The Everything-Needs-Ammo Update has launched into Beta.
Greetings Captains!
For those that want to get a preview (while it might be a little buggy) you can download the Beta version of Undercrewed by right clicking the game in your Library> Properties… > Betas > Code: cooltestpilot
Major Features:
If you leave a room by mistake you can enter without the intro animation playing again
You now have to transport ammo around the ship to use guns (fun times)
New Gun: Sine Wave Gun
More performance improvements however this will result in less descriptive error messages (I haven’t seen the errors so it's better players get the CPU boost)
Revamp of the Survival Mode to make it playable again
Other Changes:
Bug where you can't heal the AI crew on the tutorial level when playing online because other clients will update the HP fixed
New icons for some rooms to make them more distinct (sorry if it initially confuses you)
Some rooms that didn’t have animation and sounds now have them (happy days)
Some help popups have been reworded / recoloured to make them more readable
Better syncing of the location of level objects
Because of the introduction of ammo, AI crew now consider this. It's going to have big impacts on the AI and pathfinding because crew holding ammo can now pathfind out of sequence
When clicking to put random rooms on your ship sometimes it would take a few seconds to compute one, now if it take more than a frame it makes the requirements less strict.
The attacks on the tutorial were spawned randomly however of course this isn’t synced online so players online would see different things, this has been corrected.
The install / download file size of Undercrewed has been reduced
On Copernican some of the mission text messages were not correct/helpful
All sounds on the first tutorial are now loaded correctly and assigned to the right enemy
Minor visual improvement to holomedic room to display cooldown better. (and without that stupid pie chart code that draws loads of triangles)
I’ve just launched the biggest update to Undercrewed since it's launch.
This update features the new level Celestus with a whole fresh set of enemies to fight and challenges to face.
These new enemies have their own shields which has actually been such an entertaining addition, I couldn’t help myself from adding them onto existing enemies.
I have also implemented EMP attacks that disable your rooms which you will have to deal with.
[previewyoutube="VaC5zC4QLcU;rightthumb"] I have introduced dynamic sounds that are relatively much louder than the others so these loud sounds can drown out other sounds around them. This gives a great eerie feeling for things like EMPs turning off parts of the ship.
Main Changes:
Enemies that fly off the screen come back faster
Aesthetic changes for enemy bullet speeds
The Scarlet Seeker found a crash in the AI when playing online
An attempt has been made to fix crash on exit for Steam users
Debris from enemies move better (but I still hate how they slow down when in space)
Mission text now has subtle shadow to make it easier to read
Buff to blue rail gun damage
Lots of the error checks have been removed for an all-around performance boost (this will make error messages worse)
A few new bugs have been introduced, they will be quashed in the next patch.
Out of the 11 missions I want to have for full launch I have now finished 7 of them. The 4 levels I have left to finish 2 of them already have a lot of the content done and the other two I have some special things lined up for them so they will take a bit longer. If you thought the mini-bosses I have so far are big one of these levels will be a giant boss fight and the other of these is a second ground based level.
I have another update coming soon that dramatically changes how you play because ammo will have to be transported around the spaceship.
Lots of love David Strachan
Get the Next Undercrewed Level Early on the Beta Branch
Greetings Captain!
I probably said the last update was the biggest ever, but the next one is even bigger!
If you wanted to get a preview of this update I’m going to put it on the Steam beta channel for a week or so until I know there are no obvious bugs. If you have not used the Steam beta before you can right click Undercrewed on your Steam Library and go Properties > Betas > Access Code: cooltestpilot
This latest update features the new level Celestus that has many new mechanics.
Enemies can now have shields of their own, this was so cool and entertaining to shoot up I couldn’t help but go back and add them onto a bunch of existing enemies.
This level has very defensive enemies that have EMP attacks that turn off parts of your ship, you will find yourself having to run around repairing and using alternate rooms to stay alive.
I’ve added in some pretty cool tech that I have been excited for. I’ve made it so that some sounds can be so loud that they obscure other sounds around them: [previewyoutube="VaC5zC4QLcU;rightthumb"]
Main Changes:
Enemies that fly off the screen come back faster
Aesthetic changes for enemy bullet speeds
The Scarlet Seeker found a crash in the AI when playing online
An attempt has been made to fix crash on exit for Steam users
Debris from enemies move better (but I still hate how they slow down when in space)
Mission text now has subtle shadow to make it easier to read
Buff to blue rail gun damage
Lots of the error checks have been removed for an all-around performance boost (this will make error messages worse)
Again this is just being deployed onto the beta branch, if you are quite happy to wait an extra week I will deploy it to live soon.
Lots of Love David Strachan
Small emergency patch for crash on tutorial.
