Squids From Space cover
Squids From Space screenshot
Genre: Shooter, Strategy, Indie

Squids From Space

SQUIDS FROM SPACE Patch is live!

SQUID PATCH LIVE!



Hey everyone! A small bug fix patch is now live! Please grab it! Our next planned update after this will be the Summer Event with lots of fun new goodies to collect! Stay tuned!

NEW!



  • New death animations!
  • Flag Carrier Assist Counter icon
  • More optimization work!


BUG FIXES



  • AIs will pick up Magnoblasters less frequently
  • Many UI adjustments and bugfixes
  • On Moonbase, auto-turrets can now correctly be placed inside the glass tunnels instead of spawning outside
  • AIs will no longer attempt to target destroyed turrets
  • AFK timer is now reset when a round ends, preventing players from getting AFK-kicked during the end of round sequence
  • Getting squidified by an AI while driving a vehicle no longer produces odd behavior
  • When a human is frozen by a freeze ray, their frozen corpse will now fall instead of hanging in midair
  • MVP votes will no longer sometimes fail when there are no MVP candidates selected


KNOWN ISSUES



  • If you knock a Mech into the water, you don't get the environment kill credit for the drivers/passengers
  • There's a dance animation that plays when killed. Oops. You saw nothing.
  • Center of map view lasts too long when joining a game (probably due to wave spawner period being longer during play)
  • Using a different Steam account as the same PC user uses customizations from the first Steam account, potentially causing the player to have higher-level customizations equipped than allowed
  • Harvester sometimes dashes the wrong direction when turning quickly
  • Auto-drop flag volume in Moonbase pokes out into flag capture route
  • Harvesters can lock onto their own team mates
  • CRASH OCCURS WHEN CLICKING THE BACK BUTTON ON THE FINDING GAMES MENU


We will be pushing out an emergency hotfix patch as soon as possible tomorrow to fix the crash! Sorry about that!

SQUIDS FROM SPACE Hotfix patch is live!

BUG FIXES



- Potential fix for countdown timer showing up at the end of the round
- Flammable props set to only be net relevant when set on fire. This should improve performance on maps with flammable props like Forest
- Added option to Mute Outgoing Voice Chat in the Sound Options UI


KNOWN ISSUES



- If you're missing any color customization for vehicles (like Halloween Orange or Spring Pastels), you'll be unable to select certain colors in the vehicle customization screen for both Humans and Squids

Squids from Space Update Live!

SQUIDS FROM SPACE UPDATE



It's been a while since our last update! But we've been working hard on squashing bugs, balancing, and updating the look of the game. We hope you'll check it out!


NEW/UPDATED


- Updated look of Human eyes
- Updated human skin textures (removed make-up, dark knees, and can no longer see undies poking out from under the beach shorts)
- Tweaked blue/purple human clothing colors
- Tweaked human hair colors
- Updated the UI for the customization menu
- Updated UI for in-game scoreboard
- Mute List is now accessed from the in-game menu, rather than the scoreboard
- Removed muting from the scorboard UI, meaning you can now control your character again with the scoreboard up
- Added new audio for the end of round sequence
- New MVP categories: Environment-Based Kills, Important Takedowns, Dogs Rescued (only available for humans; capturing dogs as Squid is not rescuing them)
- Added more dogs to Heartland Acres
- Event feed now displays objective-related events (eg, flag pickup\drop\capture)
- New Squiddy mouse cursor in menus!
- Added a larger countdown UI element right before a round starts


Balance Changes


- In Evergreen Trail, fallen tree logs to the center island have been replaced with geysers that springboard you to the center island
- In Mars Crash Site, moved some resources out of the north & south resource areas and towards each side's base
- Handcuffs cooldown reduced to 5s, from 10s
- Chemical Launcher heal reduction increased to 90%, from 67%
- Medigel Launcher projectiles now cause their target to apply 2x healing for 1.5s. Only Medigel Launcher projectiles apply this effect -- Medigel Burst aoe effect and Medigel puddles do not apply this effect
- Antimatterizer charge duration increased to 1.25s, from 1s
- Antimatterizer damage is significantly lower at low levels of charge (<0.5sec)
- Antimatterizer charge time to deal 100 damage increased from ~0.6sec to ~0.9sec
- Antimatterizer discharge time to deal 100 damage increased by ~25% (exact time depends on charge percentage)
- Phase Shift speed boost now only applies while the user is fully invisible
- Shield Booster duration reduced to 6s, from 8s
- Crawler Tanks summoned with Materialize Tank now take 5x damage after 2.5s of being unpiloted and will despawn after being unpiloted for 10s (unless they are being healed, eg with the Nanite Beam)
- Wormhole duration reduced to 45s, from 60s
- Exiting an Assault Mech is now instant
- Hot dog man resource value increased to 105, from 100 (other civilian types are unaffected)
- Added some crates in out-of-the-way places in Moonbase and Mars Crash Site so players have a chance of getting a rubber chicken

