Welcome to next week starchasers! Another seven unfortunate days have passed through our shadowy midst, and another seven days of hardcore patching have came and went. Don't burn yourself out you say? Buddy I was at the farmer's market all day today. Did you know you can whip honey into something called honey cream? It's as divine as the gods you've been killing. Where was I? Cat pictures, right. The little brats love the new tower you guy funded into existence.
Anyway, serendipity (that fickle mistress that determines whether or not I can fix a bug) has smiled her mascot-horror-level smile upon us this week, and a bunch of annoying longstanding issues were able to be reproduced and fixed. Plus, we have a ton of new UI quality of life stuff, some new effects and music, and best of all: Some stuff.
Changelog is as follows:
NEW FEATURES
You can now see how much space you have in your ship as a numeric value.
You can now sell your scanned data to stormtracker ships!
You can now view scanned data in your information UI.
Control inverts are now separated out into station controls and ship controls respectively.
Added an option to control the speed of campaign cutscenes when on stations.
Added a dialogue history component to the pause menu.
Viewing the information of any local lucrative fields will now tell you if those fields offer any resources.
Added a small indicator to let you see if any nearby asteroids are mineable.
Added new music to the game.
Added a new quick-access menu to go to your various actual menus.
New effects for tractoring in items: Including trails, different sounds based on whether or not you CAN tractor things in, and more.
Added new accessibility options for motion sickness. These will be gradually updated as we identify places that cause it.
CHANGES AND REBALANCES
Imbo’s guns now no longer require reputation to buy. Why would they? All you need is Imbo.
Defense Drones and Autoturrets have been rebalanced to be much more viable. Defense drones now do much more damage, while autoturrets now do more damage and take comparatively less energy.
Buffed mining: Many more mineable asteroids will spawn, and asteroids have much higher yields and chances. Minable asteroids also now move slower and are slightly easier to shoot.
We’ve refactored the background lightning effects you see in storms. They should no longer introduce shader errors and have higher resolution textures and glows.
Weapon platforms are no longer considered space stations, which means missiles will now target and track them much better and they are no longer considered taxable income.
True Struggles of a Modern Artist now has updated dialogue and entries, making it easier to find the things you need.
Adjusted base LOD distances for rendering to improve performance.
Optimized large ship rendering to increase performance in areas with a lot of those fat bastards.
Optimized ship rendering a bit, you should see some performance increases in heavy traffic areas.
The Great Spacetrain Robbery can now let you properly loot the cargo cars it has.
Terminals, such as repair things, mission boards, news boards, etc, now have proper screen textures for the vast majority of them. No more black monitors filled with the inky uncaring abyss.
You can now use abyssdrives in storms so long as there are no active hazards.
Quest waypoints prioritize jumpgates over jumpholes for pathing now.
Target closest hostile now can target a wider variety of things (such as battleships, weapon platforms, and fish) and the button for that on your UI now works.
The Moonshiner now contacts you more easily and you can comm his train in order to get what you so deeply desire.
Higher level scanner upgrades can now show you the health of mines.
Reworked sudden suns in storms to surge better, do their damage more consistently, last much less, and have new sounds and effects.
The Hellmouth Prince now has a custom talky speaky icon for talking, to better communicate that he’s not some random dude but a giant mass of living fire piloting a battleship (though not very well).
Hellmouth Prince is now invincible until the fight starts. He’s always invincible mind you, just so very stupid.
You can now quickload during combat.
FIXES
Fixed some mislabeled lanelines.
Moved the location of some rifts in Yasta and Redemeliat.
Fixed some quest markers not leading you to proper locations.
Refactored some shaders in the game to hopefully prevent THE VOID from consuming one’s screen. At least as frequently…
Speaking of which we’ve done a passthrough on shaders to hopefully clamp down on THE VOID once and for all. The VOID is our enemy. It is yours too.
Fixed hair rendering issues in places.
Fixed some cloak and buff rendering issues that caused overdraw.
Fixed issues in the Amber Forest in Turnways where nodes would just go flying off. Weeee.
