Underspace Devlog: Faces in the Fog + Steam Summer Sale!
Hello again, Starchasers. Good to see you. Because I DO see you. All of you.
Sorry, I meant this picture.
Good. Good.
I know you have a Steam summer sale to peruse (since you've all obviously already purchased Underspace for yourself, friends, family, coworkers, acquaintances, snarky rivals, sworn enemies, talking lobsters, and the like), so I'll make this quick:
Underspace's second major update, Faces in the Fog, is releasing this summer!
Underspace’s next big roadmap update is coming this summer! With Faces In The Fog, prepare to embark on even more esoteric adventures into the abyss. Consort with giant lobster kings, speak to sentient stars, and indulge insane cosmic priests. With over fifteen new quests, as well as new areas, a new bounty hunting and wanted system, and new supercharged weaponry, this summer is about to get strange.
Check out this Underspace: Faces in the Fog trailer for more information:
IMPORTANT REMINDER: Once again, this is not the list of ALL the updates you can expect on the following months; rather the biggest ones we will be focusing on.
We will obviously be improving all features of Underspace's base game (like we have been on a pretty much weekly basis) and, as always, we will continue to fix bugs and listen to suggestions from starchasers inside the Steam Discussions and the Underspace Discord server.
Now, back to your regularly scheduled cat.
Version 1.24.0: Patch Notes
Hello starchasers! Welcome back to Saturday. We've had a good week, hopefully you have too. What's that? You want a cat? Well alright.
Now that the important stuff is out of the way, let's get into this week's patch!
Update Highlights
Here's a new thing we'll do each patch: A brief looksee at every new thing or big change added to the game.
NPC Drones
You're not the only one able to make use of friendbot now. His love is great enough to accommodate the whole galaxy. You'll sometimes come across NPCs making use of robotic drones and such in your travels. They can harass you and repair nearby allies, but fortunately they're pretty fragile.
Ace Large Ships
Legendary enemies, eximus, elite enemies, whatever you want to call them. Previously only starfighters and freighters could make use of these abilities, but now large transports and tankers and the like can also be ace enemies. They also come with several new abilities, such as being able to fabricate proximity mines, greatly overclock their weapon speeds, or even more esoteric dangers like being possessed by the spirit of all-consuming hunger, or have their innards infested with mimics. Beware!
New Stationside Stuff
As we prepare for our upcoming big roadmap update you'll find new things and new locations being added across the map, like certain Junktech offices or new vending machines that happily buy up your unwanted wrecked weapons. What are we cooking up? I mean... I detailed it in the roadmap. You read that, right?
Changelog is as follows:
NEW FEATURES
Added new some rooms to Junktech World Headquarters. What’s going on there, hmm?
Added wreckage vendors across the galaxy. These will let you sell your unwanted wrecked items.
NPCs can now use friendbots! Those equipped with them can send out a support drone that either slowly repairs damage dealt to them, or fires back at you while orbiting you. Take them out before they can cause any real trouble. Luckily, your scanner is good at tracking them.
Previously ace enemies could not be large ships, but now that’s changed. Ships such as transports, tankers, gunboats, space trains, etc, can now be ace enemies and have new abilities, such as being outfitted as drone carriers, missile boats, or have an all-consuming maw that devours nearby ships to empower themselves. Watch out, and get those long range scanners ready!
CHANGES AND REBALANCES
Adjusted camera preview settings for Us freighters.
Adjusted mission spawn points in Shipstar.
The Loco Star now has an icon and can be fully customized in the ship customization menu! Also a few saving issues were fixed with it, and smoke will be less annoying when you’re flying it normally.
FIXES
Fixed issue where you could use weapon groups while in highengine.
Fixed issue where cargo box hardpoints could cause UI issues in game.
Added a storage terminal to the Master’s Ball.
Took another crack and making sure the Overspace Transport in The Problem With Automation would properly follow its path.
Fixed campaign softlock if you left Mission #2’s introduction early.
