Underspace cover
Underspace screenshot
Genre: Role-playing (RPG), Adventure, Indie

Underspace

Version 1.45.0: Patch Notes

[p]Hello again starchasers! Been a bit, hasn't it? Lot of bug reports piling up. Unfortunately for you and me, these past two weeks have been spent moving halfway across the country and then waiting for my actual work materials and computer to arrive, so I haven't been able to address the various issues and softlocks introduced with Color Out In Space. The real funny part is none of those issues ended up being related to the new content at all, but stuff that hadn't even been touched. Weird.[/p][p][/p][p]Anyway, everyone and every cat is all settled in now in our new place, which means I can get back to work. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/c71e58869e32674007222128fce6e2fdfb482575.jpg"][img src="https://clan.akamai.steamstatic.com/images/35321791/2b9950b03665cc9a78ecb192a76c720ba83104e4.jpg"][TAG-10][/p][p]Our next big milestone update is the 1.0 release, which is multiplayer and such, but that's a ways out (since it'll need a lot of testing). For now, we've got a few smaller patches tidying things up here and there, as well as adding things like missing news stories, ambient NPCs, optimizations and more mod support. [/p][p]This current update is a pretty small one, mostly focusing on all those bugfixes, but we do have a few new bits like giving the Chunidale Racetrack a unique interior for its racing bays.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/bc73ebed8eb9d751283590323ab11c771c92fe74.png"][/p][p] [/p]

Changelog is as follows:

[p]
[/p]

NEW FEATURES

  • [p]The Chunidale Racetrack’s racing bay now has a custom interior and the relevant NPCs have custom icons.
    Ship customization now has a new icon.[/p]
  • [p]Added news stories to some stations, mostly Ast ones.[/p]
[p] [/p]

CHANGES AND REBALANCES

  • [p]Added some missing UI sounds to books and stuff.[/p]
  • [p]Adjusted the hitbox of the boss in Gone Adrift.[/p]
  • [p]Adjusted formation points on fighters to prevent bumpage during following.[/p]
  • [p]Rebalanced some parts of the Darkon Entity, turning down some aspects of it in exchange for higher damage output, as well as restricting some of your ability to escape and find it. You will die. God is not happy. God is never happy, why would he be?[/p]
  • [p][/p]

FIXES

  • [p]Fixed traders and shipdealers being mismatched and not working.[/p]
  • [p]Fixed pink-headed Macrovari throughout the galaxy.[/p]
  • [p]Fixed softlocks during Operation: Discipline.[/p]
  • [p]Fixed typos in the main quest journal.[/p]
  • [p]Fixed issue where the Veiler Tollway wasn’t selectable.[/p]
  • [p]Fixed issue where custom ship names wouldn’t save.[/p]
  • [p]Fixed issue where Mel Perash didn’t have a quest available icon.[/p]
  • [p]Fixed saving issue related to cockpit dyes.[/p]
  • [p]Fixed badly rotated Macrovari fighter icon.[/p]
  • [p]Fixed weapon grouping issue when cycling weapon groups.[/p]
  • [p]Fixed various overlapping NPCs on stations.[/p]
  • [p]Fixed various description and dialogue typos.[/p]
  • [p]Fixed UI sizing errors on the quest diaogue screen.[/p]
  • [p]Fixed issue with campaign records unlocking too early.[/p]
  • [p]Fixed issue with cockpit decoration where some items could be placed down that would cause problems, these items were meant to be house-side exclusive (IE service stations and such).[/p]
  • [p]Fixed some quest graphical issues.[/p]
[p]








[/p]

The Color Out In Space (Version 1.44.0): Patch Notes

[p]Welcome one and all! Ladies, gentlemen, starchasers, sentient microbes and angry screaming swear crystals! The Steam Summer Sale has commenced and Gabe Newell has blessed our wallets with the blessing of being drained. My computer is packed somewhere in some box somewhere and I'm flying halfway across the country to an entirely new house while I write this, but that hasn't stopped me from getting our next huge update prepped, tested, and deployed RIGHT NOW. Welcome to this season's milestone update: The Color Out Of Space![/p][p][/p][p] This update's huge, given that it's both the first one in several months and a major milestone update to begin with, and comes with a lot of new and exciting places, systems, people, things, and nonsense.[/p][p]I know you've been desiring it like my cat desires The Chicken, so let's do a bit of a deep dive into what's included, alrighty?[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/14eecd695386d25f29076b1fe0a37be05437a130.jpg"][/p][p]
[/p]

UPDATE HIGHLIGHTS

New Worlds

[p]Underspace's got many planetary bases, cities, outposts, and dive bars that, until now, were merely a series of floating planes in a horrible void. You know of the places I speak, no doubt. But no longer! Every single remaining landable area in Underspace is now modeled, detailed, and explorable. Walk along the choking spired cities of Pelindus, the canyons of Pasceli, or the tranquil ruined forests of Demendar. There's new things to see, new NPCs to talk to, and... Yeah, new stuff in general.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/650c06e17c7758c782b6557db0d595ea067165ea.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/2b70fd16e40a050cd726442a759fd3593fad4a0c.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/466b52ce888a31c70a3020c101c8c2773ab7f60f.png"][TAG-30][img src="https://clan.akamai.steamstatic.com/images/35321791/b15666ccb6601dc7713669f0fc24998eb4e8b9a4.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/d7832567ac7af4bf0e99be3874832278ee5e3031.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/4f2929c687533f3e4609f32c794f532070c3b9ed.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/4cb6e79b8f64ad233bb320a3dc3d3ef03fa14c67.png"][/p][p][/p]