The Vauldwin taxi service will now appear more consistently.
Fixed issues with black screens persisting due to pausing or alt-tabbing.
Kaon Shapebinder now activates better and has his invincibility mechanics reimplemented.
Kaon Shapebinder will also now actively follow his persistence node. Maybe he does come back to life sometimes, but not this time. Dude’s fricking dead.
Chapters that require mining items or acquiring items to rank now work properly. Go Trash Pandas!
Exhibition and challenger matches will now work for arena champions.
Fixed some softlocks that occurred rarely via random missions taken in lower population systems such as Bastic.
Fixed issue with the Research Retrieval random mission.
Fixed issues with patrolling cruisers flying through planets.
Fixed issues with world persistence saves not working.
Fixed issues with wrecks spawning inside asteroids.
Fixed quest issues where you could use the Ticker Shunter to leave the relevant boss fight.
Fixed many mission issues relating to wave killing missions, including better clamping on potentially endless fights there.
Fixed issue where many of the rocky cliffs in the Ijuni regions had no colliders.
Fixed some floating geometry on some stations.
Baton Broken will now progress properly if the player leaves the initial quest elements and comes back later.
Creon! and the White Fleet chapters will now work properly for ranking up. Both chapters now have a wider range of enemies that count for their chapters now too.
Fixed issue where the space egg’s inhabitants could be viewed from a distance.
Early Access Roadmap
We'll have another patch coming next week of course. I'm aiming to make these weekly except under special circumstances, with larger updates coming each quarter. Speaking of those larger updates, we'll be showing off our Early Access Roadmap this coming Wednesday, May 1st. Be there, or be a square. One more cat picture, but you'll have to make it last.
Version 1.18.0: Patch Notes
Hello starchasers! Happy weed day or whatever. Is it weed day? It's weed day or something. That's important enough of a holiday to release a NEW patch, isn't it?
It's been just over a week since Underspace has released now, and about a week since our last patch. As you know, sleep eludes me as I don't want the skin man to catch me in my dreams, so I've had plenty of time to work on plenty of stuff.
This is just a small patch nevertheless, our truly big updates will be happening after our roadmap in May gets released. Let's get into the patch notes! Also, some screenshots!
NEW FEATURES
Added quicksaving and quickloading. These aren’t bound by default, but work all the same.
Added new UI elements on windows to easily hide the background effects.
Commodities now display how many cargo slots they take up.
You can now use the frienddrive and your cloaking device from the quickmenu.
You can now set the number of values the autosave system generates via the options menu.
Added many new tutorials explaining menus or mechanics. Remember: You asked for this.
Translated ancient gates will now give hints as to where to find the appropriate booze needed to open them.
The in-game radio now shows the song currently playing on your radio.
Added a new option to have the in-game radio not suppress ambient tracks (such as nebulas, stations, and asteroid belts).
Mister Maudlin will now buy commodities from you. Don’t ask what he’s using them for.
Starchasing chapters can now display their home bases.
Repair items now have unique models and graphics for each one. Now that shrunken battleship actually is, in fact, a shrunken battleship in a bottle.
Added a quest that lets you track the Marching Star during its campaign missions, to better keep an eye on it.
Deleting saves now gives you a confirmation menu before doing so.
When buying a ship, you now have an option to just buy and add it to your garage, or buy and transfer all your equipment to your new ship.
There’s also a confirmation menu when quitting to the main menu now.
CHANGES AND REBALANCES
The under-construction jumpgate in Pard-130 now has a proper model.
You will no longer have to wait for your energy to recharge when loading a save.
Frienddrives will now only start to recharge once the party member has jumped out.
Repair drops are now weighted towards repair items you actively need.
Ammo for your equipment can now drop from NPCs. Space truly is nature’s farm. For missiles. Or something. How did the saying go?
Obscurus Galacti does a better job of hiding itself amongst its many clones.
In-game radio is now controlled entirely by the music slider option.
Friendly battleships will now become hostile against you if you fire at them.