Fixed issue where you couldn’t couldn’t comm the final signal node in Signal From Elsewhere.
Fixed some internal targeting code that was making NPCs accidentally shoot themselves. Shhh. I won’t tell if you don’t.
Fixed more duplication issues when loading a save.
Fixed issue where player worth would be calculated incorrectly at points.
Underspace Featured in the Latest Edition of PC Gamer's Print Magazine!
, Starchasers!
Yes, yes, you're here for the cats. I'm here for the cats. We're all here for the cats. Enjoy this cat.
hittin us with that ol razzle dazzle
I come bearing exciting news, Starchasers! You know how PC Gamer wrote this excellent article about us for their site?
From what we can see it's a multi-page spread on Underspace, complete with our updated artwork (I swear it still has that new capsule art smell). I haven't seen any other print magazines on Underspace, but if they exist, let me know so I can make a big deal about those too.
Anyway, here's what they have to say for themselves:
"This month PC Gamer delivers world-exclusive access to Elden Ring: Shadow of the Erdtree, the incredibly desired new expansion to the award-winning action RPG. To do this, PC Gamer flies to Japan, visits FromSoftware's Tokyo studio, interviews Elden Ring's legendary creator Hidetaka Miyazaki, and goes hands-on with Shadow of the Erdtree for more than seven hours. It's a mega scoop, and your ultimate guide to all things Shadow of the Erdtree.
"This issue is loaded with quality previews and reviews, too, including going hands-on with the gore-filled new shooter, Killing Floor 3, dark co-op tactical survival game, The Forever Winter, innovative indie studio title, Screenbound, as well as Test Drive Unlimited: Solar Crown, Underspace, and Sonokuni. Meanwhile, over in this issue's reviews section, the PC Gamer team delivers authoritative verdicts on dramatic space opera RTS, Homeworld 3, as well as MotoGP 24, V Rising, Hellbade 2: Senua's Saga, Indika, and Men of War II, among other games. Enjoy the issue!"
Now, back to your regularly scheduled cat.
there's a malaphor here somewhere
Version 1.23.0: Patch Notes
Hello starchasers! It's Saturday and we're back on that sweet sweet patch train. Many of these bugs were found by you, our community starchasers, and many of these features or changes were also requested by them. We like to do that. Just like how my orange cat loves to sleep in my chair, no matter who might already be in it.
There's some very requested stuff here now, such as weapon grouping, a more dangerous Veil nebula, and more.
Changelog is as follows:
NEW FEATURES
You can now assign weapon groups to your weapons! You can do this in your inventory menu for any weapon that appears on the active equipment menu. There are four weapon groups in all.
Strange things have been detected out in the depths of the Veil. Beware traveling through it now, as there be dragons in the deepest depths of space.
CHANGES AND REBALANCES
Buffed mining railguns.
NPCs will not perform talking animations on very short dialogue pieces, to prevent weirdness.
Added a shipdealer to Kalgrite.
Autoturrets now have a maximum range of 1k on their guns.
Storm hazards are now weighted towards hazards and anomalies you haven’t seen before. Note that this doesn’t apply retroactively.
The Veiler tollway will not charge you if you are hostile to it.
FIXES
Added restrictions for where the Pin can be used and removed some unintended dungeon systems that could be jumped to with it.
Wrecking Fields can now be docked with.
Adjusted the coloring in Spreem’s nebulas.
Optimized some distant points of interest in Spreem.
Fixed issues where NPCs during “The Uprising” wouldn’t attack you.
Fixed issue where some Steam achievements were unlocked early or not unlocked at all.
FIxed issue where stations with train stations and shipyards would double up descriptions.
Fixed various typos in tooltips.
Fixed issue where rotating while docking would cause you to indefinitely rotate while on a station.
Fixed issue with Nodeghost missions and similar big kill missions not completing.
Fixed issue with Agricultural Guild elite missions not completing.
Fixed issue where some patrolling battleships wouldn’t fight back.
