Winter maps are here! Play to receive Winter customizations!
SQUIDS FROM SPACE WINTER UPDATE IS LIVE
It's that time of the year for some holiday cheer! Our Winter maps are back! Play any time from today to January 13th to receive the Winter customizations!
CHANGELIST - You can jump now, you're welcome.
- Resources play SFX when you pick them up/drop them
- New Run/Walk/Aim/Fire/Idle animations
- Map will now play a ping animation on the map/minimap for objectives
- New UI! Not everything is 100% done, but the UI should in general look a lot less placeholder than previously. We'll be continuing to iterate on it, so please give feedback!
- Client-authoritative projectiles! Firing weapons should feel more responsive. However, this is a work in progress; bullets may not sync location perfectly in all situations. Please give feedback!
- Upgraded to Unreal version 4.20! This should bring stability and performance improvements. However, there may also be some odd bugs the switchover introduced that we have not caught. As always, please give feedback!
- Greatly improved analytics! You won't notice any difference during play, but we will be getting WAY better data that we can use to improve the game!
- Lots and lots of small bugfixes, performance optimizations, and quality-of-life improvements. Too many to list out completely, but some of the more noticeable ones are listed below.
- Resources play SFX when you pick them up/drop them.
- Static resource drop-off points now only have their map icons visible to their owning team.
- Invisible players can no longer be spectated by dead players on the enemy team.
- Charge weapons no longer discharge if their wielder is killed while charging them.
- Relaxed restrictions on team-switching slightly. Maximum team-switches before getting timed out increased to 3, from 2. Time-out duration decreased to 10s, from 15s.
- Rumble now turns off if not using gamepad.
- You no longer gain kills, deaths, or resources collected count if the round is not actually in progress (eg, during warmup or outro).
- Binding inputs to the mouse scroll wheel should now work.
- Assault Mech rockets no longer flicker.
- End-of-round "pressure" audio now properly plays in CAH and KotH game modes.
BALANCE CHANGES - Rifle now requires you to be slightly higher above your target in order to trigger a critical attack.
- Crawler Tanks now lose their "summoning sickness" damage amp as soon as a driver starts entering.
- On Mars CAH, the flag will no longer spawn in the center position, since it is too close to the jail. It will instead spawn in the south position, since the new southern path makes that position more accessible for the enemy team.
- Moved the health packs in Main Street off of the store roofs and onto the lower area directly north of the pier.
KNOWN ISSUES - Voice Chat UI is overlapping the kill feed
- Mouse will not disappearing on Main Menu when switching to gamepad (will result in multiple things being highlighted at once)
- Minimap is too transparent
- Some text may not be lined up correctly in some UI elements
Just a quick Hotfix! Nothing to see here...
SQUIDS FROM SPACE HOTFIX NOTES
- Fixed a bug with Assault Mechs that would sometimes cause players to lose control while sprinting
- Moved the 4x4s in Main Street so that they don't block the Assault Mechs as much
SPOOKTOBER MAPS ARE BACK! Grab those spooky customizations!
SQUIDS FROM SPACE HALLOWEEN UPDATE IS LIVE!
Our Halloween maps have returned! Which also means that if you play at any time from now to November 1st, you'll receive the Halloween customizations. This includes:
- Human Pumpkin Head
- Ghostly Glowing Eyes
- Orange color swatch (applies to vehicles and Squid suit)
- Spider Crawler Tank
- Pumpkin Assault Mech face
- Spider Harvester
- Domino mask
- Witch Hat
- Cowboy outfit
Can you find all of the giant hidden pumpkins on all our current maps? :)
BALANCE CHANGES - Squid energy gain at level 2 and 3 reduced to 30 per kill, from 40
- Squid energy gain at level 3 reduced to 2 per second, from 3
- Squid energy gain at level 4 reduced to 50 per kill, from 100, and 8 per second, from 11
- Freeze Ray & Mega Freeze Ray on-hit slow effect reduced to 15%, from 30%
- Freeze Ray projectile range reduced to 650, from 700
- Mega Freeze Ray projectile range redued to 725, from 775
- Mega Freeze Ray projectile spread increased to 7.5 degrees, from 5 degrees
- Handcuffs cooldown on miss reduced to 0.5s, from 4s
- Crawler Tanks created with the Materialize Tank technology now take extra damage until they become occupied
BUG FIXES/CHANGES - MOTD now displays the times for our community events. This will adjust based on your local time set on your PC
- Halloween maps are even spookier with ghosts, bats, and more!