Bug Fixes


- Bullets should more reliably deal damage when the attacker sees them visually hit an enemy, even in high-latency environments
- Players who crash or otherwise exit the game while carrying an object should no longer cause that carried object (eg, the flag) to get stuck in an invalid state
- Darkened and removed transparency from minimap background -- minimap icons should now be much easier to see, especially with peripheral vision
- Servers now load a random map on startup, rather than always loading Main Street CTF
- Flamethrowers and Antimatterizers now properly shatter frozen corpses
- Smoothed out many small UI issues
- Many AI behavior fixes
- Fixed clipping on many character customization
(but not all, still working on it!)
- Joining a game during the end of round sequence should cause fewer visual issues
- Should no longer be possible to summon a Crawler Tank in a space too small for it
- Entering a vehicle while aiming will no longer cause the weapon to fire on the client but not the server, causing the player to enter a desynced reloading state
- During end of round sequence, the map vote UI is no longer briefly populated with default text
- Invisible Squids now properly do not un-hide their player display UI widget when entering a vehicle
- It should be much more difficult now to dunk your own Harvester underwater far enough to fall through the world
- Squid bowls now properly adjust their rolling SFX based on move speed
- Chat and voicechat team icons now retain the player's previous team during the end of round sequence
- The Squid power selector should now reset properly between rounds
- Practice Mode weapon crates should now properly initialize at the start of a new round
- Added more precise kill volumes next to the super-jump vents in each base in Moonbase so that large units can no longer get stuck by falling into the small pit below the super-jumps
- Renamed "Quick Play" button to "Play Now", in the hopes that it will be clearer what the button's function is to new players
- Spawned vehicles that have not been occupied will now properly despawn if the tech level drops below their required level
- In spectator mode, if you are follow-cam spectating an AI player, when they die the camera will now properly not cut away from them for a few seconds so you can witness their death
- Heal volumes will no longer reset a vehicle's "unattended time", which was previously keeping them from cleaning up if left unattended inside of a heal volume. Healing from player-based sources (eg, Nanite Beam) will still properly reset a vehicle's unattended time
- Assault Mech punches should now more reliably shatter frozen corpses
- Preview visuals for Crawler Tanks that are being summoned with the Summon Tank power should now properly display their customizations in Practice Mode
- MOTD text should now be correct when loading the client while offline
- In CTF game mode, flags will now properly hide their level 4 "locked timer" widget while carried; they will only display that widget when they are dropped and not in base
- CAH flag rescue timer now properly hides during the end of round sequence
- Airstrike & Mass Abduction warning decals should now always use the proper color in Practice Mode
- Resource cars' headlights should no longer turn on when destroyed
- Resource cars' headlights properly turn on at night when spawned
- In CAH, leader gear items should no longer be visible before they spawn in
- In CAH, ground decals for the flag spawn locations should no longer be visible before flags have spawned at the start of a round
- Notification banner timers now properly update for spectators
- In Evergreen Trail, crowd member in end-of-round sequence is no longer floating
- When wielding Dual Revolvers, the offhand revolver prop now properly turns invisible when using Phase Shift
- Soldier weapons now properly outline (eg, when using Phase Shift)
- Decreased the threshold at which a wheeled vehicle will consider itself "flipped" -- it should be more difficult to get a wheeled vehicle permanently stuck at odd angles
- Camera should no longer briefly snap to 0,0,0 in some situations
- Spectator pawns will no longer try to wrest camera control away from the end-of-round sequence
- Wormholes now credit the activating player more reliably for wormhole-related MVP categories
- Assault Mech now properly has a 1s grace period where sprinting cannot be early-cancelled
- Assault Mech sprint should now work properly in all situations! Previously, if the player did not have mouse focus on the game window, the Mech would not turn while sprinting unless the player had the RStick outside of the dead zone
- Cosmetics should no longer stick around incorrectly when getting out of squid vehicles or when dying as a squid bowl (floating glasses, etc)
- Mech occupants should now have the correct orientation
- Server browser should now properly display an error UI and return to the main menu if no servers are found
- Squid soldiers will now properly reinitialize their dynamic materials after using Phase Shift
- Hot dog carts are now properly worth 35 resource value
- All worn items should now properly disintegrate when their wearer is killed by a disintegration weapon
- Optic Overloader and Antimatterizer now properly cancel charge effects and update UI state when handcuffed/blinded/etc

KNOWN ISSUES



- If you're missing any color customization for vehicles (like Halloween Orange or Spring Pastels), you'll be unable to select certain colors in the vehicle customization screen for both Humans and Squids

- Sometimes at the end of a match, the '3, 2, 1. GO!' countdown will pop up

Quick SFS Hotfix Update!

