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Unitystation

Weekly update #26

Image by Kerw36
by Bod9001

Weekly Update
Hello, everyone, and a warm welcome to our festive, albeit not-so-weekly, update – arriving one month after our last touchpoint. First and foremost, we extend our heartfelt wishes for a joyful Christmas and a fantastic New Year to all of you during these celebratory times!

As is tradition, we're here to unwrap some of the latest and most exciting additions to Unitystation. Over the past month, our team has been working tirelessly, and we're eager to share a glimpse of our progress and the new features you can anticipate in the future. However, remember that this is just a highlight reel; there's a lot more that we couldn't squeeze into this update. For those of you craving the complete picture, our changelog page is just the place to visit.

So, without further ado, let's dive into the goodies that Santa has dropped off at Unitystation this Christmas! 🎅🚀🎄

Christmas is Coming Up So We Improved the Christmas Tree


Just in time for the festive season, Bod9001 has done some improvements to the Christmas presents system. Previously, the Christmas tree's presents would offer you items from a set list. This year, we're shaking things up a bit!

Now, when you unwrap a gift from under the Unitystation Christmas tree, you could receive absolutely any item in the game.  From something as coveted as a nuclear operative suit to something as simple (and maybe a bit disappointing) as an empty crisp packet. In the spirit of Christmas, you've got to hope you've been good this year so maybe you get something awesome!
 

Character Creator Improvements


For those who have navigated the character creation process in Unitystation, you're well aware of its quirks. The UI and backend, having evolved alongside the game, became a patchwork of new features shoehorned into a limited space, often leading to unexpected issues and a less-than-ideal user experience. But things are about to change, thanks to MaxIsJoe.

MaxIsJoe has embarked on a mission to revamp the character creator from the ground up. This isn't just a cosmetic facelift; we're talking about a comprehensive restructuring. The goal is to create a more intuitive, user-friendly interface while enhancing its functionality. This means better organization, smoother operation, and laying a solid foundation for future expansions.

Cyborg Sprites for Janitor, Engineering, and Medical




Thanks to Bod9001, distinguishing between different types of cyborgs has just become a whole lot easier. 

Now, each cyborg, whether they're specialized in janitorial, engineering, or medical tasks, has its own unique sprite. This means no more guessing about the capabilities of the cyborg speeding towards you. If you find yourself dying in space, at least you can take solace in the fact that if a Janitor cyborg is on its way, you'll be tidied up in no time!

 

New In-Game Gizmo System


In the world of game design, gizmos are visual tools used in development environments to aid in editing and debugging. They are not part of the game itself but are used by developers to visualize components and object transformations, like positions, orientations, and scales in the game world. This makes them invaluable for fine-tuning and ensuring everything in your game is just right.

The gizmo system here, created by Bood9001, helps to visualize the connection between objects such as APCs powering devices in the map, but most importantly, this paves the way for us to introduce the in-game mapping system so that the community can create their own maps in-game, without requiring any external editor like installing Unity Engine.

We will dive deeper into what that means for Unitystation later, so keep reading!

Lavaland Atmosphere is Hostile Now


MaxIsJoe has brought a significant update to the Lavaland environment – its atmosphere has now turned hostile, presenting new challenges and dynamics for various species.

For most species, venturing into Lavaland has become a perilous endeavor, with the atmosphere being particularly detrimental to moths. However, lizards and ash walkers will find themselves more at home in this harsh environment. They are naturally adapted to these conditions, allowing them to roam more freely without the need for additional protective gear.

Miners, a staple of Lavaland exploration, will face new challenges. While they can still traverse the area without gas masks, they'll gradually accumulate toxins over time. This adds a layer of strategy and urgency to mining operations, pushing players to plan their expeditions carefully.

In terms of species-specific adjustments, lizards and ash walkers have received a balance update for consistency. Their body armor and trauma handling have been aligned, making their resilience more reflective of their natural abilities. This update ensures that their limbs function in sync with how their trauma is managed, making them better suited for Lavaland's hostile conditions.

Additionally, we've introduced unique lungs for moths and lizards, each with distinct functionalities. Lizard lungs are now immune to Lavaland's toxic air, giving them an edge in survival. On the other hand, moths find themselves extremely susceptible to these harsh conditions, adding a new layer of vulnerability for them.

More Work on Map Saving


Bod9001 has been hard at work implementing the functionality of map serialization and deserialization. In simple terms, this is the ability to save and load maps from a friendlier format than Unity scenes. 

This will drastically decrease build times for the game, but most importantly, allow people to add maps in runtime. In other words, people will be able to add maps to their server that were not part of the original build of the game, increasing the moddability of the game and customisation capabilities of server owners. It also means maps can be made and saved in-game, without requiring the installation of Unity Editor!

The system is mostly complete, and the focus has now shifted to improving the user interface. This will streamline how players interact with the new features, enhancing tools like the Variable Viewer and Tile Placer.

Stay tuned for further updates as we continue to refine this exciting new capability in Unitystation!
 

 
And that wraps up today's blog post! We hope you've enjoyed this sneak peek into the latest developments and are as excited as we are about what's coming to Unitystation.

Don't miss out on the chance to experience these updates firsthand – join us in our weekly playtest session happening very soon! For all the details, including times and how to get involved, head over to our Discord.
If you're passionate about Unitystation and want to contribute to its growth and ongoing development, consider becoming a Patron. Your support plays a vital role in shaping the future of the game.

A huge thank you to everyone in our community – players, patrons, contributors, and friends. Your enthusiasm, support, and dedication are what keep us motivated and moving forward.

Weekly update #24


by Gilles

Weekly Update
Hello, crew! Welcome back to our sometimes-weekly update on all things Unitystation. Whether you've been floating with us since the beginning or you've just hopped aboard, we're thrilled to have you here.

This week, we're especially excited to share some groundbreaking developments – and yes, you guessed it right! We're unveiling the first iteration of the new faith system. But enough preamble, let's get to the good stuff!

Set your suit sensors to max, pls


Attention crew members! Strap in and get ready for some electrifying news. Thanks to the tireless efforts of MaxIsJoe, our jumpsuits just got a high-tech upgrade: suit sensors are now live in Unitystation!

Wondering what these shiny new sensors do? Well, they're not just for show. These sensors, integrated seamlessly into your jumpsuits, come with varied settings to provide essential info. Whether you're the CMO keeping an eye on the crew's well-being or just a fellow astronaut wanting to keep tabs, these sensors have got you covered.