Fixed some broken tooltips in Pard-130.
Smuggling circles can no longer fix your reputation with permanently hostile factions.
Fixed issue during the end of the campaign where you could leave endgame areas early and objectives didn’t update.
Fixed many floating geometries and furniture pieces in stations.
Fixed issue where Off Track and other train travel events wouldn’t proc.
Fixed some reputation issues for several Ballden factions that couldn’t have their reputations affected.
Version 1.22.0: Patch Notes
Starchasers! Welcome back. I'm taking my wife to a convention this Saturday and I'll be out all day, so, lucky duckies that you are, you get this week's patch early! It's a small one but there's some stuff there you'll like. I liked it. I like a lot of things. It's nice to like things. Like cats. I don't like my cats but I love them all the same.
Anyway, onto the patch!
Changelog is as follows:
NEW FEATURES
Added new commands to help find items via the developer console.
Points of interest you've scanned and sold will now have a different color and marker indicating so.
NPCs in on-station dialogue will now play talking animations when text is scrolling. Note that this kind of dialogue is something we never aim to voice, even when voices are implemented.
You can now speak to the bartender on Gravecity.
CHANGES AND REBALANCES
Autoturrets now prioritize your current target.
Removed blank dialogue history nodes from your dialogue history from occurring. Or something. Who am I?
Godmode now lets you craft things without needing the items. You still need the recipe, however.
You can no longer pause and load the game within loading screens. This was largely an oversight that could result in too many save issues doubling up.
Fitt’s planets now have symbols on the navmap.
FIXES
Fixed issue where the Pin could take you to dungeon exclusive systems.
Radial menus will now close when you open another menu.
Fixed miscolorations on Us freighter engine charging.
Fixed UI issues with the on-station UI.
Fixed exploit where you could equip higher tier objects in the wrong slot.
Fixed issue where mods could restrict campaign and mission progress.
Fixed issue where large transport tier ships wouldn’t have their turrets appear unless you were stupidly close.
Fixed issue where the Planet Carver would spawn weirdly.
Fixed mistextured or floating objects on stations.
Adjusted spawn distance of fishing ships to help prevent bigger ships from hitting em.
Fixed some mislabeled lanelines.
Fixed issue with elite Subsumer missions not working.
Fixed issue where docked denial AI voices would override normal docking voices.
Fixed issue with The Problem With Automation’s transport circling endlessly.
Fixed dialogue issues if you lost a race in Chunidale’s racetrack.
Fixed issue where Allco’s elite missions wouldn’t let you loot the salvage item.
See you next week!
Version 1.21.2: Patch Notes
Hey hey starchasers! How's your Saturday? Full of rain? That's thematically appropriate. We're returning to our weekly patch schedule now that Gods & Corpses is out of the way. It'll be a bit before our next big update (which is a true doozy) is coming out, so for now you'll have to be content with these tiny crumb-sized updates, in the same way my cat is satisfied with sitting on dirty clothes whenever she gets the chance.
Again, this is a small patch but there's a lot of decent optimizations and fixes that I think you'll appreciate.
Changelog is as follows:
NEW FEATURES
Added a new option to control the size of the targeting reticule.
The navmap will now display the owning region of a star system.
CHANGES AND REBALANCES
Games saved on stations will show the current station’s location.
Legendary ships that spawn beam stuff will now properly target nearby hostiles, not just the player.
Ticker relays will now have green triangles on the long range scanner once their relevant questline begins.
Adjusted projectile trajectory code to feel a little more natural.
Huge improvements on performance in crowd-heavy areas on stations, due to many NPCs having their models reduced to single drawcalls.
Adjusted lighting settings on some stations.
Adjusted Darkon Entity’s ambient attacks to be a little bit more thematically consistent and not hit the player incorrectly.
Dialogue cameras for almost all talkable-to characters now are properly oriented and translated.
Optimized performance with the Darkon entity slightly.