Player Housing

[p]Honestly, what's the point of having a bunch of planets and places to relax in without your own private space to goof off in? Not much point, I'd wager. Starting with this update you can now buy, furnish, and decorate nine different houses across various homeworlds, cities, and major pirate bases.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/b78a6dc7331e5efb1aa8a88e8f17c59a9fcaccb0.png"][/p][p]Housing is intended as a late game system, and can often be a huge money sink to place down all those things to make your house a home.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/756b76698e80f2c988f4470f43ad0e8958a9a793.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/e1c17108c196a018725e39ef1c783c3c86ac3053.png"][/p][p]But where do you get all these new furnishing items, shelves, plates, trays, banners, trophies, bobbleheads and more? I'm glad you asked! You can now also find new merchants (for example, the Axle's shopping district has a LOT more of those) and service NPCs that'll let you buy new items for your house. Elite tier random missions, battleship wreckage, and even space dungeons will also have an opportunity to drop new furnishing plans and things to display. Keep an eye out while out in space.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/6e3603bf3e40c601b16ea397ca1511d13ad73fa2.png"][/p][p]Did I mention there's no limits on player housing? Place down bottles until your GPU explodes, if that's what you want.[/p][p][/p]

Expanded Customization

[p]What, did you think I was done? Ships also have a ton of new customization options. For exterior things, you can now mount hood ornaments on every ship, which can often be found in the aforementioned elite missions, space dungeons, etc. There's a fair amount of these, but there's also new dyes that can be found, including some much sought-after cyans and teals. We've also got a massive amount of new decals that can be applied to your ship (decals for nearly every faction in game, in fact), that you can find through elite missions.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/edcd6056e08fe5d09295c0e7b17b0da31d044143.png"][/p][p]Still not done talking about this, sit back down. For cockpit interiors you can now use those dyes and housing items you've recovered in those cockpits: To freely color, decorate (with no limits) your ship's interior as you see fit.[/p][p]Lastly, because this is the less important feature, you can also customize your character himself. There's tons of new robes, wigs, mask options, and button colors to recover, buy, and find across the galaxy. Kardoz may be a decrepit asocial pariah, but he should still shower and change his underwear sometimes (note: I still don't know if Vauldwin wear underwear or not).[/p][p][/p]

Expanded World Details

[p]That on-station stuff you despise isn't the only thing getting a facelift. There's more world details and some redone stuff across the galaxy; for example we've added over 150 new billboards to the game, to really sell the idea that this isn't just a populated universe, but that it's also one filled with dickheads.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/18d3c02a851a0392a9a6b8679889758681ccc4c6.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/1c520b4cf64d76bc348dc3c0c008ae3425cddf88.png"][/p][p]Tons of stations have also gotten a facelift too: Ambient NPCs mill about, many undetailed rooms have been detailed and sounds adjusted, and more.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/e2243ce8e199453753461833213c633b2e6ac53c.png"][TAG-102][img src="https://clan.akamai.steamstatic.com/images/35321791/f7804839d0ea0015856e0e7485ba00baf5ae7a40.png"][TAG-104][img src="https://clan.akamai.steamstatic.com/images/35321791/72338d1a73b541fa1932ef5fbc1edf69033bcd34.png"][TAG-106][/p][p][/p]

New Gameplay Features

[p]STILL not done! There's lots of smaller features that have been added to the game now too, from being able to use your frienddrive to travel to your party members, more map controls for the navigational map, a deadzone option for mouse controls, and tons of quality of life additions and new features. Some highlights include the ability to add notes to star system descriptions and custom markers on the local map.[/p][p][/p][p]Mister Maudlin's drinks now being fully consumable items with special eldritch knowledge cutscenes...[/p][p][/p][p]And Kardoz's private journal being fully implemented and evolving as the main storyline goes on:[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/182822765cc4dd5dc903ec58e4a2c49af824671e.jpg"][/p][p]Phew! Okay, I'm done going through everything. Still with me? Want some more cats?[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/64d811a0c579dfe0ae99c9c649023a13124741a3.jpg"][/p][p] [/p]

Changelog is as follows:


KNOWN ISSUES

  • [p]Initial loading times and RAM usage will have gone up with this update due to the addition of the housing system. This’ll be the last time this happens (mostly) and from here on out things will (hopefully) start going down.[/p]
  • [p]Housing controls may not be initially mapped. You'll simply have to reset them to their defaults for this to be fixed.[/p]
[p][/p]