Greetings Captains
I just put out a small emergency fix because of a crash for new people playing the first level online.
The bug was when overwriting the AI pattern for levels that have non-default behaviour. Sorry for those people that spotted the crash, it's fixed now.
There were a small number of other features I had been working on that I have deployed with this. The two main ones:
Enemies off the screen are more likely to pathfind back onto the screen faster
Enemy bullets can change speed in the air, this is more for aesthetics than balancing enemies.
Lots of love David Strachan
New Levels Coming to Undercrewed
Greetings Captain!
I’ve just launched a new level into Undercrewed! Elonsium features an alien species that has mastered teleportation, it features enemy ships that warp around and also enemies that can teleport onto your ship. This is a new mechanic where you will have to spawn defenders that will attack enemy intruders.
And yes we did name this level after Elon, if there isn’t one already we thought it was likely at some point in the future a planet or celestial body would be named after him so we thought we would be the first to do it.
I’ve been hard at work the last week on the next level.
This mission has enemies turning off parts of your ship with emp guns. I will make this available to play in the coming weeks on the beta branch. If you want to get a preview (while it might be a little buggy) you can download the beta version of Undercrewed by right clicking the game in your library> Properties… > Betas > Code: cooltestpilot
There are a bunch of other changes that I have been working on, I can’t remember which ones are in this version, if you do want to see what I am working on each day you can see on the Undercrewed Trello: https://trello.com/b/pBixGPBN/undercrewed
For those that do own the game I would really appreciate a review, I can’t overstate how important reviews are for Steam games.
Lots of Love David Strachan
Play the next level on the Beta branch.
Greetings Captain!
I’ve launched another level onto the Beta branch of Undercrewed.
This mission features a teleporting enemy and enemy intruders that warp onto your spaceship.
For those that want to get a preview (while it might be a little buggy) you can download the beta version of Undercrewed by right clicking the game in your library> Properties… > Betas > Code: cooltestpilot
I’ve really enjoyed working on the sound design for this level. Elonsium is the level I have been working on the longest, I’ve had the teleporting enemies working for a long time and I’ve been excited to get them in to show everyone.
Once I know it's been played by a few people I will roll it out to everyone.
This is officially the move from 0.7.#.# to 0.8.0.0 It feels like a big step to me, I still have a lot of content that will be added over the coming months
Over the weekend I launched a rather large content update. This includes a new level and also some changes to make enemy destruction slightly prettier.
Main Features:
New Tutorial Level
Extra rubble when damaging enemies (maybe too much?)
Changes:
Enemies that drop mines shouldn’t deploy when already under players ship
Removed limit on the number of each room you can have
Different room requirements for each level
Fixed slowdown on some computers when destroying enemies
Bug spawning two players into a ship when using gamepad
Many more changes
If you have problems connecting gamepads let me know, I made some swift changes in that area.
This new level replaces the old tutorial level and is the first example of ground enemies and leaving your spacecraft. There will be more levels like this in the future and I will see from the feedback what works best on ground levels.
When attacking enemies I’ve made some changes to the way they get damaged, this looks slightly more dramatic and also stops some of the slowdown that some players experienced.
Also in the last few weeks I have added many major features including twin stick controls for gamepads, colour blind options, better networking, better AI crew, and now unfortunately the AI doesn’t slide around the floor any more when it was dead (I know this game some people a good laugh).
If you didn’t see it before you can see some of the features I am working on right now and their current progress:
If you haven't done so already it's very helpful for me if you could leave a review of the game. If you have any feedback you want to give or just chat there is a Discord here: https://discord.gg/zn8qQ3X
Love of love David Strachan
Upcoming Content in Undercrewed
Greetings Captain!
I wanted to show everyone what is coming up in Undercrewed
I will be launching a new level in the next week, this level will replace the original tutorial that was frankly unhelpful and unfinished. This new level is more thematic and a better introduction to the game.
If you can’t wait you can check it out by downloading the beta, password is: cooltestpilot
Lots of love David Strachan
Undercrewed Update Including: Twin stick controls, Lag reduction, Better AI
Greetings Captain.
Since launch Undercrewed has been around at a few expos and it's been great to get to play with everyone.
Now that things are more settled I want to get my head down and work on adding some content. I wanted to push out a small update that actually has a lot of highly requested changes from the feedback I have been collecting.
Some of the new features:
Twin Stick Controls (Right stick to aim on gamepads)
Colour blind options for backgrounds
Better network syncing on some parts of levels
AI that gets killed when walking no longer slides their dead body along the floor
Better AI for driving the ship around
Some extra sounds for taking off, using rooms, damaging enemies, attacking
Optimised enemy destruction for better performance
Quality of life changes
Lots of changes from talking/watching/playing with people.