Updated several visuals in Reach for the Stars.
Rebalanced some trade routes in Union systems to be less broken.
FIXES
Fixed some weird geometry for the news board on the Remaining Eye.
Fixed camera issues with the Loco Star.
Fixed some rifts that spawned outside of nebulas.
Fixed issue where acquired customization items wouldn’t… acquire. These will need to be reacquired but thankfully, that’s allowed.
Fixed some asteroids spawning inside lanelines.
Fixed issue where some duplicate ships could be seen within inventory menus on stations.
Resized many ship icons in the inventory to be more visible.
Fixed issue where some missions would spawn hostile ships as non-hostile.
Fixed issue where many achievements wouldn’t display or were doubling up.
Fixed issue where multiple joined chapters couldn’t be accessed in the information UI.
Fixed issue where mouse mapping wouldn’t work for some inputs.
Fixed flickering lights in Planet Vauldric’s shipdealer.
Fixed issue where ambient crowd settings would disable NPCs that weren’t meant to be disabled.
Solar loot boxes now display the proper distance in the targeting UI.
Looting single objects will now play the tractor beam effect.
Fixed some texture issues in various stations.
Many of the redone bosses now properly cease to exist after their defeats.
Fixed issue where waypoints on stations could cause the map to disappear.
Fixed some mislabeled instructions during the Ordnance Tomb quest.
Fixed some rendering issues in Clearhome.
Fixed a huge amount of typos everywhere.
Fixed issue where the pin wouldn’t work in some star systems.
Fixed item duplication issues when switching between ships.
And that's all for this week! See you next week.
Gods & Corpses (Update 1.21.0): Patch Notes
Welcome starchasers! It's midnight and as a special treat we're rolling out our first major update: Gods & Corpses.
This is itself kind of a smaller prelude to some more major content-heavy updates coming down the line, and comes with a wonderful little sale to celebrate. It wasn't easy getting this update out mind you. A certain little furry brat kept unplugging our computers (he was mad that we had to go down in the basement following a tornado warning).
As you may have noticed, this is a big update. A lot of new files will have to get downloaded to make it all work, but thankfully future patches will go back to their relatively small size. Suck it up, take a cetirizine, and we'll all be okay. Now since this is a major update, before we get into the full patch notes, let's showcase the big highlights of this update, hmm?
Gravecity
This vast planet-spanning metropolis is the glistening undead capital of the Us Collective. It's rare that outsiders get to land, let alone have a chance to experience the secrets buried within its trenches. Lucky you! Gravecity is the second capital planet added to the game, and while originally dockable on release, it can now be properly explored alongside many NPCs, new graphics, new conversations, and more! Just watch your step.
To reach Gravecity, the players must first befriend the Us by doing missions or quests for them. They're not ones to trust lightly.
Lategame Boss Overhauls
All those difficult-to-reach bosses have heard what you said about them, and they didn't like it. They've hit the gym and greatly enhanced their killing potential. Stock up on hull webbing, hug your friendbot, and prepare to learn the meaning of the phrase "regretting asking trainwiz to make these things harder".
The Librarian, BOB, and the Darkon Entity have all received a big facelift. If you've fought them before, fear not! We've added console commands that will let you reset which bosses you've faced.
Fast Travel
VERY late in the game, players may encounter a new kind of item that will allow them to mark and travel to a preset location. Only one mark can be set at a time, but players can also perform powerful blind jumps to take them darn near anywhere on the standard galactic map.
Improvements
Stuck trying to find an item? Killing more your style over exploring? Stocked up on waaaaay too many Advanced Deep Scanners? You're in luck. We've added a ton of new options to help facilitate your wildest dreams. Start off with data acquisition. Destroyed enemies may sometimes drop data modules, which when looted can reveal trade and travel information for nearby areas. You can also pay Ijuni pricemen to find information on any nearby commodities, though be aware: It's not cheap.
This also comes with a host of many other quality of life improvements, including new UI elements, new confirmations, vastly improved memory usage, and more.
