Monstrum cover
Monstrum screenshot
Linux PC Mac PS4 XONE Switch Steam Gog
Genre: Indie

Monstrum

Monstrum Launch Date announcement and v.0.9.5 patch notes!

Ahoy!

We're super happy to announce that Monstrum will be leaving Early Access on the 20th of May! We'll be running our Early Access discount until then, when the price will rise from £9.99/€12.49/$14.99 to £11.99/€14.99/$17.99.

Here's the trailer too:

https://www.youtube.com/watch?v=1H5LpHJ_2x4

And of course: the patch notes for the new update.

Change Log 0.9.5



Improvements

  • New decorative wall content
  • Decorated the helicopter containers
  • Updated start rooms with better prompts and layout
  • Improved drag out animations
  • Adjusted some item positions to look better in the hand
  • Updated glowstick
  • Improved fuel hose interaction
  • Added steam pipe system by the helicopter
  • Updated steam pipe models


Changes

  • Removed fuel cans from inside the cargo containers by the helicopter
  • Reduced the number of cargo containers by the helicopter
  • Removed access to the raised walkways by the helicopter


Fixes

  • Fixed issue where jumping would not play a landing sound
  • Fixed a memory leak associated with the security cameras
  • Fixed a memory leak associated with light bulbs
  • Optimized certain bits of the code base
  • Reduced lag spike when monsters spawn
  • Fixed font-loading lag spike when opening the graphics menu
  • Hotfixed an issue where grabbing the trolley would disable certain post-processing effects
  • Fixed an issue where sometimes the wrong animation was played from a fall death


Finally, our engineers are currently carrying out some new experimental work within the ship. Please ignore any excessive flickering lights, electrical hums, odd noises and impending sense of doom that may occur while on board.

Monstrum Build 0.9.3 now live!

Ahoy folks!

Here's the latest update to Monstrum, which will be going live soon :). As always, let us know what you think!

Cheers!

Change Log 0.9.3



New Features

  • Unity Launcher removed; graphics options are now available within the game and are individually customizable
  • New menus
  • Victory scenes!
  • Dedicated credits scene
  • New Loading screens


Improvements

  • Animations for when a monster pulls the player out of a hiding spot are overhauled
  • Liferaft animations improved
  • Corridors have some new variants
  • New Fire Extinguisher model
  • Junkfish splash screen has audio now, yay!
  • Moved certain tables/counters to reduce clipping
  • Improved torch aiming/flare gun aiming to reduce unnatural hand movements
  • Some updated cargo hold assets
  • New menu font
  • New audio assets added in
  • Improved chasing after being throw out of hiding spot
  • Improved chasing after Hunter jumps out of trap
  • Fire performance improvement
  • Death animation improvements
  • Reduced possibility of falling through the environment when closing doors


Change

  • Reduced the refuelling time for the helicopter
  • Changed some of the lighting
  • Changed the visual style of the lower deck
  • Changed the chasing persistence of the monsters
  • Changed some of the door opening/closing/locking/unlocking sounds
  • Stairwell materials updated
  • Removed the walkie-talkies item (for now)


Fixes

  • Issue in which the hand would randomly flip around when interacting with the environment
  • Fixed an issue which caused the pit trap player falling animation to look unnatural
  • Fixed an audio sync issue with death from falling
  • Fixed an audio sync issue with a welder animation
  • Fixed a bug where the journal wouldn't update if you inserted the spool chain before inspecting the liferaft
  • Fixed a bug where the flare gun wouldn't register hits
  • Fixed a bug that caused the chair to turn in to a magic carpet when the player stands on it
  • Ensured fire kills the player
  • Fixed a performance drop after inserting the battery in to the sub
  • Fixed/improved issue where crouching whilst interacting with the environment caused various problems
  • Fixed an issue where monsters would get confused after destroying certain objects
  • Fixed an issue with the Hunter not spawning in the lower decks correctly

Monstrum Build 0.9.2 now live!

Ahoy!

A little later than planned, but here's the patch notes for the newest update to Monstrum!

As always, let us know what you think!

Cheers!

Change Log 0.9.2



New features

  • New notes to find!


Changes

  • Security cameras are a little harder to hide under
    Brute moves faster


Fixes

  • Player prevented from getting behind the start room boxes
  • Player can no longer climb in to the boxes in the cargo hold
  • Fixed an issue where turning off the steam vents via the master control would sometimes leave steam triggers active, causing random deaths in the cargo hold
  • Brute destroys the outside cargo container doors properly
  • Fixed a physics error caused by putting items in the helicopter
  • Fixed a performance hit caused by moving the crane
  • Menu rendering issues
  • Menu fade-in fixed
  • Pressing escape in the game over menu no longer breaks the game


Many audio-related issues such as:

  • Ambient wave sounds playing at the right times
  • Door audio source improvements
  • Setting audio priorities to ensure more important sounds are played
  • Hunter music/sfx kicking in at the wrong time
  • Welder double-sound issue fixed
  • Double-roars from the monsters should be less common
  • Brute roar location fixed
  • Camera movement audio is synced with its movement properly


Improvements

  • Performance should be improved in general due to a new occlusion method, better internal level representation and pathfinding optimizations
  • Monster animations should be less jittery
  • Optimized colliders for many game assets
  • Door-player movement code changed to reduce player getting stuck in the environment
  • Monster AI improvements
  • Altered monster audio source ranges

Monstrum Build 0.9.1 now live!