Exiting abyssdrive via a key will now simply drop you back down to cruise.
Added some more dialogue to Colonel Eltmoor to hint on what you should do.
Tweaked the beam attack settings of some late-storyline bosses.
The Hangman has been buffed.
Unstable jumpholes are now even more unstable: Every unstable jumphole has a chance to rocket you to a completely different region entirely.
When reassigning inputs, conflicting inputs will now swap keys rather than remove them, mainly to prevent softlocks.
Escape will now clear the keybind of an input in the input menu.
FIXES
Fixed some additional quest soflocks
Fixed some mislabeled jumpholes.
Fixed stormeyes not spawning when a storm is killed or spawning when a storm shouldn’t be killed.
Fixed issue where the suncracker could only die if you out-DPS’d it hardcore style.
Fixed some engine display issues with Ijuni fighters.
Lodestones can now stack.
Fixed issues where the Tierra jumphole would disappear early.
Fixed issue where radiation alerts wouldn’t occur when jumping into a system.
Fixed issue where Pyrona’s freighter couldn’t be seen in Between Spaces.
During hyperstroms you can now kill yourself without issue.
The Lower Lanes can now be looted.
Fixed THE VOID being all consuming during Box of Memories.
Fixed issue where some tutorials weren’t firing at the point of need.
Fixed issue where the game would process inputs even when unfocused.
Fixed various tutorial typos and added some new tutorials to the manual.
Fixed issue where you couldn’t view data on systems outside your current one on the navmap.
Redfaces now sell their weaponry during the campaign.
Fixed issue where some party members were using their upgraded models too early.
Fixed some softlocks with even more missions.
The Remaining Eye cargo trader now buys cargo.
The Hellomard can now be damaged and looted.
Translated items will now save their translations. Note that they will need to be translated again for this to happen.
Fixed some holes in the harvest gate.
Fixed some softlocks that would occur with campaign mission 7.
Updated some main quest dialogue to not go out of bounds.
Added tech to help stop possible memory leaks in minefields. Naval mines aren’t that powerful. Yet.
Some opening tutorials are slightly easier to follow now.
Fixed some UI issues with the chapter stuff.
Fixed some UI issues with the character skill menu.
Fixed some UI issues with numeric readouts.
Fixed some issues with out of system waypoints not working.
Fixed some small graphical errors with civilian freighter headlights.
Game resolutions should now save between game sessions.
Fixed issue where quests could complete multiple times.
Fixed some softlocks and typos in mission 9.
Fixed some typos on lanelines and records.
Fixed some softlocks with Baton, Broken.
Rebalanced higher tier frienddrives augments.
Fixed some potential softlocks with campaign mission 4.
Fixed some campaign saves not loading fresh from a dock.
UPCOMING UPDATES:
We'll be back next week with another patch, with a few various features. We're still working on refactoring a lot of internal input stuff to get controller support working (look, Unity's input systems, even alternative ones like Rewired, are a freaking mess. This takes a lot more effort than simple stuff like adding new questlines or multiplayer). They'll be some improvements here, so have some early previews of things like:
New radial menus for summoning party members or accessing menus.
New interiors for things like the Peerless Casino!
More billboards featuring my evil orange cat.
We'll see you next week, have fun and kill the storm!
Demo Up + Last Day For Introductory Sale!
Hail Starchasers.
I trust by now you know the drill.
It's been almost one Earth calendar week since Underspace's release and we've already had two hotfixes out due to popular demand.
Also now on Steam due to popular demand is the Underspace demo; if you've been on the fence about buying Underspace during its introductory sale price, now's your chance to try before you buy.
But, you know, play quickly. The sale over in less than 24 hours and time waits for no man (or Veiler, or Ast, or...).
That is all, Starchasers.
Version 1.17.0: Patch Notes
Hello again starchasers! I hope you've been enjoying space. What's that? You fell in love with a microbe? Well don't do that. She views you more as a friend. She just won't love you the way Lady Mimosa here loves plastic bottles.