Oh and we've got new customization options! You'll find over 30 new dyes through gameplay.
Steam Achievements
We have over 30 Steam Achievements now. Impress your friends, woo your enemies, kill your gods! Something like that is probably possible now. Best of all, many of these are retroactive!
More of these will be coming in time, mostly as we add the content related to them.
Cat With Fish
This has nothing to do with anything she's just cute and I know some people get mad when I post my cats, so I am motivated all the more to post them.
And that's it! Without further ado, let's get into the full patch notes!
KNOWN ISSUES
Gravecity is currently unoptimized.
Some bosses have effects that persist or re-enable when re-entering a system after defeating them.
Equipment duplication can rarely happen on a reload.
Some typos remain in dialogue.
NEW FEATURES
Data acquisition! NPCs will now drop data nodules that when looted can you give data to sell OR, more often, reveal a related station or jumphole somewhere on your local or galactic map.
You can now pay Ijuni pricemen to try and locate stations that buy or sell a good you’re looking for, either locally or within the entire region. Be aware: Ijuni like to charge a lot for this service.
Wreckage and salvage improvements: Wreckage now stacks and has its own dedicated category in the inventory. You can also sell wreckage to some equipment dealers on stations.
About 30 or so new dyes have been added to the customization system, which can be found in vignettes, dungeons, etc, and give you far more customization options for your ship.
During courier missions you can now ask for directions to the mission station.
Bonuses such as Mister Maudlin’s booze can now be viewed under your stats in the character UI.
Train travel information can now be viewed on station information.
All quests now have full stage descriptions for every stage of their stages. Reading!
All storm hazards can be scanned now, giving you both lucrative rewards and new information about the various hazards within a storm. In total, there are 40 new scannables to find and discover!
You can now cancel crafting jobs. By default, highlighting a crafting job and pressing E will cancel this job.
You can now use the Pin to fast travel! It comes with quite a few restrictions mind you, but that thing’s powerful. Obviously. Why do you think it was so hard to get?
Steam Achievements have now been added! Most of these are retroactive too, while some are not as we don’t track the stats they’re asking for.
Added more dialogue to the Keeper of Keys.
Added a new graphical option that disables ambient crowd NPCs on stations. This can greatly improve performance on lower-end systems.
CHANGES AND REBALANCES
Gravecity now has its initial detailing pass and models implemented! Explore this vast undead trade city, listen in on new conversations, and find your way to the Tombwise Moon and its Amber Archives.
A good chunk of late-game bosses have received an overhaul, making them much harder, much more engaging, and having tons more attacks and chaos.
A huge amount of background technology that handled how we loaded game information has been completely redone. This means that memory is much more optimized! You’ll see most of your memory usage cut in half, as well as much faster initial load times.
Cloaking has received an overhaul. In addition to it hiding you from ships mid-combat it can also be used to avoid being targeted by larger ships, hazards such as mines, and more. Cloaking devices are now divided into different tiers, with higher tiers hiding you from more and more things.
Joysticks now auto-detect without needing to set them from the options menu.
Adjusted the positions of some spawns during the Problem with Automation.
Ghost Harvest now has proper quest markers.
For modders: Player level caps are now a game constant, meaning they can be modded.
Police checkpoints will scan you less now.
Chapters are no longer exclusive with each other. Join as many as you’d like!
Restored functionality that lets you view a map when your navmap is selected over a jumphole.
Added a quick exit to the Rumeerin mountain dungeon.
Added new console commands that affect world state permanence, mostly for testing.
Acquiring already unlocked vanity items will now instead spawn some small other reward in its place.
Retextured some small terminals in the campaign.
Ships with other emissive materials such as children fighters can now have these be colored and customized. Emissive materials like these work off of your headlight color.
The campaign will now warn you about certain points of no return.
FIXES
Fixed badly sized icons with Macrovari Freighters.
Fixed issues with Reach for the Stars not progressing under certain circumstances.