 

Here's how you can customize your suit sensor:
  1. Turned Off: Go incognito. With this setting, you're off the grid. However, it comes with a fair warning: If you find yourself in trouble, locating you might be a challenge.
  2. Vitals: With this setting, others can monitor your health status. Perfect for those risky spacewalks or when you're unsure about that alien plant you just ate.
  3. Full: The ultimate tracking package. This not only keeps an eye on your health but also broadcasts your exact location. Whether you're lost in the dark recesses of the station or just want someone to find you for a space coffee, this setting has your back.

Remember to set those sensors, crew. Stay safe and stay connected!

Reactor balancing




Remember those sudden, round-ending blasts resulting from reactor meltdowns, often thanks to a stray clown wandering into the reactor room? Well, those days are now a thing of the past.

Due to overwhelming feedback, Bod9001 has finely tuned the nuclear reactor's mechanics. The result? No more spontaneous explosions — unless someone is going out of their way to cause one. Instead of the dreaded explosion, the reactor will experience a meltdown. This entails the cooling pipes bursting and releasing a massive amount of heat, leading to the literal melting of the reactor chamber. This process results in the formation of corium, closely mirroring real-life nuclear events.

For those unfamiliar with the term, corium can be thought of as the aftermath of a reactor meltdown. Initially resembling molten lava, it eventually solidifies into a minable rock. However, don't be deceived by its static appearance — chorium continuously emits heat and radiation until it's safely discarded.

That being said, if your heart is set on creating a round-ending explosion for more... nefarious reasons, it's still possible. The secret lies in using a highly enriched uranium rod instead of the standard variant. But tread carefully: these rods are exclusive to traitors.

Windy with chances of head contusions


t's a scenario many of us have faced: you've wrapped up your space jog, and with your oxygen levels dipping, you're keen to get back to the safety of the station. You reach the airlock, ready for a smooth entry. But then, the relentless push of pressure greets you, playing a tug-of-war as you try to move forward only to be nudged back. It was always a jarring experience, making things look more glitched than they were.

Thankfully, those days are behind us. Bod9001 has come to the rescue again, refining the mechanics of space wind. Instead of a mere nudge, space wind now gives you quite the toss.



Note that in the gif there is a huge amount of gasses throwing the engineer around because of the reactor meltdown. Also note that wind flying time has been reduced now, but I still used this gif because I find it funny.

Fixed the radar not showing asteroids


Navigating space just became a tad safer. Thanks to JesterX666, the previously glitchy shuttle radars that turned a blind eye to looming asteroids have been rectified. Now, with fully functioning radars, you can confidently embark on your journey without the unexpected surprises from those stealthy space rocks. Safe travels!

Introduction of faiths


Last but not least, we have to talk about the introduction of the new faith system. Inspired by RimWorld, MaxIsJoe has been developing a new system with the chaplain as protagonist, and not only elevates the chaplain's role from mere cosmetic existence but also intertwines spirituality with gameplay for the entire crew.

 

So, What's the Faith System All About?


At its core, the faith system offers a doorway into the mysterious realms of SS13's occult and religious lore. But rather than being mere backstory fluff, this system is fully integrated into your day-to-day gameplay.
 

Roles and Faith: As a chaplain, you now have the esteemed duty of preaching and inviting others to your faith. Fellow crew members can easily join a faith by right-clicking a chaplain and selecting "Join Faith". However, tread with caution: you cannot be a believer of two faiths simultaneously.

Faith Properties: Each faith comes with its distinct properties, which might set gameplay goals for its followers. For instance, knowledge-based faiths might push crew members to gather as many research points as possible. Conversely, some indulgent faiths might challenge believers to satisfy insatiable appetites or remain inebriated.

Divine Oversight: Gods of these faiths aren't just passive entities. Every six minutes, they assess the station and their followers. Please them, and you might find blessings showered upon you. But fall short, and be prepared to face their wrath in the form of curses.

What's on the Horizon?


The faith system is currently in its first iteration and promises more as the system matures. For example:
  • Chaplains will be able to anticipate harnessing the power of faith, using points earned from their followers' actions to invoke miracles or secure rare items.
  • While many faith properties already come with associated events, some are still in the development phase. The ultimate vision is for all faiths to boast unique styles and event dynamics based on point fluctuations.
  • For those who wish to craft their own narrative, the future promises a feature where chaplains and players can design bespoke faiths, breaking free from preset confines.

In summary, the faith system promises a seamless blend of gameplay, roleplay, and narrative, adding another rich layer to the multifaceted world of SS13. Whether you're a devout chaplain or a curious crew member, new spiritual horizons await!

 

And that is the end of today's blog post. I personally look forward for the expansion of the faith system as it looks like a very cool idea.

Also remember that these aren't all the changes we have been introducing, as some changes are subtler than others and can't really be featured in the blog post. For a full list of everything, visit our Changelog Page.

 

In closing, a heartfelt thank you to each and every one of you – our Patreons, players, contributors, and friends. Your continued support, patience, and engagement make all the difference. Here's hoping to catch up with you again next week (fingers crossed)!

 

Weekly update #25

Weekly update #25


by Bod9001

Weekly Update
Hello, hello! It's been a little while – a whole month, in fact – since we last connected through our not-so-weekly update blog. Time flies, especially in the dynamic world of Unitystation, and this past month has been a whirlwind of activity. We've been busy bees, merging a plethora of fixes and continually identifying bugs during our Saturday playtests. It's been an intense but rewarding journey.

In the midst of all this, we missed marking a significant milestone – Unitystation's 7th anniversary on October 30th. Our apologies for letting that slip by; we definitely plan to make up for it next time and hope to celebrate this milestone with all of you!

But let's not dwell on missed cake and candles. We're still riding a bit high on the celebratory spirit, and today, we're excited to share with you the most notable game improvements. Moreover, we're looking ahead at what the near future holds, including our aspirations and strategies for the much-anticipated Steam release. So, without further ado, let's dive into the latest news!

New away site: Valley



FunTimeDudeski has poured his heart and soul into a new away site map: Valley. Where every corner tells a story, and every path leads to a new adventure. Please make sure to check it out, and while you wait for the playtest, FunTimeDudeski has provided us with some lore to get in the mood, have a read!