- Running over Squids with a wheeled vehicle should no longer cause you to stutter
- AIs should have an easier time breaking glass windows
- Weapons should now correctly fire even if the barrel is inside of an object
- Ragdolls flying in from offscreen no longer have names and healthbars
- Wheeled vehicles should no longer be able to be squidified from below
- Re-pressing Sprint will now cancel the sprint early
- Players should no longer be able to get stuck in a state where they can't pick things up
- Turrets now have the intended amount of health (150), and no longer incorrectly get hit by explosions that were nowhere near them
- Mechs should now be properly able to walk through Crawler Tank corpses
- Unoccupied summoned Crawler Tanks now take 5x damage until they become occupied. Crawler Tanks spawned in base are unaffected
- Many lighting, collision, and other fixes on all maps
- The Gorge Overlook hill in Mars KotH is now properly invisible until activated.
SQUIDS FROM SPACE - Hotfix Update
HOTFIX BUILD IS LIVE
The following issues should be fixed in this build:
MAJOR issues
- There is navmesh on some maps in places there shouldn't be, and you can get stuck on it if you exit the 4x4\Rover near it.
- AI can't navigate around or see through frozen corpses.
- A bug is preventing the Magnoblaster from properly reflecting projectiles and dealing damage in many cases.
- AIs in Practice Mode will get hung up on obstacles a lot.
- Getting out of a wheeled vehicle in Practice Mode makes you unable to move..
- Getting out of wheeled vehicle puts you off of navmesh.
Minor issues
- Passenger exit sequences for the Assault Mech, Harvester, and some other vehicles is janked up, although you should still always be able to exit them properly.
- After squidifying an enemy human, your sprint orb will sometimes disappear.
- Burned trees have collision on the server but not on clients, causing movement weirdness if you try to move through them.
- Crawler Tank right-hand Death Ray Repeater fires more often than the left one.
- Getting into Harvester sometimes puts you into an odd state where you can interact with it again.
- Sometimes, AIs in the passenger seat of the Assault Mech cause Swarm Rockets to continuously fire even after they exit.
- Set Mech Sprint aim back to LStick & allow sprint stop on sprint re-press
Koth\CTF UI in Practice Mode doesn't track objectives correctly (KotH: hill count incorrect, CTF: flag status incorrect)
- Mechs can't sprint in Practice Mode
NEW KNOWN ISSUES
New issues discovered in addition to any outstanding issues listed previously that haven't been fixed yet.
- Sometimes ally health bars appear red
- Sometimes the Female body type will turn into a Male body type when killed and turned into a corpsicle
- Mech Punch doesn't destroy corpsicles
SFS Update! - We're still here!
Hello everyone! Sorry for the lack of updates! We've been working on many many new features and things! In the meantime, here's some balance changes and bug fixes that really needed to be addressed. There are some found issues in this current update, so be sure to read up on them at the end of this post.
NEW - Joining a friend via the in-game friend's list (on Main Menu) will now actually attempt to put you on the same team!