Fixed some overdraw issues in the pause menu.
Fixed visual engine issues with Ijuni fighters.
The Harvest’s Queen can now be scanned.
Defeating Obscurus Galacti now properly refreshes waypoints.
Peerless Casino’s launch warp now warps correctly and high risk and mid risk quexben tables now have proper costs.
Fixed some dialogue issues where lines said by NPCs were meant to be said by the player.
Fixed some ships in shipyards that were sitting outside of their yards.
Fixed issue where some hazard UI elements would activate even if there were no hazards around.
Planet Ijunus’ cargo trader no longer is a price checker.
Cloaking devices and cargo expansions are both in the proper category now.
Fixed some terminals on stations that had the wrong textures and activation type.
Disabled or hidden jumpholes and stations no longer affect your abyssdrive.
Some doors in Planet Vauldric no longer sling you beneath the map.
Shadowspear can now be scanned, renders correctly at all angles, and has its vulnerability hitboxes increased.
Fixed various typos in the main campaign.
Fixed several misplaced mission nodes.
Fixed issue where the Hellmouth Prince would respawn.
Fixed some floating dishes in stations.
Fixed issue where Gammus’ racetrack dialogue would repeat.
Fixed issue where custom AI voice overrides wouldn’t acknowledge certain audio files.
Fixed issue where you could kill mimics so hard every other mimic would die.
There is now a confirmation menu when you go to sell a ship.
Fixed some mistextured NPCs on stations.
Fixed some particle systems on station NPCs playing when they shouldn’t.
Fixed some missing descriptions on several campaign stations.
Fixed issue when scanning certain campaign ships.
Fixed issue where you could hail certain ships that aren’t meant to be hailed.
Buoys on the navmap are now properly labeled and won’t show up as weird icons.
Fixed issue where navmap detection boxes for suns and planets were too large.
Fixed some cutscene issues in the main campaign.
Fixed some dialogue playing on bosses that don’t actually have dialogues.
Fixed issue where the Rumeerin mountain dungeon couldn’t be left.
Fixed some placeholder text in the campaign.
Fixed some texture issues on some remote pirate stations.
The Last Portalmaker can now be scanned.
Fixed issue where tutorials in station dialogue would cause menu softlocks.
Fixed issue where bosses being killed wouldn’t trigger certain events.
Fixed (again) issues where lodestones couldn’t be looted.
Changed scripting in the Battle That Always Will Be to be more robust and capable of letting you complete the objectives in multiple orders.
Fixed issue in campaign mission 9 that made you wake up in the wrong area.
Fixed issue with some spawns in the campaign not respawning during a reload.
Fixed issue where certain alarms would play incorrectly when loading saves.
Fixed issue where some campaign NPCs couldn’t be spoken to.
Fixed various typos in dialogue, descriptions, and more.
Crystal Arrays can now fight back against you.
Underspace Devlog: Gods & Corpses
Hello starchasers! As you know last week we didn’t have a patch, mostly because I was in no position to be patching things, mostly because I was on the other side of the country, mostly because I was talking to people like Todd Howard.
This is normally where I’d be talking about patch notes and all that stuff, sadly I’m going to disappoint you this week, we’re still delaying this patch until May 27th. Why? Because May 27th will be the launch of our first major update: Gods & Corpses.
I thought I’d talk a little bit about what you can expect with this upcoming update. The centerpiece of course is the secretive and sprawling Us homeworld of Gravecity and its moon: Tombwise.
It’s no easy feat to reach this undead metropolis, as the Us are rightfully distrusting of outsiders and people who aren’t colonies of corpse-mushrooms, but within are many secrets and more to discover. Gravecity already exists in game, but this update will come with a full suite of NPCs to talk to, news stories to discover, and of course updated graphics to the various characters and locations within it.