NEW FEATURES

  • [p]Added options for godrays on stations and planets.[/p]
  • [p]You can now fast travel to Squadmates whose personal quests you’ve resolved.[/p]
  • [p]Added a new series of powerful scanners that the player can construct. Here’s a hint: Look for a heart.[/p]
  • [p]Added new customization dyes to several points of interest.[/p]
  • [p]You can now apply hood ornaments to all flyable ships. These can be applied under the “ornament” section in the ship customization UI. Additional hood ornaments can be found through missions and exploring.[/p]
  • [p]Planet Demendar now has full detailing.[/p]
  • [p]Planet Demendren now has full detailing.[/p]
  • [p]Planet New Demendrere now has full detailing.[/p]
  • [p]Planet Pasceli now has full detailing.[/p]
  • [p]Planet New Cateli now has full detailing.[/p]
  • [p]Planet Pelindus now has full detailing.[/p]
  • [p]Added a “quit to desktop” button for the respawn menu.[/p]
  • [p]Added a deadzone option in gameplay settings. By default, this is not enabled.[/p]
  • [p]The data center at Kaisus Circle now has detailing.[/p]
  • [p]Added a button that makes the navmap camera show an overhead flat view.[/p]
  • [p]Scornharbors. That’s all. Take careful note of whatever stations you find.[/p]
  • [p]All landable planets now have takeoff and landing cutscenes.[/p]
  • [p]Mister Maudlin's drinks are now physical items you'll have to actually down, complete with cutscenes of the subsequent knowledge, if you want to pass through gates.[/p]
  • [p]Player housing! You can now buy nine different houses around the galaxy and customize their interiors with new furnishings, services, etc.[/p]
  • [p]Added the ability to buy and acquire furniture, trophies, etc, throughout the galaxy.[/p]
  • [p]Added over 300 new furnishing pieces.[/p]
  • [p]You can now furnish and decorate all ship cockpits as well, using the same pieces and things you use for housing decorations.[/p]
  • [p]You can now apply ship paints and dyes to your cockpit, allowing you to recolor it as you’d like.[/p]
  • [p]Redid various graphics for the ruins in Grevid.[/p]
  • [p]Added many new traders to the Axle’s shops.[/p]
  • [p]Added a dedicated close button to the ship garage. You could always just, you know, have pressed the button of the ship you owned to exit things. This was really obvious. Don’t know why this is needed, but maybe I can’t relate because I actually try the options I’m presented with.[/p]
  • [p]You can now purchase trophies of world bosses you’ve defeated from a new NPC found in various locations. They like to travel.[/p]
  • [p]Added new nonviolent conflict resolution techniques to the Haywire Hulk. Here’s a hint: Talk your problems out first.[/p]
  • [p]Macrovari sculptures you’ve scanned in the Interests can be purchased as housing items from a vendor on Variom.[/p]
  • [p]Added bobbleheads. God dammit.[/p]
  • [p]Every faction now has a logo/insignia.[/p]
  • [p]Added over 30 decals, mostly logos for all factions. [/p]
  • [p]Capitalship wrecks can now drop new kinds of dyes (including the highly sought after hot pink, cyan, and teal) as well as decals associated with their original owning faction.[/p]
  • [p]Elite missions for factions can now reward cosmetics associated with that faction, including decals, furniture, and wearable items[/p]
  • [p]Many things in dungeons now drop new housing items.[/p]
  • [p]Added a new console command to unlock all vanity items.[/p]
  • [p]Added an art seller and an art smuggler to Pasceli and the Master’s Ball, respectively.[/p]
  • [p]Added a traveling trophy merchant who can sell unique housing items related to your achievements.[/p]
  • [p]Added over 150 new advertisements on billboards found throughout the galaxy.[/p]
  • [p]Added more dialogue to Mister Maudlin.[/p]
  • [p]Added new banner textures to relevant stations.[/p]
  • [p]Added the ability to add custom markers to a star system’s map and custom notes to a star system’s description. There’s a new key for this, which by default is G.[/p]
  • [p]The Axle now has signs showing which doors lead where.[/p]
  • [p]Added various ambient NPCs to various stations, with priority on stations that had quests taking place there.[/p]
  • [p]Added various spaceships and detailing aspects to various stations, with priority on stations that had quests taking place there.[/p]
  • [p]Added full detailing to the Peerless Casino.[/p]
  • [p]Added full detailing to the Matta Platform starchasing center.[/p]
  • [p]Added full detailing to Pridlaneura Yards.[/p]
  • [p]Added even more NPCs to talk to.[/p]
  • [p]Kardoz’s personal journal is now fully in. He’s got a lot of thoughts during the main campaign. [/p]
[p][/p][p][/p]

CHANGES AND REBALANCES

  • [p]Redid some lighting and graphical issues aboard Lorne.[/p]
  • [p]Redid some outfits for characters aboard the Matta Platform. [/p]
  • [p]Significantly buffed summoning items: Pods now last longer and track targets better.[/p]
  • [p]Changed several special crafting items to no longer take up any cargo space.[/p]
  • [p]Adjusted lighting on most stations.[/p]
  • [p]Adjusted the size of some navmap icons to prevent overlap.[/p]
  • [p]Remade various station detailing and fixed it.[/p]
  • [p]Added a delay of spawning hazards to fix issues with storm spawnage.[/p]
  • [p]The campaign now has characters being more emotive during on station dialogue.[/p]
  • [p]Bullet tracking now incorporates the range of a gun and takes that into account.[/p]
  • [p]Storms killed by the player now have a longer cooldown versus ones that were destroyed by the controller system.[/p]
  • [p]Added retroactive and auto-updating messages for certain new crafting recipes and game codex entries, to let you know if you’re acquired them or not.[/p]
  • [p]Changed some ship colors during Heist of the Year.[/p]
  • [p]The Uncleship is now properly haunted by the ghosts of dead uncles.[/p]
  • [p]Things that drop cosmetic or vanity items now have an extra filter, which will prevent you from getting duplicates.[/p]
  • [p]The space factory’s scannable item is no longer tied to its gem, so you can scan it even after you disable it.[/p]
  • [p]Hyperdrive effects no longer show up when in cockpit mode, for better visibility. [/p]
  • [p]Redid sounds on multiple stations to be more appropriate for certain areas.[/p]
  • [p]Buying vanity items from vendors will now remove those items from the vendor’s stock.[/p]
  • [p]Adjusted some internal following code to prevent bumpage and allow for smoother following for party members.[/p]
  • [p]Adjusted some of the graphics of the in-game codex and fixed some rendering errors.[/p]
[p][/p]