- Squid Tanks and Human Mechs now ragdoll when killed in midair, killed by a jeep, or killed by a RPG
BUG FIXES - Squid AI's no longer pick up Minisquid Guns from weapon lockers
- There's now an option to choose between 'Twin Stick' and 'Tank' movement controls for Large Vehicles (Mech/Crawler Tank) in the Interface Options
- Human customizations were updated to use a different material system. Now all your pinks will be the same pink, all your yellows are actually yellow... etc. This will make it easier for us to add more colors in the future
- Found and fixed many major performance bugs. Let's just say... Chickens were involved
- AI Harvesters will no longer be affected by certain air vents on Moonbase/Mars. It messes with their pathing
- Female characters now have footstep audio... :P
- Wormhole SFX now properly remove after closing
- 'Start Vote' option no longer appear in Practice Mode
- Players now ragdoll when dying in midair (no more weird death animations in the air)
- Game no longer hitches on Main Menu after booting
- Customizations are now sorted by Default > Level Locked Items > Specials
- No longer see character pawns load in before they're clothed. No more streamers saying "Why is everyone naked??" when a new game begins
- FIXED BROKEN PICK-UP/DROP ANIMATIONS WHEN ATTACKING AND PICKING UP OBJECTS AT THE SAME TIME - Ragdolling towards the camera will no longer occur for environmental deaths (no more dying in a river and suddenly seeing your body fly at the camera)
- Fixed Mech Punch radius; it wasn't supposed to be that big
- Player icons no longer appear below vehicle icons
- Squids can now properly shoot through frozen human corpses
- 4x4's should now properly pick up health pickups
- More optimizations!
BALANCE CHANGES Capture and Hold - When a flag is dropped after a round has been going for over 11 minutes (meaning that the flag's return time is over 40 seconds), standing inside the dropped flag's return volume has increased effectiveness per player above the first. In short, the rewards for proactively trying to return your flag as a team have been increased when the round is over 11 minutes old
Magno Blaster - Reflected projectiles now reflect back at the target, instead of reflecting over the Magoblaster's forward axis as if it were a mirror. RPG users beware!
Assault Mech - Sprint duration increased to UNLIMITED, from 1s
- Sprint cooldown reduced to 2s, from 5s
- Move speed reduced to 275, from 325
- Sprint speed reduced to 480, from 650
- Turn rate reduced to 120 deg\sec, from 150
- Max health reduced to 500, from 550
- Smash cooldown increased to 3.5s, from 2s
- Swarm Rocket damage reduced to 10, from 15
- Swarm Rocket anti-vehicle damage multiplier increased to 1.5x, from 1x
Crawler Tank - Move speed increased to 300, from 275
- Death Ray Repeater damage reduced to 10, from 12
- Death Ray Repeater time between shots increased to 0.33s, from 0.25s
- Death Ray Repeater anti-vehicle damage multiplier increased to 1.5x, from 1x
Moar Changes - Handcuffs attack lockout duration decreased to 3s, from 5s
- Freeze Ray damage increased to 14, from 11
- Freeze Ray projectile speed increased to 1400, from 1350
- Freeze Ray projectile spread decreased to 3 degrees, from 4
- Freeze Ray while-firing movement speed increased to 80%, from 65%
- Freeze Ray projectiles now apply a 30% move speed slow on hit to foot soldiers (but not vehicles)
- Mega Freeze Ray damage increased to 14, from 13
- Mega Freeze Ray projectile speed increased to 1500, from 1400
- Mega Freeze Ray projectile spread decreased to 5 degrees, from 7.5
- Mega Freeze Ray while-firing movement speed increased to 80%, from 65%
- Mega Freeze Ray projectiles now apply a 30% move speed slow on hit to foot soldiers (but not vehicles)
- HMG projectile on-hit slow removed.