Anyway, a bit of news: The demo will be coming back to Steam! We were waiting for a few hotfixes and were patching stuff up, but expect it to be back up this week. The 10% off sale will also end this week, so if you want to save a whole TWO (2) dollars, get it while you can.
Anyway, onto the patch. This is a big one with a lot of bugfixes, plus some small requested features. As a reminder, we do NOT do wipes on saves and make a point to try and make previous save versions always compatible with the latest version of the game.
NEW FEATURES
The abyssdrive, when unusable, now gives more accurate information as to why you cannot use them (comms, storms, etc).
Completing Baton, Broken will allow you to mention it to Hat when it becomes relevant.
Pard-130 now has a connecting jumphole to Shipstar.
Canceling a mission that involves unique cargo will now remove that cargo from your inventory.
Added new options to the options menu to control text scrolls speed and a multiplier for how long text stays on the screen. This can be found under the audio tab in the options menu.
Cloud saves are now enabled and working!
CHANGES AND REBALANCES
Radios can now play on stations. The radio will use the ambient folder for this, if you’re using specific folders in that way.
The escaped ship in Great Rescape is now recovered after you find it out in the minefield.
Adjusted the distances of several hazards so that they can’t catch you quite as much by surprise.
Adjusted the spawning areas of storm rifts inside several nebulas such as Thoroughfare.
Added higher tiers of radiation hazards as storm hazards.
Added many many more stupid names to the Ballden’s name generation.
You can now craft higher tier repair items from lower tier repair items (Such as shrunken battleships from unstable refabricators), provided you can find them!.
Crafting recipes now show the stats and description of the crafted item.
Ammo now displays in ship descriptions.
Turn rate now displays in ship descriptions.
Forgiveness isn’t considered a virtue in the Union, but they’re still willing to forget. Attacking a neutral or friendly station, jumpgate, or laneline will gradually cause it to stop being hostile, provided you’re far enough away. By default, if you’re more than 35k away from a base for around a minute, it will stop being so damn angry at you.
Extreme collision damage now only occurs while using the abyssdrive.
Gone Adrift will no longer show scannables for the ships you’ve already found.
The Gate and the Code has more hints on how to figure out the Code for the Gate.
Shooting missiles at a station doesn’t instantly incur a hostile wrath. They know you didn’t mean it. Right? RIGHT??
Taking a further look at Us Missions, we’ve decided to make them award a VERY meager amount of reputation, to prevent softlocks. The Us are slow to trust unless you like, blow up an ancient jumpgate to stop a racist guy from attacking them or something. That gets them a bit happier.
We’ve adjusted how the leading pip works with projectiles. Should be more accurate.
Increased the target framerate option to go up to 300.
FIXES:
Mod support has been restored to the game.
Fixed some typos in dialogue.
Fixed some quests that were displayed as being available when the requirements for them were not met.
Many quests have had their objective text adjusted to make the actions that need to be taken more obvious.
Hardpoints on Ballden ships now have proper rotational values.
Hypercharged webbing now works and the Curshian Death Cube can be overcome. Have fun in Curshia Prime!
Unpausing from the save menu no longer locks the controls.
Abyssdrive colors now save.
You can now set waypoints to locations outside of your star system (though you’ll need to know the path) and set waypoints while on stations.
Fixed issue where chapters wouldn't acknowledge storms being killed.
Fixed issue in Box of Memories that could cause softlocks.
Fixed issues in the Lords of Croft and campaign mission 14 that could cause softlocks.
Saves made in space during a random mission will now acknowledge that you’ve launched to space with that random mission and update accordingly.
Bugfixes for the following random missions: Runaway Train, Corpse Collection, Carcass Sorting, Starchaser Teamup, Military Assistance, Washer Sacrifice.
And that's it for today! Have fun with the Death Cube. Who knows what waits beyond it?
We're aiming for another patch at the end of the week. This one will start bringing in some of the aforementioned features in our previous patch, along with new things like radial menus and unstable jumpholes getting a bit more crazy. Keep an eye out!
