Space Beast Terror Fright cover
Space Beast Terror Fright screenshot
Genre: Shooter, Indie

Space Beast Terror Fright

Early Access Update 1

Early Access Update 1


build id: 2015-04-15_12-10-28

Hi everyone! We are happy to announce a new update to Space Beast Terror Fright.

Bug Fixes / Adjustments

  • Coolant loops are now properly turned off when in options and out of mission.
  • We have fixed a crash that happened when a bullet was still in flight and hits a wall after the reactor overloads.
  • We have fixed the interpolation of backdrop colors in the menu to better handle transitions.
  • We have adjusted the options screen layout to better work with 4:3 aspect ratios.
  • The line lengths of download content text are now limited to 64 characters in order to obscure less of the center of screen.
  • The dual input mapping for player 1 in which you can choose to play with keyboard / mouse or gamepad at any time has a changed detection algorithm; pressing keys on the keyboard will now select the keyboard / mouse inputs, while pressing buttons on the gamepad will select the gamepad inputs. Note that moving the the mouse or the thumbsticks will no longer cause an input switch.

Changes to User Options

  • Field of View effects intensity slider - You can now scale or completely eliminate all animation of the camera field of view. Some users were reporting irritation and / or nausea due to this effect. The default and maximum is what you have seen before.
  • Random HUD color - You can now choose to have the game randomize your HUD color on each mission. This is now the default setting.
  • Per player gamepad speeds / invert pitch - Gamepad speed and spring as well as invert pitch are now individual settings per player.
  • Weapon toggle and tracers options removed - We felt that the removing the weapon model undermined the shooting experience, so that option is now removed. The same goes for the bullet tracers, and now that there is the risk of friendly fire it is important to see bullets in flight.
  • Muzzle flare intensity slider - You can now greatly reduce the brightness of the muzzle flare lights (for both players and sentries). There has been very many opinions circulating about the shooting experience in Space Beast Terror Fright and ideas of things to change, but after careful consideration we have found the most jarring feature to be the extreme contrast that exists between the dark environments and the light coming from muzzle flares. The default and maximum is what you have seen before, while the minimum is a setting that shouldn't create too much contrast for most people. It is important to retain this lighting effect for gameplay reasons, as the light cone increases significantly when the gun fires, effectively letting you see things when firing that are outside the cone of your flashlight. This has actually saved our virtual lives in many encounters.

Mission Type Selection Screen
With this update you can now choose the type of mission you play, right after you choose the number of players and right before you actually start the mission.

The previous default mission type is known to us internally as "Crawlers", which refers to the algorithm that generates the physical layout of the levels. In addition, the breach spawn rates and beast spawn rates are in a configuration that we call "Hard". This is the default: "Crawlers (Hard)".

We have added "Crawlers (Hard, Random Breaches)" with the new twist being that the breaches can now appear anywhere there is not a Door, a Sentry, or a Datacore. This means that you can run into multiple breaches in big open rooms, multiple breaches per corridor, and breaches in the middle of a 4 way intersection. The number of breaches total are the same as would have been encounterd in "Crawlers (Hard)".

This new mission type is as you may expect even harder than the default mission type, and internally only johno has ever succeeded in such a mission (and then only once). We hope that some of our more experienced players will welcome the challenge. The mission type that you have either succeeded of failed is now also displayed at the top of the post-mission summary screen.

Here is a video of us devs trying out the new mission type.

We expect there to be even more mission types coming up in the future, with constant tweaks happening all the time.

Thanks for all your support to date!

regards,
/team nornware (johno, mad, and johan)