FIXES

  • [p]Fixed issue where the ship was too close in some stations.[/p]
  • [p]Fixed issue during Tale of the Tick that could cause a player to be out of the proper ammo type.[/p]
  • [p]Fixed issue where final campaign mission would break if you loaded in too fast.[/p]
  • [p]Fixed issue where untranslated dialogue for the Portalmaker would cause all dialogue to become untranslated.[/p]
  • [p]Fixed issues where Anomaly Evaluation couldn’t be completed when other random missions were active.[/p]
  • [p]Fixed issue where collection missions taken from the same area wouldn’t allow for multiple completions.[/p]
  • [p]Fixed some mission description issues.[/p]
  • [p]Your former employees will no longer talk shit about you if you’re high enough level.[/p]
  • [p]Fixed some colliders during Off-Track.[/p]
  • [p]Fixed issue where the player could leave the Marching Star prematurely.[/p]
  • [p]Fixed some mission description errors.[/p]
  • [p]Fixed some rendering issues on the Marching Star.[/p]
  • [p]Fixed some rendering issues during Heist of the Year.[/p]
  • [p]Fixed some typos in party member dialogue.[/p]
  • [p]Fixed issue where missions that involved dropoffs via dialogue could fail.[/p]
  • [p]Fixed issue where assassination missions would cause you to go up against things that made no sense lorewise.[/p]
  • [p]Fixed issue where the show player button wouldn’t work on the navmap when on a station.[/p]
  • [p]Fixed issue where party member skill calculations were wrong and persisted on scene transitions for no reason.[/p]
  • [p]Fixed some bad materials on carpets on stations.[/p]
  • [p]Fixed duplicating animations on station NPCs.[/p]
  • [p]Fixed inaccessible Demendrere Pricemaster.[/p]
  • [p]Fixed issue where Deadstation 0’s stationmaster wasn’t an Us.[/p]
  • [p]Fixed some unmoving animated elements on some stations (as in they’re now animated where previously they were not).[/p]
  • [p]Fixed issue where moving between rooms in a base wouldn’t make the camera angles match properlike.[/p]
  • [p]Fixed various typos in quests and party member dialogue.[/p]
  • [p]Fixed issue where some Ast animations wouldn’t stop playing.[/p]
  • [p]Fixed issue where Washers in storms had the wrong icon.[/p]
  • [p]Fixed issue where cockpit mode could prevent beams from hitting you. Funny exploit, honestly.[/p]
  • [p]Fixed overflowing text in the Champion Fighter’s cockpit.[/p]
  • [p]Made Pyrona’s upgraded perk and damaging scanners more reliable.[/p]
  • [p]Fixed issue where some controls could be accessed while in a jump cutscene.[/p]
  • [p]Fixed issue with repeating events that shouldn’t be repeating.[/p]
  • [p]Fixed issue where the Sacrifice mission for the Washers wasn’t completing properly.[/p]
  • [p]Fixed issue where vanity items were sold for prices much lower than intended.[/p]
  • [p]Fixed overdraw issue in trader menus.[/p]
  • [p]Fixed some misnamed NPCs during quests.[/p]
  • [p]Fixed issue where data drops would give knowledge about inaccessible locations (such as unstable jumpholes or quest-only stations)[/p]
  • [p]Fixed some rendering issues on Planet Ijunus.[/p]
  • [p]Fixed some rendering issues in trade rooms and customization rooms while on stations due to directional lighting not being properly suppressed. [/p]
  • [p]Fixed issue where the Tyrant didn’t have a unique texture.[/p]
  • [p]Fixed text count overflow issues in the trade menu.[/p]
  • [p]Fixed issue where some smuggling missions and some repair missions shared items, causing strangeness.[/p]
  • [p]Fixed issue where the navmap wouldn’t properly display information about a star system.[/p]
  • [p]Fixed mismatched icons during several dialogue moments in the main campaign.[/p]
  • [p]Fixed tutorial keybinds not updating when your keybinds would update.[/p]
  • [p]Fixed some rendering issues during Campaign Mission #9.[/p]
  • [p]Fixed some floating NPCs on stations.[/p]
  • [p]Fixed some malfunctions with dynamos and rebalanced them slightly.[/p]
  • [p]Fixed issues where some places would spawn storms that shouldn’t spawn storms.[/p]
  • [p]Fixed cutoff issues in the character customization menu.[/p]
  • [p]Fixed issue where the quick select menu would stop working sometimes.
    [/p]
[p]And that's all for this update! It'll be a couple of weeks before I'm back at my computer, and we'll have some smaller updates between now and our FINAL milestone update, which is not only the 1.0 release but also includes voice acting, multiplayer, and all the goodies you've been begging for. Have one more cat for the road, and I'll see you soon![/p][p][/p][p] [/p]

Underspace: The Color Out In Space

[p]Hello starchasers! It's been a hot minute or two since we last talked, huh? What was it, April? April seems like it was years ago. I bet you've been starving for cat pics, huh? It's taken quite a bit to get this update out, seeing as these two damn things want my attention at all hours of the day.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/853048f96a131b19fec87bb66e3e827efe7209d1.jpg"][/p][p]In between being forced to sit on the floor with these things, I've been hard at work on Underspace's next big milestone update, which is due to arrive soon. Originally this was meant to come with Intergalactic Architecture, but given just HOW MUCH is in this update it's taken quite a while, but we're finally gearing up for release at the end of the month. This next big milestone is called The Color Out In Space. And, appropriately, it is heavily themed around customization.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/a66fce80fa9a8140fc9e99a1eccbec4a5232e59c.png"]I won't try to spoil every big thing that's coming, but this update will include a ton of new character clothing options, tons of new places to explore, tons of new detail in the world, tons of new ship customization options (such as decals, hood ornaments) and of course housing, housing decoration, cockpit decorating, and a ton of other stuff. The patch notes are almost four pages long so there's a lot.[img src="https://clan.akamai.steamstatic.com/images/35321791/1c520b4cf64d76bc348dc3c0c008ae3425cddf88.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/35321791/e1c17108c196a018725e39ef1c783c3c86ac3053.png"][TAG-20][img src="https://clan.akamai.steamstatic.com/images/35321791/a7d374b4735835fd39c56fb88d2e7f34812d5970.png"][img src="https://clan.akamai.steamstatic.com/images/35321791/650c06e17c7758c782b6557db0d595ea067165ea.png"][/p][p]The Color Out In Space plans to launch June 26th, we've got a sale going on right now too. I'll see you then![/p]