One more cat pic for the road? Fine.
Hotfix 1.16.1: Patch Notes
Hello starchasers! We've still got a patch coming on Monday but I had some time today so I figured "Why not". Is it some special occasion? Some holiday? Homestuck day you say? Well Homestuck's terrible now so no. It's just a nice present for you all.
CHANGES AND REBALANCES
The best price tab now shows the star system of the station you can sell things at.
Off-Track now has some more crazy nonsense to help you figure out the puzzles within.
FIXES
Fixed issue with options resetting on a restart.
Storms received some optimization with some effects, which should help with GPU load.
Starchaser ships now properly color both highengine effects.
Fixed saving issue that would cause unstable jumpholes to reset the game.
Fixed some possible softlocks that happen during campaign mission 10.
Storms now properly save in save files.
Us ships can now be customized.
Fixed cargo duplication bugs when transferring a ship.
Fixed some small UI errors when transferring a ship.
Cat picture.
Version 1.16.0: Patch Notes
Welcome starchasers! This is our first hotfix since launch, mainly meant to address a lot of priority reported issues. Not all of the issues people have come to me with were able to be fixed in the current timeframe, but rest assured you can expect another patch on Monday that should be pretty comprehensive. This will include a lot of keybind issues, primarily.
But I'm getting ahead of myself. Let's get into our current patch notes.
KNOWN ISSUES:
Some keybinds are missing in the controls menu and binding certain keys (such as escape) can cause issues.
Abyssdrive coloring won't save sometimes.
Several random missions may not complete properly.
Saves loaded in-space won't properly update random missions.
Out of system waypoints for specific objects aren't functional. Waypointing to a system directly IS functional.
Some scannable items in quests persist.
Killing certain storms won't count as progress towards specific storm-chased-based chapters.
NEW FEATURES:
You can now delete saves in the saving menu.
Mouse buttons other than mouse buttons 1 and 2 can now be mapped to actions.
Missiles now take into account your current velocity when firing.
New positioning for the Transfer All button when trading in a ship. It can all transfer all your cargo BACK to your original ship.
CHANGES AND REBALANCES:
Hardpoints have gotten some major upgrades. In addition to them having higher health, repairing your hull will also repair your hardpoints and reactivate them.
NPC missiles were far too fast. As a result, most missiles fired by NPCs have been slowed significantly, allowing you time to shoot them down or asking your Autoturret to shoot them down.
We've rebalanced energy mechanics a bit to slow down your energy charge rate. This makes the skill for that much more useful while still allowing you to fire for a decent time.
FIXES
Fixed a major issue where manual docking wasn't enabled by default and automatic docking wouldn't let you go through gates. By default now, automatic docking must always be turned on due to its vast inferiority over manual docking.
While cleaning up the... stuff they found inside the Littlefish, Hat and the Idolsmashers accidentally flipped the "Hardpoints have no health" switch in the cockpit of said ship. I went back and switched it back on. Now the Littlefish's gun ports aren't made out of kitten whispers and butter dreams.
Fixed issues where respeccing your character would give you extra skill points. For those who received them, have fun you overpowered bastards, you cards you.
You can now reset your reputation with Vauldwin law enforcement aboard Kaisus Circle.
Several unintended audio files that remained have been stripped out.
You can now partially loot cargoboxes that have commodities inside them.
Fixed (hopefully) cargo duplication issues when trading in ships.
Fixed several stations in Ballden Space where you'd fall through the floor.
Baton, Broken, now properly awards Amesten's freighter at the end.
Made the instructions in "To Catch A Smuggler" clearer.
Removed some additional placeholder audio.
Expanded the area you need to enter before the Yeahtier will begin moving in "The Battle that Always Will Be".
Taking a train to a station other than UHC-46 will now make "Off-Track" properly complete.
Comprehensive fixes for the in-game radio. Unfortunately, MP3 support isn't on the table (thanks Unity!) but we fixed a bunch of loading errors related to it and updated the guide as to what formats and rates are valid to get Underspace to acknowledge your tunes.