Mystic Valley is an exciting new awaysite for 2-20 players of all ages (though small children and the mentally feeble will certainly perish amidst its many rigors and perils)!

 

Features:

  • A vast planetoid to explore via gateway (recommended for first-time explorers) or shuttle (Visit it at -4200, -69!)
  • Progressive spawns as events are triggered
  • A challenging ‘dungeon’ that requires a team effort
  • Documents and signs with flavor text and clues throughout
  • Can be played RPG-style using what is found in the awaysite or charged into with the best equipment you can get your hands on
  • An epilogue roleplay event

For The Captain's Eyes Only


A Nanotrasen Modular Offworld Reconaissance & Observation Nexus was deployed to an anomalous remote planetoid two years ago and ceased transmissions almost immediately after landing. Due to circumstances, a follow-up mission was not feasible. The remote site is equipped with a long-range Gateway system with a low-power passive bluespace monitoring signal. In the event of power loss or other catastrophe, the operator is instructed to route embedded backup power supplies to the gateway and activate its distress signal. Your station relayed an encrypted signal from this system two days ago. We have authorized gateway interface to recover the crewperson, assess the status of the site, and assist in the completion of its peaceful reconaissance mission.

 

Planetoid Report

[table][tr][td]Terrain at destination[/td][td]Mountainous with extensive cave formations and scattered artificial structures.[/td][/tr][tr][td]Mineral scans[/td][td]Low to moderate mineral yield potential. [/td][/tr][tr][td]Hostile lifeforms[/td][td]Local fauna, [CLASSIFIED].[/td][/tr][tr][td]Threat level[/td][td]Unknown.[/td][/tr][tr][td]Civilization[/td][td] Preindustrial.[/td][/tr][tr][td]Government[/td][td]NT analysts assume the primitive peoples of this region practice some form of monarchy, but initial monitoring of denizens' communications reveal the land has no king at present.[/td][/tr][/table]

improved Objective Management


Big news for Unitystation admins and players alike, courtesy of SerheyKr's hard work and our bounty program! We're excited to announce a significant enhancement in how objectives are managed in-game, especially for those thrilling antagonist roles.

 

This latest update is a game-changer for admins. They now have access to an array of new tools, allowing for more dynamic and engaging gameplay. Admins can seamlessly manage objectives for all players aboard the station, giving them more power to create dynamic scenarios.


But the real highlight here is the newfound flexibility in handling team objectives for antagonists. Admins can now not only adjust existing objectives but also craft entirely new custom objectives. These can be tailored for specific teams or individual players, including antagonists and ghost roles, injecting a fresh layer of strategy and unpredictability into each session.

A truly Robust admin sound player


In the latest effort to enhance the auditory experience in Unitystation, MaxIsJoe's newest improvement is music to our ears – quite literally. Building upon previous efforts to rejuvenate and refine this feature, this update elevates audio control to an entirely new level.

The admin sound player has gotten sweet new features, including:
  • Local and global sound play: Play either for everyone or at a position.
  • Advanced sound manipulation tools: Every single parameter of a sound can now be fine-tuned and adjusted. This means the power to shape every audio detail to fit the exact needs of any scenario or event.

MedHUDs and SecHUDs are finally here!


Hot on the heels of our recent introduction of suit sensors, we're thrilled to announce another pivotal feature from the classic Space Station 13 now implemented in Unitystation: MedHUDs and SecHUDs. Thanks Bod!

For the security officers, the SecHUD is a boon. It allows them to quickly assess the declared role on someone's ID and their wanted status as per the Security Console registries. This instant information makes for efficient and effective security management.

On the other hand, the MedHUD is a lifesaver for medical personnel. It provides them with immediate insight into the medical condition of anyone aboard the station. No more guesswork or time wasted in assessing patients – with MedHUD, medical staff can see at a glance who needs help and how urgent their condition is. Medics, you might still need to chase down those crew members who prefer to run around instead of getting treated. But at least now, identifying who needs help is easier than ever.

A Mischievous Creature Has Arrived in the Station



Get ready for a delightful twist in Unitystation, thanks to the creative mind of MaxIsJoe. As a showcase of the advanced capabilities of their new AI framework, they've introduced an enigmatic new creature to the station through a random in-game event.

Meet the Arials, playful cousins of felines, now set to sporadically visit the station and engage in light-hearted antics with the crew. As a bonus, they're leaving behind new plushies in the dormitories for everyone to enjoy. But a word of caution: try not to pet, hug, or bite these plushies too much!

What makes these Arials so special, you ask? They are some of the first mobs to utilize the newly developed AI system, which remarkably elevates their functionality. These creatures aren't just simple NPCs; they're nearly as complex as players. They can perform emotes, require healing like any crew member, suffer trauma from injuries, and even face dismemberment.

The level of sophistication doesn't end there. Unlike the older mob types that could merely move and occasionally attack, these new creatures can exist in various simultaneous states. This complexity significantly improves their behavior, making interactions with them far more dynamic and unpredictable.

As for what the Arials are capable of doing – well, we wouldn't want to spoil the fun. It's something you'll have to discover on your own during your adventures on the station.

Bestow the power of God


Continuing from where we left off in our last post about the intriguing new Faith system by MaxIsJoe, we're back with some exciting updates on its development and expansion.

The latest enhancement in the Faith system is a real game-changer for chaplains. Now, by diligently fulfilling their spiritual duties, chaplains can earn Faith Points bestowed by the gods (or a singular deity, depending on the belief system in play). These points are not just symbolic tokens of divine favor – they hold real power.


Here's where it gets even more interesting: chaplains can use these accumulated Faith Points to purchase miracles from a specially designed Faith Points Shop. The range of available miracles spans from amusing, cosmetic effects to incredibly useful interventions. Whether you're looking to add a bit of humor to the station's daily life or seeking to gain an edge with some strategic power gaming, there's something for everyone. Keep in mind, though, the more potent the miracle, the higher its cost in Faith Points.

But this is just the tip of the iceberg. The Faith system is set to further evolve, integrating more seamlessly into the unique gameplay loop of Unitystation. With these ongoing enhancements, chaplains can look forward to a more dynamic and impactful role, harnessing divine powers to influence the course of events on the station. Stay tuned for more developments in this divine gameplay element!

Steam release when


So as you might know already, our biggest goal for the longest time now has been finally releasing the game on Steam and I'm glad to tell you that we are right on track for it!