April 7 Content Update Broadcast

Version 1.42.0: Patch Notes

Hello starchasers! Today's April Fools so normally I'd be announcing something silly like selling ships for real money or adding battleships. But I don't make jokes, ever. So to that end, I'm releasing patch 1.42.0 for Underspace. This has a few new features but mostly it's implementing a bunch of background technology in preparation for our next milestone update, which has stuff like being able to decorate these houses.


Will you be able to put a picture of my cat in this house? Yeah probably.



It'll also have additional detailing and stuff for stations (as it was originally part of last milestone's feature list), however some stations are getting detailed now, like UHC-1.


Onto the changelog!

Changelog is as follows:



NEW FEATURES



  • Added more loading screen tips.
  • Added a 1% for your save icon to have something special happen to it.
  • Added a new alternate rendering system for on-foot sections. This can sometimes improve framerates on certain computers, and I have literally no idea why. Game development! Using it requires you to reload a save or restart the game once enabled/disabled.
  • Added more detailing to UHC-1, including the statue of Bellimar. Why does he get a statue? Well, you know.
  • Bellimar will now show up on UHC-1 after completing his quest.


CHANGES AND REBALANCES



  • Buffed the Manyship’s health to make it more appropriate for a boss of that stage.
  • Shrunk the quest objective menu and changed the graphics slightly.
  • Shrunk the tutorial prompts slightly.
  • Changed camera angles for the Rival’s Fighter.


FIXES



  • Fixed some mismatched pieces on stations.
  • Fixed some floating and clipping party member placement nodes on stations.
  • Fixed issue with some ships that were rotated incorrectly in trade menus.
  • Fixed issue where the Haywire Hulk was disappearing.
  • Fixed issue where icons on the map wouldn’t appear while on stations.
  • Fixed various items on stations that had no colliders.
  • Fixed issue where hull hit sounds weren’t affected by sound settings.
  • Fixed issue where Ballden heavy fighters had more shield recharge than intended.
  • Fixed issue where the Nova Runner was rotated the wrong way.
  • Fixed issue where having more than 17 ships made you unable to scroll down all the way.
  • Fixed skill display issues displaying some useless floating point nonsense.
  • Fixed some issues with trains on planets not moving. This was unacceptable.
  • Fixed rendering issues with flickering shadows.
  • Fixed rendering issues with camera clipping.
  • Fixed issue where some optimized areas deleted a bunch of meshes by accident.
  • Fixed issue where some stations wouldn’t have the proper skybox cubemaps in the background.
  • Fixed issue where Rival Reflection wouldn’t start.
  • Fixed issue where the Manyship wouldn’t reflect being defeated.
  • Fixed bad logic gate during assassination missions.
  • Fixed bad logic gate during multi-stage missions.
  • Fixed objects that were visible outside of nebulas that were not meant to be visible.
  • Fixed issue where some rifts were visible in areas they weren’t meant to be.
  • Fixed some rotated ship icons.









Intergalactic Architecture (Version 1.40.0): Patch Notes

Welcome to March, starchasers! I hope you're having a better time of it than our cats did, seeing as they spent most of this month sneezing and being sick.

They're better now though. Back to being normal weird furry things that never stop screaming.



So! I've got good news and bad news.

I'll start with the bad news: This milestone update had to be divided into two parts. What? If Warframe gets away with it we can too! I've been working nigh nonstop on this update but even with as run-ragged as I've been, there's physically no way I can do everything on the original agenda and get things out before the deadline (which is today, obviously). So, we've now split it into two parts, with the second part (featuring things like player housing, player customization, a pet system, an absolute metric ton of new little detailings, NPCs to talk to, full cockpit customization including the ability to dye said cockpits, non-capital planets, and more).

The good news: Everything else is in and ready to be explored. Welcome to our first big update of the year: Intergalactic Architecture!



UPDATE HIGHLIGHTS


New Ships


First up on the block are something people are always asking for: New ship types to fly. We've added over 15 new ships across six new ship archetypes, several of which have unique abilities. Like before, they come with full cockpits, customization options, and more.





Starting players can rake in some serious stellar dough with the corporate line of starfighters, which have a native bonus to mission payouts, while those in a more culty mood can take advantage of the Washer assassin ships (which are excellent at dodging and dueling). More unique ships, such as the Rival's mysteriously familiar Firmament superfighter or the racetrack champ's custom racing buggy Nova Runner can be acquired through new quests, which expand upon both their lore and the background of the characters involved.




You can acquire and find these ships throughout the galaxy, so keep an eye open.

Capital Stations, Planets and Homeworlds


As the trailer and name of this update implies, the big big thing here is all kinds of new interiors you can explore now. From the vast underground pirate city of Zel, to the moonlit beaches of Clearhome, to the irradiated oceans of Zatedem, the lakes of Planet Ijunus, and everything in between. There's a lot to see here.