SFS HOTFIX!




  • Fixed bug where players hitched while pressing the jump button/key

SFS Hotfix Update Live

Quick hotfix patch for things that were caught in the previous build! Thank you for your patience! Please enjoy the Spring Update!


  • Mech Chicken legs weren't properly weight painted
  • End of round flow should no longer break and show T-posing naked humans in some situations
  • Invisible wall on Main Street on North resource area blocks grenades
  • Have to re-press fire button to aim rifle\RPG after firing & reloading
  • Auto turrets now correctly do not collide with vehicles
  • Fixed female Sailor hats not having color selection
  • Corrected some of the human customizations not using the correct colors (ex: Astronaut helmet using old pink color, etc)
  • Plugged a hole in Main Street under the northern resource collection area -- there was no WorldStatic geometry under it, so grenade (and other secondary weapon) traces were failing

Meet Chicken Mech! Our Spring Event is now!

SPRING EVENT UPDATE LIVE! [ARPIL 11TH - APRIL 30TH]





New customizations! Claim them during the event only! Includes:
- Human Bunny Ears
- Human Eggshell Helmet
- Chicken Mech
- Squid Bunny Ear Helmet
- Squid Egg Helmet
- Human and Squid Vehicle Pastel Color Unlocks (5 total)


Balance changes:
- HMG bullet speed increased to 1850, from 1500


Bugfixes & Updates:
- MVP system should now always correctly choose players with the highest stats in each category. There was a sorting bug that only occured on Linux servers T_T
- Adjusted camera and MVP UI widgets so that MVPs are fully visible during end-of-round sequence
- End of round personal stat headlines will no longer show stats with values of 0
- Changed the timing of the end of round sequence so more time is spent in the MVP vote and less time is spent on the self-stats screen
- Objects that should be hidden during the end of round sequence should now actually be hidden, including all of their UI widgets!
- New end-of-round animatons!
- Turned the player to face the correct way in the end-of-round self-stats screen on Mars
- Moon dog makes their triumphant return
- AIs will no longer detect invisible squidified humans
- Graphics settings should no longer revert on cancel
- Reduced the size of CTF capture areas to better match the visual size of capture points
- Civilian warning map icons should now properly clean up when the round ends
- In Practice Mode, weapons should no longer get stuck firing after entering & exiting a vehicle
- Pressing RB and LB while in the main menu after opening and closing the customization window will no longer cause the customization window to switch team selection (and thus play the team-switch camera movement)
- RPGs and (rarely) other projectiles will no longer display their kill feed event as Magnoblaster after being reflected and then recycled through the bullet pool
- Dynamite no longer causes teammates hit by the blast to play gore VFX
- Added smoothing to characters' weapon offsets so that auto-aim movement should now be less jittery
- Removed the "drop object" animation call when a character attempts to drop their currently-held object, but they don't actually have a currently-held object
- Various fixes for aiming secondary weapons & powers with mouse & gamepad
- If a player jumps across the broken bridge with the Leader, the leader will respawn on the other side of the bridge
- New graphical assets for killfeed banners and voice chat banners.
- New screen location for voice chat banners
- Revamped Friends List, along with new assets!
- New MVP banner during MVP voting
- Many small UI visual fixes
- Scoreboard should now properly disappear during end-of-round sequence
- The "Team Up!" button in the main menu is now hidden by default and will only appear if online friends are detected. When playing offline, this button should now be hidden
- Death UI panel now properly appears when dying as a Squid
- Server browser "refresh" button now properly selectable with gamepad
- The XP tab "extend tab" button during end-of-round sequence is now greyed out while animations are playing
- Added new visuals to the flag UI in order to clarify the situation where it is dropped and will not return to base due to enemy team being level 4
- Added timer to wormhole entrance and exit while Wormhole power is active
- Notification banner should now properly switch visuals when player switches teams
- Notification banner countdowns should no longer blip the incorrect countdown value for a frame when the banner minimizes or when the player switches teams
- Squid bowls that are walked into by the Assault Mech are now killed
- Weapons should now always auto-reload when they are out of ammo
- Harvesters should no longer collide with Crawler Tanks under any circumstances
- Round start countdown notification should now properly post in Practice Mode
- Frozen corpses now properly initialize their body type & customizations in Practice Mode
- Assault Mech should now properly stop sprinting when the sprint button is pressed while sprinting
- You can no longer jump as a corpse. I'm sorry :(
- Airstrikes now properly damage destructibles again
- Added proper SFX to destructible fence
- Revolvers will no longer play their fire sound when a player picks one up or respawns with one equipped
- Main menu music should no longer continue to play during a game that you joined in a non-standard way (eg, through platform invite)
- Size of Mass Abduction VFX should now better reflect the damage radius
- !!UNDEFINED EVENT!! should no longer appear in the kill feed
- Blocked up a hole in northern Moonbase with a piece of invisible geometry. Squid bowls should no longer be able to fall into it
- Flamethrower will no longer cause resource-spawner cars to instantly explode