A lot of the effort has focused on everything we need to achieve this goal, as we continue to add features on the side, most of work is now fixing critical bugs, improving our security and  other backend systems.

Recently, Bod has taken this previously abandoned attempt at migrating our authentication and persistence system to one of our own, developed long ago by Gilles. This is needed because our current system, Firebase, has given us more than one headache and also we want the flexibility of an inhouse open source system. 

The security system, that will scan all code for malicious or dangerous pieces of code, is almost ready to be merged and shipped to production. This, in conjuction with the new backend, will enable us to safely allow everyone to host their servers with their very own modifications! No more whitelisting the server list, no more limiting communities to use our vanilla version of the game.

We intend the experience after releasing in Steam to be as polished as possible, and thus we simply can't tolerate communities not being able to fork the game and make it their own. That's why we have been taking so long. It is a monumental task to make sure everything is flexible enough but also secure.

We're committed to keeping you informed every step of the way as we approach this exciting new chapter. And, of course, we eagerly await the day we can join you all for some Steam-powered Unitystation fun!

 


That wraps up today's blog post. We've only scratched the surface of all the exciting developments happening at Unitystation, and there's plenty more to explore. For those of you who crave the full details, make sure to visit our Changelog Page to get the complete rundown of all the changes and improvements.

As we close, our heartfelt thanks go out to everyone who's part of this incredible journey. To our patrons, contributors, and players – your support and involvement mean the world to us. Your dedication and passion have fueled this wild and wonderful 7-year journey, filled with challenges, triumphs, and a lot of fun.

If you're looking to stay more connected or want to support our project, don't forget to check out our Discord and Patreon. Join the conversation, be a part of our community, and help us keep the Unitystation dream thriving.

Thank you once again for your unwavering support. Here's to many more years of space-faring adventures and community-driven success!

 

Weekly Update 23


by Bod9001

Weekly Update
Greetings to our cherished readers! Firstly, our sincere apologies for the hiatus since our last progress update. It seems like the clock has sped up, but rest assured, our silence was filled with intense work, dedication, and development of some remarkable new features.

Before we delve into those, there's an elephant in the room we need to address – the recent upheaval concerning Unity's new pricing model, which has been met with almost universal disdain across the web. We want to clarify a few things for our community. Firstly, this new model won't directly affect us because a game needs to cross specific thresholds in terms of annual revenue and install count for the changes to kick in. While we're currently outside the scope of these changes, we truly empathize with fellow developers who are impacted. Given the widespread disapproval, we anticipate that Unity's leadership might reconsider their stance. However, events like these understandably shake the trust we place in the platforms and tools we rely upon. Going forward, we'll be evaluating our commitments and associations with Unity more cautiously, and we advise other developers to exercise the same prudence.

With that said, we're genuinely thankful for your patience and unwavering support. So, let's not keep you waiting any longer and jump straight into what we've been crafting behind the scenes!

Changeling


There's an unsettling presence in the dim corridors of maintenance. You pause, recognizing the familiar face of Joe, your coworker. But something's not right about him, is it?

Thanks to the efforts of SerheyKr through our bounty program, a thrilling new antagonist now stalks the halls of Unitystation - the Changeling!

These Changelings are no ordinary beings. They're cunning alien predators with the unique ability to reshape and alter their appearance, perfectly imitating any crewmember unfortunate enough to cross their path. The Syndicate, recognizing their unparalleled talent for stealth and impersonation, often recruits Changelings to pilfer critical items or eliminate significant personnel.

At the heart of Changeling gameplay is the act of extracting DNA from players, enabling them to assume new identities. They can opt for a stealthy DNA extraction sting, leaving their prey alive but compromised, or go all in by absorbing their victim completely, leaving nothing but a lifeless shell behind. Upon collecting a DNA sample, Changelings can effortlessly switch between any of their last seven acquired identities. 

But that's not all – their arsenal includes a suite of impressive abilities.

They can feign death, entering a dormant state and rapidly recover from injuries; regenerate amputated limbs with ease; and enhance their vision, allowing them to pierce the murkiest shadows and even see through walls. Do note, these powers aren't unlimited; they consume chemicals, which they produce over time, so judicious use is advised!

Dive into Unitystation and test out the initial introduction of the Changeling. Your experiences, moments of thrill, and suggestions will be pivotal in refining this exciting addition.

Think Fast, Chucklenuts!



MaxIsJoe has introduced a new dynamic to Unitystation with the implementation of working flashbangs. When detonated, players will experience a screen filled with a gray hue, simulating the temporary blindness caused by the device.

This isn't the only scenario where players need to be cautious. Welding without the appropriate protective gear can produce a similar blinding effect. Constant exposure without safety measures can progressively damage the character's eyes, necessitating medical intervention at the med bay.

The takeaway? Ensure you're equipped with the necessary protective gear when handling or exposed to such devices in-game. Safety first.

 

Mouse icons


Bod9001 has innovatively introduced a feature that displays the current intent on your mouse icon. The main objective behind this improvement is to aid new players in swiftly recognizing their active intent, as it offers a clearer cue compared to the intent square located in the bottom right corner. Additionally, Bod9001 incorporated functionality to showcase specific modifiers. For instance, holding down 'shift' will present the examine icon, 'control' will display the grab icon, and 'alt' will reveal the alt interaction icon. This enhancement aims to provide players with more immediate and intuitive feedback, ensuring clarity in their interactions.

Nostalgic Return of the Old Radial Menu




Long-time players might remember the radial selection system from before the initial public release 0.4. It allowed users to effortlessly select an item by simply holding down the mouse button and moving the cursor to the desired section of the screen. Due to a touch of nostalgia and recognizing its utility, Bod9001 has chosen to bring back this intuitive selection system. Now, it's integrated as a part of the right-click options that MaxIsJoe previously introduced. Whether you're an old-timer missing the past or a new player who prefers the old radial for some reaosn, you can find it in your settings.
 

whispering



At some point, the formatting for whispering broke and all your secrets were spread to everyone who was present. Well, actually it was just text formatting so they would have heard it anyways but not anymore! MaxIsJoe not only fixed the formatting but also introduced actually functional whispering, so you can only be perfectly heard by people in close proximity!