The crown jewel of the whole thing is, of course, the Axle. As the game's capital city of capital cities, it was important to give this thing a sprawling amount of space to explore, as well as its own unique exterior model.



As a side effect this means that entire star system also has much better performance,

The interior's no slouch either, with a lot of side areas and a whole shopping district. Currently, many aren't open. But I think canny players will have a clear idea of what they're going to sell in the future.





There's a lot to see and do here, and let me tell you I am sick to death of placing down bottles in bars. Let's get into the patch notes!

Changelog is as follows:



NEW FEATURES



  • Added the Corporate line of fighters and freighters.
  • Added the Washer Missionary line of fighters.
  • Elite Washers now fly Washer Missionary ships.
  • Added the Rival’s fighter as a flyable ship.
  • The Rival can now be encountered as a potential ally starchaser during storms, after his quest.
  • Added the Champion’s fighter as a flyable ship.
  • The Champion now flies his own custom fighter during his race.
  • Added a new quest to acquire the Rival’s fighter.
  • Added a new quest to acquire and repair the Champion’s fighter.
  • Added full planetary detailing for Planet Zatedem.
  • Added full planetary detailing for Planet Arran.
  • Added full planetary detailing for Zel.
  • Added full planetary detailing for Planet Ijunus.
  • Added full planetary detailing for Planet Clearhome.
  • Added full station detailing for Variom Station.
  • Added full station detailing for Planet Demendrere.
  • The Axle’s exterior has been redone completely, and now has a unique model, appropriate to being the capital city.
  • Added full station detailing for the Axle.
  • You can now ask the Largeboys questions.
  • You can now ask the Washer priesthood questions.
  • You can now talk to the Denmenvani.
  • Added the ability to talk to the Parliament of Flesh.
  • Added more on-station NPCs to talk to.

CHANGES AND REBALANCES



  • Rebalanced some aspects of deployable drones for NPCs, including damage rebalances and adding a cooldown to their attacks.
  • Added more random names for Helioliches.
  • Adjusted the volume of some room ambiences.

FIXES



  • Fixed issue with regional pricing for lobsteroids.
  • Fixed issue where Ticker and Geode warp objects could be used in places they shouldn’t be able to be used.
  • Fixed issue where some ships weren’t being sold by some stations that normally sell ships.
  • Fixed various quest typos in dialogue, cutscenes, and descriptions.
  • Fixed issue where the runaway train mission wouldn’t work, and improved it being nonhostile at the end.
  • Fixed issue where mission ships had much larger leading pips than intended.
  • Fixed some floating Zets.
  • Fixed issue where Union lanelines in the capital could get disrupted, despite there being no pirates around.
  • Changed some shadow rendering to prevent on-foot flickering stuff.


And that's all for this patch! We timed just in time for the Steam sale so it's also on sale now as well. If you want some more cats, take some. I got too many.



We'll see you soon for the next part of the milestone update. There's some neat stuff coming there.





Version 1.39.0: Patch Notes

Welcome back starchasers! It's been a hot minute since I dropped a hot steaming patch onto your laps, how you holding up? Doing okay? Want to go back to sleep under the covers?




That's fair. But let's talk patch stuff.

We're aiming for our next big milestone update: Intergalactic Architecture is still on its way. We're aiming for a mid-March drop for it, and most of the interior models are complete, they just need implementation and decorating. We've also got lots of new ships coming, along with cockpits and everything.






As for this current and latest patch, it's pretty small. Don't judge me too hard (my cats already do that), because it comes with a big new feature.



That feature? Multiple missions at once!



This was one of our most requested features that was actually implementable, and was originally meant to come with Faces in the Fog, but due to the sheer amount of work involved in making it happen (a lot of mission stuff was based around the assumption that only one mission happens for a player at a time) it took a while to get there. By default, you can take up to three missions at once (this may change in the future), and your previous saves won't load missions you're already on (but will still load correctly).

Are there going to be some crazy issues with this? Gee, I sure hope so, I was amazed it even worked to begin with. Anyway, onto the patch notes!

Changelog is as follows:



NEW FEATURES



  • Jump collapses now have an hour long cooldown to prevent repeated trips into the abyss. This doesn’t apply to guaranteed void holes (such as Hardturn and black holes).
  • You can now accept multiple missions at once! By default (and for the sake of balancing) you can take a maximum of three missions now.
  • As part of this multi-mission overhaul you can now track individual missions, which makes them display update messages and waypoint to any objectives (if it’s a mission that does that).
  • Battleships now drop a whole host of equipment upon exploding, which you can loot and use for whatever sick purposes your heart desires.


CHANGES AND REBALANCES



  • Mild optimizations done to AI ship logic.
  • AI weapons now report their use and cooldown times instead of energy usage.
  • Retooled aspects of the Choir’s elite mission to work better.
  • Mission objective messages when launching to space now have a slight delay and wait for your ship to be oriented before displaying.


FIXES



  • Fixed issue with tutorials cutting into cutscenes. I’m stupid sometimes.
  • Fixed issue where the Motherlode bounty couldn’t be completed.
  • Fixed some issues with dungeon meshes.
  • Fixed hazard reduction skill calculations, in order to make them work properly and more consistently.
  • Fixed issue where Gammus could not be selected as a racetrack sponsor.
  • Fixed some ships that were scaled wrong in hangars.
  • Fixed issue where some campaign ships could be sold via the quickaction menu.
  • Fixed issue where the engine customization UI section wouldn’t properly reflect the player’s engines.
  • Fixed dialogue typos in various high level quests.
  • Fixed some display issues when you couldn’t accept missions.
  • Fixed issue where opening the radial menu wouldn’t close some on-station UIs.
  • Fixed issue where some map elements wouldn’t clear when zooming in on a system.