Loading a save that was saved in cockpit mode now doesn't disappearate your ship.
Lowered the sound of scanning pings and fixed issue where sound settings wouldn't change their volume level.
NPCs squadmates on lanelines can no longer ram you up. At least, not lethally.
Rewrote some of the in-game manuals to contain more comprehensive information.
Basic functionality for the search menu has been restored on the navmap and typing names into the searchbar won't cause menus to open.
Fixed issues where cargo construction missions gave you too little loot to complete them.
Texture quality option has been removed. A deep dive revealed it did Croft-all for performance while also making the game look significantly worse. We'll give you something neater in return, don't worry.
Fixed issues where fighter spawns in some missions wouldn't progress the mission.
UPCOMING FEATURES AND CHANGES:
While you're here, I'll share a few smaller things being worked on that'll be upcoming with some of the later patches this month. This doesn't cover the BIG update roadmaps, just some neat features in the pipeline. This includes:
Greatly expanded tutorials for aspects of the game, including covering equipment, menus, etc.
Improved feedback on items when they become available to be crafted.
New UI elements such as dialogue history and being able to read scanned data entries from your main UI.
New menu options for things such as text speed, allowing alternate inputs to control the throttle, and more.
New graphical options to help with optimization.
New ways to sell, acquire and utilize both your scanned data and learn about in-game locations.
Quickmenu support for additional equipment types.
More cat photos.
Day 1 Launch Recap and Month 1 Roadmap
Welcome starchasers! Normally I'd put out something right around the 24 hour mark talking about everything but that's 4AM my time and adrenaline only gets you so far in life, so I'm doing it while I'm not asleep! This was day 1 of our early access launch, which happily met with a lot of our expectations for sales and attention. Sadly much like me, my cats are currently at a hotel and unable to appreciate this properly. Not that they ever appreciate anything if it doesn't relate to wet food.
So, with all the new people here and so many eyes on something that isn't a Thomas the Tank Engine mod for once, let's talk about the future.
Right now I'm out of town and away from my precious actual computer, spending most of my time galavanting around at the launch party. There's a cake. It bleeds for some reason.
Anyway, onto stuff that isn't cake. Our first month of Early Access is mostly going to be focused on bugfixes and some features that didn't quite make it into launch. Some of this will include content, but by and large it'll be a focus on the aforementioned bugfixes, features, etc. As expected, it's an early access release so a lot of things go off the wall crazy.
Anyway these hotfixes will include additional work on keybinds, and that also includes controller and HOTAS support (you can see a lot of the framework for these in the game's options menu). We do have basic functionality for this already (though it currently only autodetects Xbox gamepads), but further support has always been planned. Nevertheless, given the speed of the game's combat mouse and keyboard is heavily recommended.
Our testers are familiar with this, but we are VERY quick to push hotfixes and bugfixes. I'll be back home Friday where I can properly start work on that, but the aim is to push out patches once a week at minimum starting this Friday. Don't worry, almost always these hotfixes are only a couple megabytes at most.
Now that's the roadmap for THIS month. Early May we'll be sharing with you the ENTIRE early access roadmap, including large upcoming content and feature patches that you can expect over the next year. This will include things like the remaining quests, expanded customization options, and of course multiplayer.
Underspace is out in Early Access! Watch the devs play
We're thrilled to announce the long awaited Early Access release! Lots of updates coming on the roadmap. Stay tuned!
Underspace Further Multiplayer News
Hello again starchasers! I've returned to you with further news regarding our upcoming early access launch!
I don't remember if I said it or not (I don't remember most things now) but regarding our previous announcement with early access we talked about how multiplayer was going to be launching in a very early state. Furthermore, there was a LOT of it that was super, super, super broken. Like... not even being able to connect correctly broken.
The good news is that multiplayer's major components are now working. You can connect, customize characters, participate in PVP, etc. But it is insanely buggy. And as anyone who has developed a persistent open world multiplayer spaceship fantasy RPG can attest to: Testing and fixing the bugs for that component takes a LOT of time.