Refined spectator's mobs list


Ghosting around and looking for interesting things? We've got you covered! Previously, the teleportation list for ghosts was cluttered with numerous uneventful items, including dead bodies. We've streamlined this feature, and the list now primarily displays players, ensuring a more engaging spectating experience. So, float around and enjoy the enhanced view! Thanks, Bod9001!

Disable inbuilt Unity Analytics


In light of recent discussions around the Unity engine, we've taken a closer look at how data is handled. We became aware that by default, the game was sending analytics data to Unity's servers and you would have to opt-out of that feature. There is no way for us to know if this is the method Unity intends to use to count installations, but we still set it so it is automatically opted-out.

That brings us to the end of this update. We genuinely hope you found it enlightening and that you're as excited about our developments as we are. Don't forget to participate in our scheduled playtest session every Saturday. It's a fantastic opportunity to experience firsthand what we've been working on, and, importantly, it's the one time in the week you can guarantee a lively player base.

We extend our heartfelt gratitude to our patrons, developers, and players. Your continuous support is the backbone of this project, and without you, Unitystation would remain just a dream.

Weekly update #22


by Bod9001

Weekly Update
It's that time again where we get to share with you the most recent developments in Unitystation. We took a brief hiatus from our regular blog updates last week, mainly because our energies were channeled into enhancing the security measures in preparation for Unitystation's anticipated launch on Steam. We'll delve deeper into this exciting development in a bit.

While our primary focus has been on ensuring Unitystation is rock solid for its big Steam debut, we've still managed to pepper in some intriguing updates for our players. So, without further ado, let's unwrap this week's offerings!

Choose Your Preferred Font




 

Reading comfort can sometimes be a personal thing, and we're all about making Unitystation as user-friendly as possible. Thanks to the diligent work of MaxIsJoe, players can now personalize their chat experience by selecting from an array of font styles! This move comes in response to feedback from some of our players who found the default font a tad challenging to read or simply had a preference for something different. So, take a moment, explore the options, and tailor your chat to reflect your ideal reading style.

Maintrooms Balancing and Improvements


Our Maintrooms have seen quite a surge of activity recently, especially with players swiftly zeroing in on the high-value items. This fast-paced grab was becoming a little too easy, and as a result, AtnerNT has stepped in with a series of adjustments designed to enhance the gameplay experience:
  1. Teleporter Inhibition: No more easy getaways! Maintrooms now actively block teleporters, ensuring players can't simply vanish with the goods.
  2. Randomized Exits: Each time you venture into the Maintrooms, finding your way out might be a bit trickier. Exits will now vary, with five possible locations to keep you guessing.
  3. A New Look for Maintrooms: AtnerNT has introduced a fresh layout, featuring a range of new areas and room variations.
  4. Loot Rebalance: We've tuned the loot table in Maintrooms. While players can still find valuable items, we've made sure the gear doesn't skew too heavily towards the high-end.

Hopefully this will make the Maintrooms more challenging but also fun!
 

Monitoring with Graphy


MaxIsJoe has taken another pivotal step towards improving our game's performance. Recognizing the need for real-time client-side performance data, especially as we approach our Steam release, they've integrated Graphy into Unitystation.

This tool enables us to actively monitor performance, providing invaluable data on issues like jittery frame rates and those pesky 1% lows. With the insights gathered, we aim to rectify these glitches for a smoother gameplay experience.

Old Style Right Click Menu


MaxIsJoe has taken note of player feedback and recognized a common preference for the traditional dropdown right-click menu as opposed to the more recent radial version. Understanding the comfort and familiarity many players associate with the classic style found in SS13, MaxIsJoe reintroduced the dropdown option.

For those who prefer the nostalgic touch, you can toggle to the classic dropdown style through the options menu. While it's now available for use, we'll be continually refining and polishing its design in future updates, ensuring an optimal gameplay experience for all.

Strengthening Client Security


Bod9001 has taken significant strides in bolstering the client security of Unitystation, drawing insights from the code scanning system found in SS14's hub. The main goals of this endeavor include:
  1. Identifying and securing code sections that could be misused, wrapping them with robust security protocols.
  2. Establishing a system that not only deters harmful actions but also actively seeks the user's consent for certain operations.

With this revamp, the StationHub will be enhanced to provide an active defense against malicious code, ensuring that server owners cannot host harmful or risky code. Users will experience notifications when the game attempts to open URLs in a browser, initiate API requests to distinct domains, or transition the game to a trusted mode, such as enabling variable edits on the client end.

So, what's driving this change? This security boost is a pivotal step towards our anticipated Steam release. Our existing system hasn't accommodated Forks to operate servers with custom code. The ongoing modifications, while foundational, set the stage for a seamless Steam debut. Bod's commitment to this project is commendable, and we're eager to update you on further progress in the coming weeks.

That's a wrap for this week's update! We trust you found it insightful. Stay tuned for more next week, especially as we inch closer to resolving the last challenges with the Changelings PR. As always, our heartfelt gratitude goes out to our patrons, contributors, and our incredible player community. Your support and dedication are the lifeblood of this project, and we genuinely couldn't do it without you. Until next time!

 

Weekly update #21


by Bod9001

Weekly Update
Greetings, fellow spacefarers! We're back with our regular weekly blog, hot on the heels of our exclusive Xenobiology deep dive last week. We've got a plethora of updates to discuss, showcasing the variety of cool enhancements made to Unitystation since our last rendezvous. For the detail-devouring crew members among you, feel free to indulge in our comprehensive Changelog Page or join the #changelog discussion on our Discord. So, buckle up, as we prepare to plunge into the vast cosmos of this week's updates!

First Step To End Docked UIs



 
In response to popular demand for greater consistency in our game's diegetic UI, MaxIsJoe has dedicated time and energy into transforming the vending machine interface. Previously anchored to the top-right corner of the screen, the vendor UI is now a free-floating window that appears in the center of the screen, providing a more immersive and integrated interaction experience. To sweeten the deal, they've also added some appealing visual details to the interface.

We will continue iterating this and moving the docked UIs to floating windows progressively, so we would like to hear your feedback on Discord!
 

Xenobiology Lab Overhaul on Ministation


Ministation's Xenobiology lab has received a major facelift, courtesy of AtnerNT. Wielding mapping tools with a keen eye for improvement, AtnerNT has successfully redesigned the Xenobio area, making it more visually appealing and functional for players. Now, scientists can study the mysteries of alien lifeforms in a more aesthetically pleasing environment, enhancing the overall gameplay experience on Ministation.

