters should not get stuck at distractions
  • Fixed issue with monster not pulling player out of hiding spots
  • Added collision boxes to certain areas to prevent player climbing where they shouldn't
  • Fixed issue where the player could get back in to the starting area


Known issues

  • Controller analogue sticks can sometimes not work in the Mac version
  • Field of view slider can reset intermittently if changed in game
  • Locker doors can occasionally get the player temporarily caught between the door and the locker body

Monstrum Soundtrack now available!

Ahoy!

The Monstrum soundtrack is now available to buy and stream from Bandcamp! Fancy reliving your favourite chase theme while walking home or pretending you've got one of the ship's radios blasting out without anything coming to get you? Well how you can!

Grab it here: http://teamjunkfish.bandcamp.com/releases

Cheers!

Monstum v1.0 Now Live! (Bye bye Early Access!)

Well, this is it. Monstrum v.1.0 is now available! No more Early Access, you now have the whole game to die in! We're still planning some further optimisations as well as the Mac, Linux and Oculus builds too.

We want to take this moment to say thanks to all the people who's supported us this far, the friends, family, Early Access backers, press, let's players, streamers, testers, people at expos, people who've given us advice and devs local and not so local who we've met on our adventures on the high seas (sorry) of developing Monstrum! We've probably missed someone out, but without you lot we'd not have gotten to this point, so thank you very much!

And to those of you joining us now, good luck.

Here's to game number 2!

And now: the patch notes too.

Change Log 1.0



Features


  • Achievements


Improvements

  • Optimized item glow
  • Optimized the kitchen
  • Optimized some room collision meshes
  • Improved clipping with certain objects
  • Improved a few player animations
  • Updated Fiend music


Changes

  • Altered helicopter steam pipes to reduce predictability with the monster
  • Changed journal font
  • Reverted chain spool model since the new one sometimes reduced performance
  • Player needs to be more accurate with the flare gun to hit monsters
  • Altered the trolley so that it is easier to position next to the helicopter
  • Added a small platform at the bottom of the stairs to prevent an exploit
  • Changed the player's clothes


Bug Fixes

  • Addressed crash issue during loading
  • Fixed odd behaviour with Hunter at the submarine
  • Improved issue where pathfinding would sometimes decide to leave the ship
  • Fixed an issue where the “exit game” button wouldn't work
  • Fixed lag spike when lowering the submarine


Known issues

  • Changing the resolution and/or texture resolution can sometimes make the player's item transparent
  • SSAO can sometimes reduce FPS more than expected
  • Items in the hand move unexpectedly when paused
  • Some items will bounce unrealistically