KNOWN AND FIXED IN NEXT BUILD
- Mech Chicken legs have floating bits
- End of round flow should no longer break and show T-posing naked humans in some situations
- Invisible wall on Main Street on North resource area blocks grenades
- Have to re-press fire button to aim rifle\RPG after firing & reloading
- Auto turrets now correctly do not collide with vehicles
- Fixed female Sailor hats not having color selection
- Corrected some of the human customizations not using the correct colors (ex: Astronaut helmet using old pink color, etc)
- Plugged a hole in Main Street under the northern resource collection area -- there was no WorldStatic geometry under it, so grenade (and other secondary weapon) traces were failing

SFS Update Live! New Features!

SQUIDS FROM SPACE UPDATE LIVE!



New Features

-End-of-round sequence overhauled! Now you get to vote for MVPs, show off your customizations, and see what kind of interesting stats you compiled during the round!
-You can now wear a hat and have hair at the same time! WHHOOOOAAAAA!
-In-game voting is re-enabled!
-Lots of additions to our backend tech, to prepare for even more features to
come...!


Tweaks & Bugfixes

-Holiday/Special customization should load properly once again
-Many UI usability and polish tweaks
-Car resource spawners no longer respawn their front and back bumpers
-In CAH, flags no longer shuffle their position if they are returned within the fast-return radius
-Airstrike decals now fit the damage area much better
-Resource audit for Mars maps. Goal is to bring it more up to speed with the current design structure for resource placement, and to lessen the advantage Squids have on the Mars map due to how many resources that Harvesters can easily steal from the human side
-Resource vehicles should now properly be affected by explosions
-Squidifying a human driving a vehicle will now properly show up on the kill feed
-Weapon lockers now correctly display non-starting weapons for late-joining players
-Various network performance tweaks
-Vent jumping into the front of the bases on Moonbase is now easier, although you still need to sprint in order to perform it
-On Moonbase, civilians no longer spawn in the covered southmost area. They have been moved up to the central northern area of the map
-Civilians should no longer spawn in the same spot twice in a row
-Large units should now spawn at the correct height
-Non-timed notifications will no longer be visually passed on to the timer notification bar and get stuck
-Cursor now changes to a pointer when in menus
-New players should no longer see "Untitled Accolade" on their rank card
-Jump no longer triggers when pressing jump button while in menus
-Various AI tweaks, especially around fences
-Disintegrated players should now properly play death animations

Balance changes

-Decreased the amount of move speed boost flag carriers get with higher numbers of helpers. Move speed values are now as follows:

0 helpers: 0.4 (unchanged)
1 helper: 0.5 (unchanged)
2 helpers: 0.55 (was 0.65)
3 helpers: 0.6 (was 0.75)
4 helpers: 0.633 (was 0.85)
5 helpers: 0.667 (was 0.9)
6 helpers: 0.7 (was 0.95)
7 helpers: 0.7 (was 0.95)

-In CAH, leaders now spawn 45 seconds into the round instead of at round start.
-The Squid technology "Invisibility" has been renamed to "Phase Shift".
-Phase Shift now grants a 25% move speed boost while active, except while carrying the enemy leader.
-Squids now start new rounds with 50 energy, the maximum for level 1. If a power is used before the round starts, it does not cost energy.
-Squids now generate 30 energy on a kill at level 1, increased from 20.
-Squid players controlling squidified humans can now generate energy and use Squid technologies.
-If a Squid foot soldier kills an Assault Mech, they now gain energy. Energy awarded is 2x the amount awarded for killing a soldier.
-Materialize Tank no longer places a temporary 5x damage amplifier on the summoned Tank. Instead, it now spawns the Tank after a 2s delay.
-Entering and exiting a Crawler Tank is now much faster. When exiting a Crawler Tank, the Squid bowl is launched up and forwards.
-Resource locations on Mars Crash Site have been adjusted to bring it more in-line with the other maps.
-Assault Mech direct-hit Smash radius increased to 80, from 60.
-Omega Cannon now knocks units back and briefly stuns, even large units