Improved Examine Messages for the Gateway



 

Responding to feedback from our player community, we've upgraded the examine messages for the Gateway. Now, they provide more accurate information about the Gateway's state through hover tooltips. Whether the Gateway is unpowered, has no connection, or is connected to another world, players will receive relevant, real-time updates. Importantly, when the Gateway is linked to another world, the name of that world will also be displayed. This is particularly helpful for players who join the game after the announcement from Centcom has been dispatched, allowing them to be aware of what lies on the other side of the portal and prepare their gear accordingly. Thanks to Gilles!

Much-Needed Balancing for Blob Ghost Role Introduced


We're pleased to welcome back Silver-8ce, who has returned after a year to contribute a significant balance improvement for the blob ghost role. In an effort to level the playing field, players who select the ghost role will now respawn as a random assistant, regardless of their prior role. This makes it more challenging for the blob and fairer for the crew, particularly as blobs won't automatically have clearance for the entire station as they would if they were a captain, for instance.

This update also rectifies an unintended consequence which occurred if a player chose the blob role after dying as an ancient engineer. Previously, this would result in the player respawning in the ancient engineer's derelict, making it exceptionally difficult for the station crew to halt their growth

 
We're excited to report that Bod9001 has been developing a significant feature that propels us closer to a Steam release of Unitystation. The new system being implemented will allow forks to bypass the need for manual build validation by our team. Instead, these can be uploaded directly, mitigating any security concerns we may have for users downloading the builds.

Here's a quick breakdown of the process: StationHub scans the build for any malicious code or disallowed references. If detected, the system prevents the build from running or being installed. Several aspects still require fine-tuning to ensure a secure environment, and as such, it will take some time to fully implement.

However, we're already poised to merge a new system for secure file access management post-playtest. This advancement is a considerable step towards ensuring the safety and security of our Unitystation community.

So Many Bug Fixes


It's been a particularly industrious time for us at Unitystation, as we've been hunting down bugs and squashing them left and right. The majority of PR's since our last update have been dedicated to identifying and rectifying various bugs, covering everything from vending machines vending items without power, to resolving issues with crafting Steamed Rice.

While it may seem mundane, this process of constant refinement and bug fixing is essential in making Unitystation as stable and enjoyable as possible. 

Curious about the extent of our bug extermination efforts? The full list of resolved issues can be found on our Changelog Page. It's a testament to the dedication and hard work of our team, and we couldn't be prouder.

That concludes our cosmic journey for this week! We hope you found the voyage enjoyable and enlightening. A heartfelt shout-out to all the stellar individuals who make Unitystation possible - our Patreons, contributors, players, and friends.

To become part of our vibrant community, step aboard our Discord and consider joining our current playtest session! We're in-game right now, eager to do some spess things with you!

 

Weekly update #20

Weekly update #20


by Bod9001

Weekly Update
Greetings, crew! Welcome to the latest edition of our weekly update blog post. This time, we are excited to focus on a recent addition to the game: Xenobiology. We want to provide you with an overview of this new feature.

Xenobiology is just one of the many things we have been working on, and we will explore the rest of the changes in future blog posts. As always, if you want to dive into the details, you can find the complete list of changes in our Changelog Page. Let's now delve into the fascinating world of Xenobiology and discover what it has to offer!

Introducing Xenobiology


We are thrilled to announce the implementation of Xenobiology v1 into the game! With this new feature, players can now engage in the exciting world of breeding slimes, generating materials, and even creating new creatures and food sources.

While the concept of Xenobiology may be familiar to those who have played other SS13 flavors, we have also incorporated some key differences and unique elements that we will explore in detail.

Stay tuned as we delve into the intricacies of Xenobiology, discussing its mechanics, possibilities, and the exciting future developments planned for this feature. Get ready to embark on an extraordinary journey through the realms of Xenobiology in Unitystation!

Starting Setup


Let's take a look at the starting setup for Xenobiology in Unitystation. Your work area should resemble something like this:
 

 

 
  1. Vacpack: This tool is used for picking up slimes and monkeys. Simply equip it into your backpack slot, take the gun out, and use it's function to suck up slimes and monkeys.
  2. Monkey Cubes: Inject water or pour water onto the monkey cubes using a beaker. This will produce a monkey for you to work with.
  3. Plasma: Make sure to have some plasma ores around as they are useful for your research!
  4. All-in-One Grinder: Use this machine to grind plasma. You can use the product to cause some reactions with the slime core.
  5. Slime Processor: Put the dead monkeys and slimes into the slime processor. It will extract the cores and recycle the monkeys.

Loading Monkeys into the Setup


Now that you have the monkey cubes prepared, it's time to load the monkeys into the setup. Follow these steps:

 
  1. Apply Water: Using a beaker or syringe, apply water to the monkey cube. This will initiate the process of creating a monkey.
  2. Vacpack or Disposals: Depending on the map and available options, you can use either your vacpack or the disposals system to load the monkeys into the slime containment area.

 

 
 

 

Splitting Your Slimes


Once your slimes have multiplied and it's time to split them, follow these steps:
 
  1. Set up the Freezer Unit: Use any ID to unlock the Air Control Unit (ACU) and set it to draught. Then, turn on the freezer and set it to the minimum temperature.
  2. Grab the Slime: Take the slime you want to remove from your feeding chamber.
  3. Use the Vacpack: Use the Vacpack: Use the Vacpack to deposit the slime into the freezer. This will eventually kill the slime and be ready to be processed. Don't worry, it doesn't hurt, they feel no pain..

Processing Perished Slimes


When your slimes have perished, you can still make use of their remains by following these steps:
  1. Vacuum the Slimes: Use the Vacpack to pick up the perished slimes, as well as any monkeys that may be present.
  2. Bring them to the Slime Processor: Transfer the collected slimes and monkeys to the slime processor. Simply drag them into the processor and turn it on. The processor will split up the slime cores and extract any monkey cubes that were present.
  3. Utilizing the Slime Cores: Now that you have the slime cores, you can inject them with 5u of blood, plasma, or water to initiate a reaction. This reaction can lead to various outcomes, such as spawning food or producing specific reagents based on the slime core's color. Take the opportunity to explore the different capabilities of the various slimes.

It's important to note that once a slime core has been used, it becomes depleted and no longer serves any purpose. Have fun experimenting with the possibilities and uncovering the secrets hidden within the slime cores.