- HMG projectile damage decreased to 5, from 7
- HMG time between shots decreased to 0.1s, from 0.11s
- HMG magazine size decreased to 40, from 50
- Rifle aiming time increased by to 0.55s, from 0.45s
- Rifle magazine size decreased to 1, from 8
- Shotgun time between shots increased to 0.67s, from 0.5s
- Chemical Launcher initial damage reduced to 5, from 15
- Chemical Launcher damage over time duration increased to 2s, from 1.75s
- Chemical Launcher damage over time increased to 35, from 30 (over 2s)
- Auto-Turret health increased to 150, from 100
- Auto-Turret damage decreased to 7, from 8
- Auto-Turret time between shots increased to 0.33s, from 0.25s
- RPG projectile range decreased to 750, from 850
- RPG projectile speed decreased to 1050, from 1200
- RPG projectile medium-range damage decreased to 40, from 60
- RPG projectile long-range damage decreased to 20, from 30
- RPG aiming time increased to 1.9s, from 1.6s
- RPG while-aiming movement speed decreased to 35%, from 50%
- Assault Mech Smash insta-kill radius decreased to 60, from 75
- Assault Mech Smash damage vs. vehicles reduced to 250, from 300
KNOWN ISSUES Major - There is navmesh on some maps in places there shouldn't be, and you can get stuck on it if you exit the 4x4/Rover near it
- AI can't navigate around or see through frozen corpses
- A bug is preventing the Magnoblaster from properly reflecting projectiles and dealing damage in many cases
- AIs in Practice Mode will get hung up on obstacles a lot
- Getting out of a wheeled vehicle in Practice Mode makes you unable to move
Minor known issues - Passenger exit sequences for the Assault Mech, Harvester, and some other vehicles is janked up, although you should still always be able to exit them properly
- Nanite Beam will sometimes visually target props instead of your target, but damage should still be dealt properly
- After squidifying an enemy human, your sprint orb will sometimes disappear
- Burned trees have collision on the server but not on clients, causing movement weirdness if you try to move through them
- Crawler Tank right-hand Death Ray Repeater fires more often than the left one
- Getting into Harvester/Crawler Tank sometimes puts you in a state where you can still see Interaction effects/tooltips
- Sometimes, AIs in the passenger seat of the Assault Mech cause Swarm Rockets to continuously fire even after they exit
SQUIDS FROM SPACE - Another Update!
Greetings Earthlings! We've been overdue on an update! We had A LOT of things to fix! But we've also added a few new things to try out. Please grab the latest update and try it out! Let us know if you run into any issues.
NEW:
- Friends list
- Added a Refresh button to the collapsed server list
- AIs will now hop into a vacant passenger seat of vehicle you are driving if you order them to follow you!
- Main menu UI now shows the next set of unlocks you can earn
- Updated the credits! If you've helped us out with translation, your name should now be on there!
- Server browser will now display servers whose version ID is different than that of your client's, although you will not be able to join those servers. The UI will display whether the server is out of date, or if your client is out of date
- If you have Steam friends playing SQUIDS, they will now appear in the main menu and you can join their game!
- In-game voting: Vote Kick (vote to kick fellow players for any reason! kicked players will be banned for 30 seconds and kicking the same player subsequent times in the same map will ban them for 5 minutes each time)
- In-game voting: Change Map (vote to change the map after the current round is over)
- In-game voting: Enable/Disable All-Chat (by default, chat is team-only, but can be set to all-chat through this vote (does not persist through map rotation)
BALANCE CHANGES:
Balance changes to Airstrike:
- Squids killed by Airstrike no longer spawn Squid bowls
BUG FIXES:
- KotH UI now properly displays 4x4 & Assault Mech passengers as being inside the hill capture zone
- Fixed disembodied voices
- Lots of localization updates & fixes (still more to go)
- Fixed sizing of the invincibility volume in the Squid base of Heartland
- Crosshair reticle should now properly hide on all machines when using a gamepad
- Hitting ENTER while browsing in-game menus should no longer open in-game chat
- Charge weapons (eg, Optic Overloader) no longer automatically discharge if their wielder becomes disabled while they are charging. Note that this is different from the case where a player becomes disabled while their charge weapon is DISCHARGING over time (eg, Antimatterizer), in which case the discharge continues & is not interrupted
- Weapons should no longer spawn their projectiles inside static objects if their barrel in inside the object when fired
- Minimap now properly follows your spectator target when in spectator mode
- Assault Mech pilots & 4x4 drivers should now properly display text bubble emotes
- You can no longer get yourself into a bugged state by trying to switch teams very quickly
- You should no longer be able to fire the Assault Mech blunderbuss while punching by holding the fire button down
- TONS of graphical optimizations for cosmetics, weapons, & vehicles
- Sprinting while in midair no longer causes weird t-pose animations to occur. Gameplay effects are unchanged
- Fire hydrants will now put out an on-fire player in all situations
- Gas pump fuel streams are now flammable again
- Antimatterizer & Crawler Tank lasers now set flammable props on fire, as they always should have
- Added image for Heartland Acres in the practice mode map switch UI
- Spamming the fire button while wielding sequential-reload weapons (eg, Revolver or Shotgun) should no longer sometimes cause the reload animation to stop playing
- When switching teams from the team selector, you should now ALWAYS end up with the correct pawn on the correct team. We promise!