Hi everyone!

Just a quick hotfix for this update but a fairly important one for some of you.

Cheers!


Change Log 0.9.1



Fixes


  • Fixed memory issues occuring in 32-bit systems. Monstrum will now run under the "Fast" setting.

Monstrum Build v0.9.0 now LIVE!

Hi everyone!

The Engine Room update is finally here!

Do you enjoy hiding in large, rusty machinery in your spare time? Yes? Well, this update if for you (Along with the other guest on the ship) This section comes complete with some new features, rooms and more!

Check it out!

Change Log 0.9.0



New Features

New Engine room section including:

  • New Hiding spots
  • New Engine workshop rooms
  • New Engine room art, audio & lighting additions.
  • New Distraction System
  • Secret feature*


Improvements


  • Monster “floating” reduced.
  • Introduced failsafe for monster climbing.
  • Increased Brute chase speed.
  • Journal text delivery improved
  • New Journal Entry
  • Audio sound-effect priorities adjusted to improve clarity of sound-effect during busy scenes.


Fixes


  • Barred interaction when transitioning from crouch to stand, preventing animimations from breaking.
  • Fixed an issue where the game could keep spawning the same monster each time.
  • Fixed an issue where a specific (but frequently used) sound was causing high CPU usage.
  • Fixed a case in which a non-lethal steam vent blast could result in death.
  • The submarine room bay doors should appear properly now.
  • Prevented the fuse box objective triggering from the other side of a wall.
  • Pressing escape in the game over screen no longer breaks the main menu.
  • Hunter finishes roar after jumping out before it can attack the player.
  • Ensured key items would not only spawn in locked rooms.


Other


  • Updated map textures to reflect new engine room addition.

Monstrum at EGX Rezzed 2015!

We're happy to announce that we'll be taking Monstrum to EGX Rezzed at the Tobacco Dock in London! From the 12th to the 14th of March we'll be filling the hall with screams with a sneak preview of our new Oculus Rift DK2 build.

Fancy yourself up to the challenge of Monstrum in VR? Then stop by our booth and prove yourself!

And don't forget to check out the rest of the games that are there too. Here's the full list: http://www.egx.net/rezzed/2015/show-floor

(And if you can't make it to London, then we may have something else for you in this week's update!)

Monstrum v0.8.3 now live!

Hi everyone!

Some of you may have noticed already, but we've launched a new update to Monstrum! We've been listening to your feedback, so hopefully the changes will let you enjoy the game even more!

Cheers!

Change Log 0.8.3



Gameplay


  • If the player runs in to steam when it is already on, it will knock back and damage the player instead of killing them. Direct blasts will still be lethal.
  • The random start rooms should be picked more evenly
  • Adjusted the spawn locations of certain items to prevent a complete set of escape items spawning too close together
  • The player can't start the helicopter refuelling process until the helicopter is unlocked
  • Fixed a bug with the fire extinguisher spray when the journal is out
  • Fixed a bug where interacting with certain objects multiple times in quick succession caused issues


UI


  • Death screen images removed
  • Fixed some menu transitions/fading
  • Journal prompts updated
  • Journal objectives ordering updated
  • Reduced performance hit when the journal is active


Graphics


  • Gamma should affect the player


Monster


  • Fixed an issue where the monsters could get stuck by the support beams at the sides of the ship
  • Fixed an issue where the monsters could get stuck in the sub room doors


Other


  • Updated animations for going under the bed
  • Various model and sound effect updates




Monstrum v.0.8.2 Patch Now Live!

Hi folks!

We've just pushed out a patch for Monstrum. Here's the changelog for more info.

Change Log v0.8.2



Monsters


  • Improvements to monsters getting stuck in weird places
  • Fixed monster failing to hit player when close
  • Hunter spawning algorithm improved
  • Brute and hunter should spawn more evenly
  • Removed access to the bow of the ship, as it was causing monster issues. Will come back in future update


Performance


  • Improved RAM usage


Player


  • Improved camera clipping with player’s body
  • Improvements to player getting stuck under beds
  • Fixed falling sound when going down stairs
  • Improved blood effects
  • Welder hand pose fixed when picking it up more than once


Death


  • Steam vents should be less common
  • Added death animation to steam vent, falling and fire
  • Steam death immunity whilst turning the associated valve


UI


  • Added loading progress indicator after the splash screen
  • Fixed controls menu disappearing when leaving an unassigned key
  • Prompt for throwing appears when trying to pick up an item when inventory is full
  • Prompt for standing up should appear when thrown out of a locker
  • Changed main menu fading behaviour