Dealing with Aggressive Slimes


 
  1. Hit the Slime: Use physical force to hit the slime and knock it off you. This will interrupt its feeding behavior and force it to stop attacking.
  2. Avoid Damaging the Slime: It's important not to cause excessive damage to the slime during the encounter. If you manage to avoid damaging it, the slime will eventually cease its attack and run away.

And there you have it, a quick introduction to Xenobiology 101! We hope you enjoy experimenting with this exciting new feature and uncovering all the fascinating outcomes that await you. From reagents and food to new creatures and powerful potions, there are endless possibilities to explore.

During our playtest session, we had a blast with some wild monkey business. We hope to see you again in our next playtest session. With this guide, we hope you can conduct your xenobiology research with fewer slimes causing havoc throughout the station.

As always, we extend our heartfelt gratitude to everyone involved in this project, including our patrons, contributors, and players. Your support is what makes all of this possible. Until next week, happy experimenting and see you soon!

 

Weekly update #19


by Bod9001


Weekly Update
Hello there! Welcome to another edition of our occasionally-weekly blog post. Two weeks have flown by since our last update, but we're excited to share the wealth of cool and intriguing improvements we've implemented in that time. Remember, this blog post only offers a selection of the most significant updates. For a more detailed list of all changes, be sure to check out our Changelog Page.

Directional lights




 

We're excited to announce a shiny new feature courtesy of the collaborative efforts between MaxIsJoe and Bod9001 - directional lights! This exciting addition presents a cone of light that originates from a directional light source, like a flashlight. The angle and direction of the cone of light seamlessly shift to mirror the direction your character is facing. The result? A visually stunning and immersive lighting experience.

A Stomach-turning Addition



This feature might make you a bit squeamish! Our very own MaxIsJoe has introduced a visceral new element to the gameplay - vomiting. That's right, your characters can now throw up, either voluntarily through using emotes or involuntarily due to certain gameplay mechanics.

Be forewarned - if your character's stomach is empty, they'll end up dry heaving instead, which momentarily stuns them. However, it's not all bad news. Vomiting can actually heal a random amount of toxin damage.

Furthermore, certain in-game foods like moldy bread or burnt food can now induce vomiting. So, be cautious about what your character consumes!

Dynamic Reverb



Sounds are a key part of setting the atmosphere, and now thanks to the work of MaxIsJoe, they've become even more immersive. MaxIsJoe has implemented a dynamic reverb system that modifies the reverb of environmental sounds based on your location.

This means the echo and ambiance of sounds will change depending on whether you're in a tight corridor or a vast, open space. This adds a whole new level of auditory depth to the gameplay, further immersing you in the game's environment.

We might need to tweak numbers and calculations, but this is a great addition and we can't wait for your to hear the difference it makes!

Smooth Sailing


With this update, we wave goodbye to the days of jittery shuttle rides and erratic sounds, courtesy of MaxIsJoe.

In previous versions, sounds would often become detached from their sources during shuttle movement, leading to an odd auditory experience. The movement of the shuttles themselves was also rather shaky, leading to unstable look and feel.

In this update, MaxIsJoe has managed to iron out these issues. Sound sources now stay tied to their locations, even during shuttle movement. This means, for example, that if for some reason everyone in the shuttle decided to scream together, the horrifying sounds would stay attached to the sources and you would have to deal with that chaos instead of leaving it behind. So sit back, relax and enjoy the improved shuttle experience.

 

Ministation Mapping Improvements


Credit to CorruptComputer and MaxIsJoe for the latest enhancements to Ministation. The issue with disposals becoming depressurized is now resolved, ensuring smooth operation.

Additionally, we've added a maintenance area to the surgery room for increased functionality. Some lighting tweaks to improve the mood and a brand new security checkpoint to arrivals.

And let's not forget the snack lovers among us. The out-of-place botany machine has been replaced with a snack machine for your convenience.

Thanks to CorruptComputer and MaxIsJoe for these improvements to the Ministation environment!

 

 

Slime Lab Progress Report



Thanks to the diligent work of Bod9001, we are excited to announce that most of the essential systems for our Slime Lab are now in place and ready for testing!

Our slimes have been merged into the game, allowing for experimental interactions for those with admin permissions. However, be aware that we are still in the process of adjusting balances and ironing out potential bugs.

We're looking forward to providing a more in-depth Slime Lab experience, with full integration expected by next week. Thanks again to Bod9001 for their hard work and dedication on this project!

 

That concludes today's edition of our blog post. Please note that we've only highlighted some of the many changes we've made. If you're interested in a complete rundown, feel free to visit our Changelog Page or our Github for more details.

Remember, our Discord is always open if you're looking to chat with us or other players. Plus, don't forget - we're hosting a playtest session right now! So why not drop in and give our new features a whirl?

Finally, we want to extend a heartfelt thank you to everyone involved in the project - our patrons, contributors, and players. Your involvement makes all this possible, and we couldn't do it without you. Until next time!

Weekly update #18


by Bod9001


Weekly Update
Hey there, space people! Welcome back to your favorite 'almost' weekly blog post, bringing you the latest news from the world of Unitystation. We realize it's been a bit longer than usual since our last rendezvous and for that, we owe you an apology.

We've been knee-deep in fixes, improvements, and vital changes. Between that and the fact that some of these updates might not seem too flashy, we didn't manage to deliver our regular blog. But hey, every cloud has a silver lining! This week, we're making it up to you with not one, not two, but three weeks' worth of updates all rolled into one mega-post! So buckle up, we've got a lot to cover. Let's get this space party started!

UI Scaling


Ever found yourself squinting at your screen or felt like the buttons were just a tad too big? Well, we've got some good news for you. Thanks to the tireless efforts of our own MaxIsJoe, Unitystation now sports a fancy new feature – UI Scaling!

This update gives you the freedom to tweak and adjust the interface to your heart's content, ensuring that everything on screen fits just right, no matter what device you're using.

Want to give it a shot? It's a breeze. Just hit the Escape menu, find your way to 'Settings', click on 'Display', and select 'UI Scale'. With these simple steps, you can say goodbye to any sizing issues and enjoy Unitystation just the way you like it. After all, it's your game, your rules.