Second to our major update is a big redo of many of the highest level bosses, including that deranged mass of cubic malice that many players have affectionately dubbed “God”. I’ll keep most of this stuff under wraps, but players disappointed with many of these bosses being too easy will be in for a surprise. We’ll be providing some simple ways to refight these things in time, of course.
There’s lots of new gameplay features coming too. Players late in the game will be able to make use of… certain things with a few fast travel system. This lets you mark specific locations and jump to them, as well as perform blind jumps to random systems.
Cloaking devices have received an overhaul as well. Much like scanners, they now come in different levels of power. Each level can hide you from progressively more and more powerful enemies. Perhaps one day these cloaking devices can even hide your sins from God. Maybe.
Besides these, there are some big technical optimization bits here, which will see improved initial loading times and a MASSIVE reduction in RAM usage. This is because we’ve offloaded a lot of resources that were loaded at runtime (namely stations) to be loaded on a case-by-case basis. This was something we always planned for, but actually sitting down and implementing this for over 200 interiors was something that takes a while.
Acquiring and learning about the world around you has become much easier now too. Ships now have a chance to drop data packets, which when looted can randomly mark locations they’ve discovered within the region. You can also pay Ijuni pricemen to scan a star system or region for locations of a specific trade good that you want. And of course, you can now scan many hazards encountered in storms for money and that sweet, sweet nectar we call lore.
And there’s even more beyond that. There’s lots of new functionality for the UI, including the ability to use the navmap to view other systems via gates and jumpholes, the ability to view what ancient gates you’ve unlocked, more detailed UI elements, more confirmations when doing things like selling ships, the ability to ask for directions during courier missions, auto-detection of joysticks and controllers, the ability to sell wrecked items to certain junk traders, the ability to cancel crafting jobs, and more!
And that's all for this week. We'll see you on the 27th. Have some catpost to cap this post off.
Version 1.20.0: Patch Notes
Hello starchasers! How are you- Cat pictures? Oh alright, fine. I keep waking up with 30 pounds worth of meowmeat on top of me so here you go. These Things.
Now I'll be out of town next week which means there will be no patch next week. This is fine as we're ramping things up for our first big EA milestone release: Gods & Corpses, which will bring lots of new little bits of content and a lot of background optimization stuff to the game as well. Until then, here's a smaller patch to tide you over.
Onto the changelog!
NEW FEATURES
Added a setting that lets you set what your mouse wheel or throttle on a joystick controls, so you can use it for your whatsit, your engines now instead of the quickmenu (which now also has keybinds for that).
The frienddrive interface is now radial and has some small improvements to readability. On the subject of frienddrive improvements, NPCs now also jump in much faster.
The navmap now displays if a station sells ships.
Added new effects to campaign mission 9 to better communicate just how screwed you are.
While disrupted, lanelines will have a persistent effect showing that they’re offline.
The Peerless Casino is now open for business! There’s been some small changes to some of the gaming stations, but more relevantly it now has its full interior with some initial detailing. More detailing will come later, of course.
Peerless Casino’s quexben tables now have different risk levels.
Hat, Creon, Tyrono, and even Candrial can all be spoken too when off-mission, and have extensive dialogue trees!
CHANGES AND REBALANCES
Completing the campaign won’t reset your reputation with certain special factions.
Expanded and changed what factions the Absolutionists don’t like (hint: a lot).
More stations sell station plating now.
Adjusted the hitboxes of some of the Cannonfiend’s attacks.
Adjusted the triggerzone of the space mirror.
Made the items that let you craft unique dungeon weaponry stackable.
All buyable ships now have icons.
Added more lodestones in more locations. You still need the same amount to complete the quest, this just gives you more opportunities.
The Loco Star now has its proper gameplay stats and is worthy of being the endgame spacetrain it was always meant to be.
Removed more quest systems that could be reached via unstable jumps unintentionally.
Gravecity’s quests now have a reputation requirement attached.
Autopilot when manual docking is enabled will no longer disable manual docking. In order to take advantage of autopilot’s auto docking feature, you will have to turn off manual docking. Goto still works normally, of course.