- The team selector UI is now much snappier, especially in high-latency environments
- The Wormhole technology can now *only* be activated if you are >=5m away from the entrance location
- Rearranged trees in Evergreen Trail so that they are less-evenly distributed, creating clearer areas for combat and 4x4 driving and denser areas that players can decide to go into for cover - Can no longer dash or toggle Gravitron Field while dead in a Harvester
- Using Force Respawn while piloting a vehicle now properly exits the vehicle before slaying your character, instead of destroying the vehicle
- Shooting an enemy character with Medi-gel no longer causes them to play their hurt VO
- Nanite Beam now destroys destructible props like crates (although not destructible *resources* like explosive barrels)
- Improved AI behavior around resource capture points
- Drastically improved the input mapping system
- Airstrikes now damage all destructible & flammable props
- Wheeled vehicles now destroy crates and other destructible props!
- Grenades now make splashes when they hit a water volume, and when they explode while inside a water volume
- Camera now pans when you possess a new pawn or swap spectator targets, instead of popping
- When an AI hears an order, they will now only respond "Roger!" when they actually change their behavior. This may cause instances where an AI refuses a player's order at first and then obeys it a few moments later once it completes its current task
- Moved the wrecked car out of the middle of the road in Heartland Acres
- Improved AI harvesting behavior: they now prefer to pick up higher value resources over lower value ones
- Improved AI navigation around crates in Evergreen Trail
- Improved AI healer behavior: added "flee" behavior if they do not have an offensive weapon and are being attacked while no allies are nearby
- 4x4/Rover throttle and reverse keys are now configurable
- Character customizations should now always save immediately upon exiting the customization screen
- Practice mode "Death Immunity" effect now properly applies when you are driving/piloting a vehicle
- Updated hair material visuals!
- Dual Revolver offhand weapon now properly applies your customizations
- Dying right when picking up the flag with high latency should no longer cause the flag to get stuck in an uninteractible state - Joining while another player is piloting an Assault Mech will no longer cause visual bugs on your client
SQUIDS FROM SPACE - Update changelist and STEAM SUMMER SALE!
SQUIDS FROM SPACE UPDATE LIVE ON STEAM
Grab SFS during the Steam Summer Sale tomorrow for 85% off! That's $1.50 USD!
There's a new update out! Here's what's new:
BALANCE CHANGES
- Rubber Chickens no longer despawn after being dropped! YAY! More Rubber Chicken fun!
- Harvester Gravitron Field cooldown reduced to .75s from 1.25s
- Assault Mech punch knockback now covers less distance to the sides and rear of the Mech. Frontal coverage is unchanged
- Nanite Beam is now unlocked at Tech 1
- Nanite Beam range increased to 400 from 300
- Nanite Beam now does 200% damage against vehicles
- Nanite Beam applies 50% turn rate debuff to non-wheeled vehicles (e.g. Assault Mech, Crawler Tank) on hit
- Nanite Beam now repairs friendly resource collector vehicles and turrets
- Nanite Beam will now stick to your lock-on target more reliably
FIXES
- New night lighting for Farm map
- New look for vehicles that have been destroyed
- Resources/vehicles should now be properly lit depending on the day/night map (example: headlights and lamps should not be on during the day)
- Fixed our broken Join Discord link in the menu. Oops! Sorry!