Freeze Ray Changes

-Freeze Ray & Mega Freeze Ray fire one shot at a time now, like other standard automatic weapons. They no longer fire in bursts per trigger pull.
-Freeze Ray & Mega Freeze Ray have had their visuals and audio adjusted to feel more impactful.
-Freeze Ray range decreased to 550, from 650.
-Freeze Ray damage increased to 15, from 14.
-Freeze Ray time between shots decreased to 0.3s, from 0.5s.
-Freeze Ray magazine size increased to 7, from 6.
-Freeze Ray spread increased to 7.5 deg, from 6 deg.
-Freeze Ray tracking increased to 75, from 50.
-Freeze Ray reload time increased to 1.75s, from 1s.
-Mega Freeze Ray damage increased to 15, from 14.
-Mega Freeze Ray tracking increased to 75, from 50.
-Mega Freeze Ray time between shots decreased to 0.3s, from 0.65s.
-Mega Freeze Ray magazine size increased to 11, from 9.
-Mega Freeze Ray reload time decreased to 1.75s, from 2s.

KNOWN ISSUES

-End-of-round sequence is still a little rough around the edges, visually
-Friends Online list does not populate with correct information
-Clicking on an entry in the Friends Online list does not do anything
-Tanks making human pain noises
-On Mars, player character is rotated oddly
-MVP chooser is not reliably choosing highest stat value out of all players (eg, person with 2 Multikills was MVP candidate, but another player had 3 Multikills)
-Assault Mech Smash attack still seems to be too difficult to direct-hit
-Mechs making human hurt noises, too (same issue as tank)
-Entered mech with sticky bombs equipped, sticky bomb icon got stuck visible
-Human flag capture point on Mars CTF seems too big?
-You can materialize tanks in areas where you can't even reach them and still use up your energy

HOTFIX UPDATE LIVE!

Changes in this hotfix:

  • Main Menu BGM should properly play.
  • Lightmaps rebuilt for all maps. There should no longer be any unintended unlit objects.
  • Lunar New Year fireworks buckets no longer block pawns or vehicles.
  • Swarm Rockets were doing significantly more damage than intended. They should now correctly do 10 damage.
  • RPGs were not receiving their intended 2.25x damage multiplier vs vehicles. Their anti-vehicle damage should now be correct.

Happy Lunar New Year! - XOXO Squids From Space



Our Lunar New Year and Valentine's Day event has begun!




All maps and weapons are now filled with hearts, cupid arrows, and explosive fireworks! If you log in between today and March 1st, you'll receive the following customizations:


  • Dragon Helmet
  • Smiley w/ Heart Eyes Assault Mech Canopy
  • Broken Heart Assault Mech Canopy
  • Heart Squid Bowl
  • Broken Heart Squid Bowl


We'll also be 83% off until February 11th! Share the love with your friends and family!


With Love and Death Rays,

XOXO - Squids from Space

HOTFIX UPDATE LIVE! 3 days left to claim Winter customizations!

Don't forget to claim your Winter customizations by booting the game up at least once by January 13th!




  • More UI updated
  • Raised the human soldier slightly in the Customization menu so that their feet were flush with the ground
  • Fixed navigation on the Input Bindings menu
  • Fixed the input menu closing when you tried to set an input to be A
  • Fixed not being able to select the correct tech level in Practice Mode Options
  • Vehicles/Crawler Tanks no longer play human soldier VO when getting hit
  • Fixed firing getting stuck when entering a vehicle while shooting
  • Fixed holiday audio getting stuck when backing out of the customization menu with gamepad or ESC
  • Fixed vehicles getting stuck firing when exiting the vehicle while holding down the fire button
  • Fixed being able to throw resources into parked cars (the resource ones) and the gas station
  • Fixed a bug where late-joiners did not see the correct score
  • Fixed bug where Squids would instantly gain three star objectives in Practice Mode CTF
  • Main Street CTF is now the default starting map (temporary until we can set up a proper randomizing system)
  • Fixed many clothing customizations that had clipping issues
  • Rearranged some resources on Heartland Acres
  • Fixed some analytics boo boos. Oops.
  • Set up blocking volumes on the outer platforms of Mars Crash Site to prevent players confusing the AI