Hostile Delivery now has appropriate icons for characters in dialogue and some events have been shored up to work even if you missed them the first time.
Some improved support for HOTAS and joystick. This is still very vestigial (remember: mouse and keyboard will always be what we HEAVILY recommend) but it will try to automatically identify valid axises for controls based on what you have plugged in.
FIXES
Fixed some typos in dialogue.
Fixed issue where reversing into a station would cause docking weirdness later on.
Fixed issue where the Suncracker would respawn.
Fixed various lighting issues on stations.
Fixed some closing issues with the new radial menu.
Fixed some button rebinding issues, including overdisplay and some buttons not allowing for rebinds.
Fixed issues where some records in the codex file would disappear.
Fixed some misnamed ships in game.
Fixed several more issues with big-kill-based missions.
Fixed issue where courier missions wouldn’t tell you the name of the area you need to courier to.
Fixed mission issues with several mission items that couldn’t be sold.
Fixed issues where wave-based missions would spawn too few enemies.
Fixed issue where some secret systems could be reached with unstable jumpholes. This will eventually be a thing, for sure, but not THESE particular star systems.
Fixed issue where the player would randomly become a ten foot tall robot woman for no reason.
Fixed issue where some ancient gates could be randomly unstable.
Refactored how longrange scans work to be more reliable.
Fixed further issues with the creatures inhabiting the great egg in Pard-12.
Adjusted some issues with several questmarkers in Black Borm’s Treasure.
Crafting menu now displays value and valid hardpoints (if any) of the crafted item.
Fixed issues with loading quicksaves via the quickload option.
Randomization Console Commands now also properly updates your UI.
Fixed issue where some lodestones couldn’t be looted.
Fixed graphical errors where several systems would have skyboxes that were too low resolution.
Fixed issue where avoidance code wouldn’t work when autopilot was trying to dock with something.
Your ship’s onboard AI narrator will now correctly announce things for minefields, explosive gases, dock denials, and docking.
Fixed issues with Hostile Delivery where players friendly with the Washers could have their reputation reset.
Fixed some lonely startrawlers that had been blown off course.
Fixed some drift when using joysticks or controllers.
Fixed some inventory UI where old data would still be displayed.
Linux Build
We're working on trying to get out a native Linux build, right now this is sort of in testing and it'll take a while seeing as a 10gb upload on my 1970s internet isn't the easiest thing. Ideally, this Linux build will also make it easier to use with Steam Deck.
Anyway, one more closing cat.
Underspace Roadmap Released! (Plans for 2024 and beyond!)
Attention, Starchasers!
Thank you for your attention.
It hasn't even been a month since Underspace's Early Access release but the community's response has been overwhelming -- so much so that we feel it's time to let this amazing community in on our plans for the rest of the year (and some change).
Here's the rundown in case the image doesn't load:
Update: GODS & CORPSES (May)
New Planet: Gravecity
Late Game Boss Overhauls
New codex and scanner options
Knowledge acquisition system
New ship customization options
Update: [REDACTED] (Summer)
Bounty hunting questline
15+ new quests
More NPC interactions
New special equipment
Update: [REDACTED] (Fall)
All missing planet models
Station interior overhauls
Character customization overhaul
Station detailing overhaul
Cockpit elements and customization
Update: [REDACTED] (Winter to early 2025)
Multiplayer
Main storyline continuation
Freeplay mode
Additional mod support
IMPORTANT: this is not the list of ALL the updates you can expect on the following months; rather the biggest ones we will be focusing on.
We will obviously be improving all features of Underspace's base game and, as always, we will continue to fix bugs and listen to suggestions from starchasers inside the Steam Discussions and the Underspace Discord server.
Once again, we'd like to thank you so much for your continued support of Underspace. It's indescribable to see so many people appreciate the blood, sweat, and tears this team has put into this wonderfully weird game and love it as much as we do. For that, you all get a bonus cat pic.