Hot Reload: A Developer's Favourite


Hey, code slingers and game tinkerers! We've got something just for you. Ever wished you could change your code on the fly and see its effects without the tedious stop-start routine? Well, now you can. Introducing Hot Reload, right inside our editor!

Our very own Bod9001 made this awesome find. What this means for you, the developers, is that you can tweak your code and instantly see its impact on the game, all in real time, no interruptions necessary. Sounds good, right?

Not only does Hot Reload make your coding life easier, it also accelerates the development process. Now you can focus on bringing your ideas to life, with less waiting and more creating

Better Light




 

Our very own FuntimeDudeski has been stargazing and concocting some upgrades to the way your universe is lit.

First up, they've added a bunch of new light sprites into the mix. This isn't just about making the place look more attractive - though, of course, that's part of it. These new sprites bring extra depth and dimension to the game, making your in-game experience even more immersive.

Crash Fixes



 

Our dev team has been hard at work exterminating various game crashes, with some quite humorous bugs arising from the deep, dark corners of the code. The most amusing (and particularly strange) one involved a monkey and a piece of broken glass...

Imagine a scenario where a monkey, in all its innocent mischief, strolls onto a piece of broken glass and meets an untimely end due to the damage inflicted. In the process, it despawns. Now, if by chance, there happens to be any broken glass in someone's inventory, the mischievous monkey, now a ghostly apparition, would be sent to a hidden realm along with the glass, only to step on it again. The result? The poor monkey dies again, gets sent back to the hidden realm, and the loop continues indefinitely.

This truly bizarre bug, which we've come to affectionately dub as the "Infinite Monkey Glass Shard Death Torment," has now been banished to the abyss from whence it came. Rest in peace, dear monkey, your torment is over.

StationHub Improvements


We've been giving our game launcher, StationHub, some attention and care, thanks to the efforts of our team member, CorruptedComputer.

Firstly, the news tab within the launcher has received an upgrade. It now displays and links directly to the most recent updates from this very blog. Keeping up with the latest news and features has never been easier!

 

Next, for our valued Russian players who encountered difficulties running the game when their Window's profile name contained Cyrillic letters, we've implemented a workaround. Now,

Weekly update #17

Weekly update #17


by Bod9001


Weekly Update
Howdy, fellow spessmen, spesswomen and everything in between! Welcome to the 17th installment of our (somewhat sporadic, yet always insightful) weekly update blog posts. We took a little breather last week as we found ourselves deep in the nuts and bolts of some smaller, albeit still crucial, fix-ups. But guess what? We're back this week, not just with a spring in our step, but also with a bag full of neat enhancements and a shiny, new feature to boot! Let's not keep you waiting, jump in and discover what we've been up to.

Science laser Lab




Exciting news for our science enthusiasts: we've just launched the Science Laser Lab, a brand-new way to conduct your research. Note that this is the first playtest and will likely require some balancing, but we're eager to get your feedback.

Here's the deal: your mission is to find rare items, place them on the plinth, and collect all of the laser light bouncing off them. Sounds simple? Well, there's a twist. The angles at which the lasers bounce off each item are random, adding a layer of puzzling and experimenting fun . Your task is to arrange the reflectors so they align perfectly with the collectors to capture the laser light.

Currently, the items with higher rarity - and thus more research value - are the ones that require collaboration. We're focusing mainly on rare botany plants and elaborate foods for now, but we're open to expanding this range. Balancing the research rarity of items is something we're keen to refine further.

We're eager to hear your thoughts and suggestions on which items should have more research rarity or how we could balance rarity. Don't hesitate to share your ideas on our official Discord!

Big thanks to Bod9001 for introducing this innovative new feature. Happy researching!

How to Use the Science Laser Lab: A Step-by-Step Guide


Getting started with the new Science Laser Lab is simple! Here's a quick step-by-step guide:
  1. First, you'll need an items scanner. You can grab one from a lathe or a science locker.
  2. Use the scanner to find a high-purity item. These items are key to your research.
  3. Once you've found your item, bring it to the Item Plinth in front of the research laser. Click on the research laser to get a projection of where the lasers will bounce off the item.
  4. Now comes the fun part - aligning the reflectors. The goal here is to reflect the lasers at a perfect 90-degree angle to the research laser collector face. You'll need to do this for all laser paths.
  5. Once your reflectors are all set up, it's time to fire up the research laser. Use alt-click to do this, then wait a few seconds for the research to be uploaded to the server.

If you've done everything right, you might just collect enough same-coloured laser light to unlock a new technology straight away!

Remember, practice makes perfect, and we're here to support you as you master this new research tool. Happy experimenting!

 

Improving Player State Synchronization




Have you ever been thrown off by seeing a supposedly "dead" player standing as if they're alive and well? That's all about to change. With MaxIsJoe's improvements, the laying state of players is now synchronized properly. This means you won't have any more confusing instances of dead players appearing to stand up.

A huge thank you to MaxIsJoe for his tireless efforts in refining our gameplay

Admin Sound Manager Upgrades


Got an ear for updates? Good, because we have one that hits just the right note! This week, we're amplifying our appreciation for MaxIsJoe, who has revamped the admin sound manager. This improvement enables admins to play any sound in the game. You heard it right – any sound!

Whether it's for setting the mood, signaling an in-game event, or simply for some unexpected fun, this upgrade gives our admins the versatility to shape the auditory landscape of the game. Brace yourselves for some surprising and delightful sounds in your upcoming gaming sessions!

New Alert for Nuclear Disc Teleportation


Attention crew! Here's a small but significant update that could drastically change your game strategy. Courtesy of MaxIsJoe, we've added action text for when the nuclear disc teleports back to the station.

In the heat of the action, it's easy to miss small but crucial events such as this one.

This feature was suggested on our Discord server, remember we interact there pretty much every day and your suggestion can help us improve the game! Join the Discord server and have a chat with us!

And just like that, we've reached the end of this week's saga! We hope you had as much fun reading about our latest adventures in development as we had living them. As is tradition, we're holding a playtest right at this very moment! Dive in and get your hands dirty with all the shiny new features and improvements we've been talking about.

Before we sign off, we have to pause and take a moment to acknowledge the awesome crew that makes all this possible. From patrons to developers, players to spriters, wiki editors to friendly supporters – you all make this wild ride worthwhile. Without you, our voyage into the unknown wouldn't be the same.

So here's to you, and to many more weeks of creation, innovation, and, of course, a whole lot of fun. Until next time!