Version 1.38.0: Patch Notes

Starchasers! Anarchs! Those weird guys in Peerless that keep fighting over explosive cubes! Come one, come all, it's 2025 and our first patch of the year is now live. Is it the big update you've been anticipating? No. I posted that recap like a week ago, I can't spurt out seventeen planets in that time, even if I didn't sleep. I don't sleep anyway, because of this orange asshole.



and this black dweeb.



Anyway, a few new things in this patch, but it's mostly a lot of fixing and fixing and fixing. And fixing. But there's some straaaaange things happening out in space. Stranger than usual, I mean.




Check out the notes below.


Changelog is as follows:



NEW FEATURES



  • Scanner damage, autoturrets, and AoE explosions can now take down NPC drones.
  • Screenshots are now saved into their own dedicated subfolders.
  • Odd things are happening in the depths of the Veil…
  • Added animations to nebula clearing walls.


CHANGES AND REBALANCES



  • Spaced out the time before an autosave, to prevent loads from loading you into trapped station areas.
  • Redid some minor details on various stations.
  • Reworked the Megaborble to behave closer to similar hazards.
  • Did minor optimizations to minefields and asteroid generation.
  • Did minor optimizations to ships and ship components.
  • Lodestones now have a scanning icon that indicates you’ve already scanned and looted the lodestone in question.
  • Optimized many space dungeons.
  • Dungeon artifacts and crafting items now have unique cargoboxes.
  • Changed the size of some special asteroids.


FIXES



  • Fixed issue where Voidscreamer Ds had lower shield damage than intended.
  • Fixed issue where some intermediary campaign quests wouldn’t complete correctly if their dialogue was interrupted.
  • Tried to fix Heist of the Year (again), hopefully it’s not screwy this time.
  • Fixed some grammatical errors on the Marching Star.
  • Fixed small softlock on Off-Track.
  • Fixed issue where The White Fleet’s quest markers were all wiped out. I have no idea how the hell this happened.
  • Fixed issue in some quest cutscenes where characters wouldn’t stop or start their talking animations.
  • Fixed issue where the Megaborble wasn’t able to be encountered in storms. Have fun.
  • Fixed issue with early activations of campaign mission 8.
  • Fixed issue where engine lights when cruising would sometimes deactivate.
  • You can now clear controller keybinds and they will properly reflect if they’re a hold, doubletap, etc. You know how it is.
  • Fixed coloring issue with the Civilian Freighter’s engines.
  • Fixed issue where storms could spawn in places that didn’t have nebulas. They can grow to there, but they won’t spawn there, normally.
  • Fixed some sound issues with cloaking devices.
  • Fixed issue where the quickmenu wouldn’t let you access things with just a cloaking device.
  • NPC drones will no longer detect you while they’re cloaked. They’re like babies, they have no object permanence.






Underspace: Year End Recap & Roadmap Update

Welcome Starchasers! Happy New Year, hopefully things work out for you, those New Year Resolutions get resolved, you work off that eggnog hangover, etc, etc. I’d waste your time with this preamble, but you and both know you’re here for the real meat of this yearly recap so let’s get into it!

Where We’ve Gone


2024 was a huge year for Underspace. Mostly because, you know, it was actually our first official release, albeit in Early Access. We saw a huge boost in sales, engagement, community growth, and all those metrics that washed-up bald actors on social media sites talk about instead things like if they’re proud of the actual thing they made. We even got printed articles about the game, which is neat.




Following that big ole release and all the celebration and communal good vibes and cake, things moved onto to post EA-Launch support. We’ve had about 37 patches since the game first launched, featuring across the board improvements to optimization, gameplay, controller support (though why you want to use that I’ll still never figure out), and more, as well as tons of new features often submitted or based on feedback from you in the community.




2024 also saw the release of both our roadmap and the release of two of our planned Early Access roadmap updates. The first, Gods & Corpses, brought the undead world of Gravecity, alongside with a huge host of improvements to many late game bosses, new weapons, and more.






The second milestone update, Faces in the Fog, was our biggest update yet, and brought in a huge amount of new quests, full storylines for party members, a bounty hunting system, and a ton more things that I’m probably forgetting because I ran myself ragged getting that thing out in the first place.







Past that, we’ve had a few smaller updates and new goodies that have filtered in as this year chugs to a close, including full cockpits, summonable weapon platforms, and more.





But that’s just what’s been done. You’re here to know what’s going and what’s going to happen next.

Where We’re Going


As you may have noticed from the roadmap there was a bit of a schedule slip. After the launch of Faces in the Fog I realized that I was nearly destroying myself and falling apart at the bolts. I’m old now, my back hurts. I have things and living creatures that require that I still exist and breathe, so the name of the game for the later milestone updates was to take it slower.




Because, for one thing, they’re also massive MASSIVE updates. Wanna get into them? Yeah? Cool, glad we’re on the same page.

First off is Milestone #3, Intergalactic Architecture. This is one of the largest level updates to the entire game. Milestone #1’s centerpiece was a single planet. Milestone #3 aims to add around fifteen of those.




Being focused on planet and stationside content, it also will add new features such as whole shopping districts in major locations, increased character customization, tons of new dialogue and news stories on stations, and player housing with full interior decorating.

