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