- Refactored how interactions work. Should feel less laggy when picking things up
- Several language updates, including the addition of Romanian, Dutch, and Hungarian
- Can no longer fire the Blunderbuss while punching in the Assault Mech
- Squidifying a human with minisquids on them will now cause the minisquids to expire
- Vehicle cosmetics for spawned vehicles (ie: tanks) should now work properly in Practice Mode
- Bullets will fire downwards into the water less often when standing at the edge of a body of water
- Any input will now reset your AFK timer, instead of just mouse or gamepad input
- Removed small sheds from Heartland Acres, as they were causing problems with AI movement, wormholes, and other things
- The CAH Jail map icon now draws at the same size as the flag icons when a flag is in jail
- Female human characters will no longer get stuck in the rubber chicken attack animation
- Removed the overhead squidification icon, since it was causing more confusion than it was solving
- Player map icons now draw above flags, jails, vehicles, etc on the map
- Customization screen camera moved up slightly to support a wider variety of aspect ratios
- When entering or exiting a vehicle, you no longer have to release and re-press your movement keys in order to move
- Players occupying wheeled vehicles should now be handled correctly on disconnect (no more floating characters)
- Lighting on many maps has been optimized
- Many pieces of UI, especially in the tutorial, have had their visuals updated
NEW FEATURES
- Voice chat is now Team-Only during matches, will automatically switch to Global at the end of matches
- Allow Lock-On to be a toggle rather than something you hold down (can be set in Options > Interface)
- New crosshair for mouse/keyboard users!
- When nearby an object that you can vault over, you will now see the vault button appear above your character
NEW FARM MAP! SPECIAL EARLY ACCESS HELMET!
NEW + Early Access hat customizations for both Humans and Squids
+ Inception Helmet customization for Inception Discord Community members
+ New Farm Map! Tractors! Chickens! Pigs! Sheep!
+ New look for most customization icons on the Customization Menu
BALANCE CHANGES Update to 4x4 and Moon Rover: -Reduced impact damage vs infantry by ~20%.

Update to team balancing: -When moving to a new map, the auto-balancer should do a better job now ensuring that teams are well-balanced.

Balance changes to Dynamite: -Damage reduced to 30 per stick, from 35.
-Stick explosion radius reduced to 100, from 175.

Balance changes to Antimatterizer: -Damage range based on charge % changed to 5-18, from 5-13.
-Number of hits based on charge % changed to 3-10, from 6-14.
-Minimum charge required in order to fire increased to 30%, from 10%.
-Overall, total time spent discharging should go down, and damage at 75%+ charge should go up.
-Discharge state is no longer interrupted by effects that prevent firing (eg, handcuffs or optic overloader).
IMPROVEMENTS + Lots of art optimization to multiple maps
KNOWN ISSUES + Tree missing collision near northern part of Human base
+ Tractors can get stuck on fences
+ Human Vehicles can launch each other into the air
Fix for 1 FPS Bug - Live!
GREETINGS EARTHLINGS!
With the help of another community member (thanks SvaT!) over the past couple weeks, we've been tracking down a bug that was causing some players to have 1 FPS once they joined a game.
We have just pushed out a hotfix update, so please be sure to grab that! If you were having that issue, please let us know in the comments below whether or not this fix worked for you, or if you're still having the issue.
Thank you so much for your patience! We hope you enjoy the game!
With love and deathrays,
Fun Bits
Small Hotfix Build is Live!
GREETINGS EARTHLINGS!
Just a small hotfix build out today. We still have some bugs to fix that were reported by the community (thank you!), but didn't make it into this build.
- Fixed a crash that would occur when trying to play Practice Mode Offline. Enjoy, you can now play Practice Mode without being connected to the internetz. Woot.
- Fixed an issue where our servers were failing to recover from a Steam matchmaker connection interruption. In the past, our servers would not reappear on the server list if there was a connection interruption on Steam's end.
- Added extra logging that will help us catch more bugs
Be sure to join our Discord for instant updates, events, and support! http://discord.gg/squidsfromspace