We've made the decision that, when multiplayer launches, we want it to be the full multiplayer experience. That means NPCs, the entire main campaign for multiplayer (which trust me has a TON of cool moments), grouping, world persistence, being able to pirate other players. The works.
With that in mind and with so much of time of our time being spent testing things, we have decided to delay multiplayer until the main campaign for it is ready.
This allows us to focus on making the game as whole far stabler as well as optimizing the already enormous singleplayer portion, of which a large majority of multiplayer's content also pulls from.
I think you'll be quite satisfied with what's being cooked up for all this, and in time your patience will pay off.
That's all! See you all on launch!
Underspace Early Access Release & Tempering Expectations
Hello Starchasers! Salutations and welcome! Other greetings!
We are less than a month out from our Early Access launch. Excited? Sleepless? Suffering from splitting migraines as you try to parse documentation that’s useless to you because Google’s search capabilities have been gutted by corporate ineptitude and your previous talents of being able to figure out solutions and leverage online resources are now useless in the vast overwhelming face of tools that have become completely mediocre in their relentless idiotic pursuit of profits via the lowest common denominator that have degraded any utility to the point of unusability and it’s 3AM and your cat is screaming at you because she wants you to play with a plastic fish she brought you and you’re not supposed to be up this late and you accidentally dropped your last pain medication pill that might have made you at least capable of falling asleep down the drain?
No? Well then, good. Yeah. Let’s talk Early Access and what to expect, to better set your expectations and illuminate what’ll be in and what’ll be not-in.
The thing I want to emphasize over everything else is that we are a very small and overly ambitious team working on a VERY large game with a scope that dwarves even many AAA releases. As it stands and when it launches the amount of content that will be in, at launch, is massive. I have no doubt that many of you will be spending hundreds of hours dredging up every perverse secret the galaxy’s hidden away.
At the same time, we’re a VERY small team. Outside of our asset creators, the only person doing coding, bugfixing, UX, QA response, server integrity, mod support, etc, is me. And just me. This isn’t so much a single developer spinning multiple plates as it is a human trainwreck trying to twirl an entire restaurant, to the severe detriment of his health and sanity.
With all this in mind, our Early Access launch will not launch with the full scope of features and content planned for Underspace. Significantly, multiplayer will launch in a very early state that does not include NPCs, bosses, or the multiplayer campaign. On the singleplayer side, several questlines, extended ship customization and cockpit textures, and many planetside and station interiors will not be included in launch.
These features or content exist or are implemented in a working state, but are often heavily, HEAVILY untested or unpolished, to the point where keeping in game before they’re at least in a state I'd be comfortable with is not something I’m comfortable with.
Before you go off creating posts on various imageboards and badly rebranded social media sites decrying the Underspace apocalypse, keep two things in mind: these features are not gone or cut from the game. It’s much like Todd Howard’s kind smiling visage: even if you can’t see it it’s still there. Watching and waiting. When Early Access releases in April, we will be putting out a nice big roadmap showing a huge amount of upcoming updates to the game. These updates will be staggered out as major releases, which will include these missing pieces of content.
This also includes features or elements such as voice acting, bugfixes (as Early Access is always buggy), and further mod support.
The second thing to keep in mind is that Underspace, when it launches, will still launch with the majority of its content and the vast majority of its game features implemented. This includes the singleplayer main campaign, over 40 quests, all bosses, all points of interest, all factions, star systems, random missions, storm hazards, equipment, flyable ships, and probably many more things I’ve lost in the hazy maze that is my fried brain currently.
It has been a long long time coming, almost seven years in constant development. None of this would have been possible with the support of our backers and community, but there’s still more to go. Contributions, supporting us during the Early Access period, and of course relentlessly shilling it your friends will all help us massively, in no small part because this will also let us dedicate more resources to improving the game and getting it out in a reasonable timeframe that also, coincidentally, doesn’t overwork me to death.
And… that’s about it! If I survive, I hope to see you out in the stormy skies on April 10th!