Intergalactic Architecture will also see the first new flyable ships added to the game (something players requested), this includes the new lines of Corporate and Washer Missionary fighters (with appropriate bonuses), but also unique ships such as the Champion’s racing scout and the Rival’s strange otherworldly craft.







We’ll be aiming to drop this update early 2025.

Our final milestone update, and the one that’ll mark the release of the game is Milestone #4: The Soulchaser Endeavor. This of course, brings forth probably the game’s most anticipated and requested feature: online multiplayer.

Of course what’s multiplayer without something to do in it? Not very good multiplayer, I’d say. The Soulchaser Endeavor features its own unique main quest, which serves as a separate story set after the events of the singleplayer main quest. This questline is centered around multiplayer activities, and features a lot of dungeon delving, worm avoiding, and boss crushing.




But fear not, for in multiplayer you’re not just one middle aged Vauldwin merchant out to reclaim his fortune, as you’re able to pick from multiple different races with full character customization for all of them.



If you have an internet connection/no friends/social anxiety, don’t worry. This last update also includes an offline version of multiplayer, which we call Freeplay. This lets you do the same amount of race customization, pursuing that questline, but is less multiplayery.

We’re aiming to drop this mid 2025, but an important thing to note is that a lot of this final update will be spent in beta testing, which means depending on how spectacularly broken it is things could take some time. We want to launch multiplayer in a state where things work, you know?

And between all these there’s also a smattering of other things, like increased mod support, pets, performance improvements, voice acting, and so on. No screenshots for these, so have some cats.




And that’s all for this recap! We’ll be aiming for a smaller patch this month to address various issues, plus add some new little goodies here and there.

Version 1.37.0: Patch Notes

Hello starchasers! Did you have a good The Game Awards? Did you see that trailer without any gameplay? Yeah that sure was a trailer. Did your favorite game lose? My cat's favorite game lost and now he's overcome with despair.




I'm sorry to the both of you, but maybe you should play better games, like Underspace.

Anyway, this is possibly our last patch for the year, and it's a good one. All our patches are good, mind you.


Update Highlights


There's a lot of new little QoL things here, most of these requested features. Whose procrastinating on doing the big milestone update? Not this guy, no sir.
Anyway we've made rare skill reset items that can be used now. These aren't replacing the NPCs that can also reset your skills, it's just another option on top of that.



I've also added a way to define a controller override for controller presets. Again, not sure how crazy this'll get. There's a reason the game screams MOUSE AND KEYBOARD RECOMMENDED every chance it gets.



There's new UI stuff now too, such as star system descriptions displaying known stations and any active bounties.



Finally, on the subject of new models, Shadowspear now has better models for his weakpoints and the Loco Star finally has a proper cab fit for an engineer. Not a conductor. Conductors don't drive the train. You should know this by now.




And lots of other things. This is honestly a pretty featurefilled little patch, so check out the full notes.

Changelog is as follows:



NEW FEATURES



  • Added door sounds to animated opening doors.
  • Added lots of intermediary quests between campaign missions that tell you to go get stronger or wait a bit, to help teach players about the concept of delayed gratification.
  • Added attacks to big kill and structure demolition… structures. You know what I mean.
  • Added new skill reset items, single use objects that let you reset your skills anywhere. They’re rare drops from wrecks, quests, or able to be crafted at endgame levels for a high cost.
  • Added a controller preset override, which allows you to specify a pre-existing layout for any controller plugged in. Not sure how crazy this’ll get, I don’t use controllers.
  • The Loco Star now has its own cockpit model.
  • Star system descriptions now display known stations and current bounties.
  • Amaron will now appear as a potential starchaser ally after finishing Off Track.
  • Creon will now appear as a potential starchaser ally.


CHANGES AND REBALANCES



  • You can now individually clear or reset specific keys.
  • Increased the number of missions that can be offered at any given time.
  • Keypad animations are much faster now.
  • Redid the lighting on many Washer stations to better fit the atmosphere of the faction in question.
  • Redid details in Oldjarri Church.
  • Changed the weakspots for Shadowspear to be more visible rings and adjusted the hitbox for them.
  • Player achievement text now tracks the number of storm hazards you’ve seen and is slightly more readable.
  • Campaign missions now count the same as completed random missions in code.
  • Increased the speed and mining rate of all mining drones, and removed their energy degeneration.
  • Changed some scenery in smuggling stations.
  • Reduced the spawn distance of some storm hazards.
  • Assassination missions will no longer be offered if the player is not at least neutral with the shake down faction in question and if the faction in question is able to spawn in the star system.
  • Rampage missions no longer require enemies to be killed in the same system where the mission was taken.
  • Changed certain faction mission offerings.


FIXES



  • Fixed issue where the cycle weapon group button wouldn’t work.
  • Fixed issue where Brute Innovation would spawn the item too close to the player.
  • Fixed issue where quest finales could be interrupted by things like pirates, gods, car warranty scams, etc.
  • Fixed issue where keypad sounds were too quiet and mixed up.
  • Fixed issue where email login UIs couldn’t be tabbed through.
  • Fixed flickering lights in customization hangars.
  • Fixed various flickering lights in places.
  • Fixed bartender NPCs that weren’t tending bars.
  • Fixed issue where Rust Drones had bad hitboxes.
  • Fixed issue where Rust Beams could hit your detection sphere.
  • Fixed issue where mission 15 dialogue could close prematurely
  • Fixed text culling issues in the Ijuni fighter cockpit.
  • Fixed issue where some menus could be accessed even when the game was paused.
  • Fixed issue where Ancient Secrets would pop up too early.


More cats to close out the year? Fiiiiiiine.