Universe 51: Tannhäuser Wars cover
Universe 51: Tannhäuser Wars screenshot
Genre: Indie

Universe 51: Tannhäuser Wars

(VERY IMPORTANT) Version 0.1.001 Release notes

IMPORTANT

There was an issue with the keybinds. We've pushed an update but it didn't completely solve the issue. You need to go into settings -> controls -> click reset -> click apply and then it should work fine. Sorry for the inconvenience. We're trying to solve this as quick as we can.


Dying while on the pause menu will keep the pause menu on top. You can still play it if you press pause key and then "Resume", although with a dead widget on top. You have to rejoin the server to make it go away.

After a match ends, pressing Menu->Settings->Back will get you the pause menu and the only result from that is a black screen. The only way to solve it is to Alt+F4 and start the game again.

There's a bug where your cursor will stay on the screen and block aim control. You have to wait for someone to kill you and then you'll get to the respawn screen without any respawn button. You need to press your respawn hotkey to respawn (default is Z) and then you should have normal aim control again.

Playing in aspect ratios other than 16:9 breaks some things. If you can, force that aspect ratio on your screen.

May 13 Patch Notes - V0.1.001 (Early Access Release)

Patch notes May 13, 2022 - Version 0.1.001

NEW FEATURES
- Added a damage indicator so you know from where you got shot
- Added keybind customization and mouse sensitivity options
- Added graphic settings, including the much-asked-for motion blur option (resolution settings don’t work just yet)
- Added a respawn timer
- Added on-screen messages for feedback

CHANGES
- Added team icons in the lobby menu
- Reduced total ammo per life
- Lowered default audio volume
- Changed the jumping animation while aiming down sights for the PDW-2 pistol so it displays a proper ADS animation
- Taskbar icon should now display correctly
- Power ups don't have bases anymore, git gud and remember where they spawn
- Cubemaps in Mediterraneum Maze Night
- Fine-tuned power up respawn times and buff duration
- Updated pause menu visuals
- Fine-tuned collisions across all maps

BUGFIXES
- Solved an issue where the player wouldn't be able to jump after a respawn if they had died while in the air
- Solved an issue where a player could fire while dead
- Solved an issue where the ADS reticle would only appear after the second time a player aimed down sights
- Solved an issue where the loading screen would display as a black and white screen
- Solved an issue where you would return to the main menu if you opened the settings while in a match
- Solved an issue where the host would start a match without any HP and would be un-killable until they picked up a health power up
- Solved an issue where you'd have to restart the game to play another match
- Solved an issue where the client would enter the match even without clicking "ready"
- Solved an issue where ticket count would reset if a new player joined the match
- Solved an issue where you'd be able to respawn twice by clicking the respawn button with the mouse and pressing the hotkey at the same time
- Solved an issue with the elevators in Felsineum Plaza
- Solved an issue with the connector tubes in Felsineum Plaza (maintenance area to top area)

IMPORTANT RELEASE NOTES:

1.Play in 16:9 aspect ratio

2.Recommended texture quality setting for your VRAM:
Under 2000MB - Potato/Low
2000MB to 3000MB - Medium
3000MB to 4000MB - High
4000MB or higher - Ultra

Play with the devs, May 15

With the release of the Early Access coming this Friday (heavily updated from the Playtest version), we will be doing a gameplay session on the 15th (Sunday). The developers will be playing the game all throughout the day and we'll be in the voice chat so we can play together. We'll be using the matchmaking channel in your Discord server, so keep an eye on it!

These gameplay sessions will happen regularly, with dates still to confirm. We want to make this an event where we interact more closely with the community and get to hear your thoughts on the game as you play it. We believe this will result in a more pleasurable experience for everyone: us because we enjoy doing it, and you because you'll get a better game to play!

See you in Scalabria.

Early Access now available

"Universe 51: Tannhäuser Wars" will release approximately 23 hours from now!!

On Sunday we will be on our discord during the whole day playing the game with you!

Click here to join the Discord

"Atlas - A Universe 51 Chronicle" will also be premiering at the same time. Check it on

"Atlas - A Universe 51 Chronicle" Premiere

"Atlas - A Universe 51 Chronicle" is a motion comic which introduces the lore behind the Universe 51 saga. It is to be released at the same time as the Early Access for Universe 51: Tannhäuser Wars, the first of three games in the series.

8 A.M. PDT (California)
11 A.M. EST (New York, Florida)
4 P.M. BST (London, Lisbon)
1 A.M. AEST (Sydney - this will be May 14th)

Weapon Tech Sheets

Here are some details about the currently available weapons in U51:TW ↓

"Right click -> open in new tab" for higher resolution!









Roadmap

ROADMAP

Note (1): We would like to provide dates for when these features will be completed, but currently it's not possible for us to point at a date and say with 100% certainty we will be able to deliver without any delay. This is due to the small size of the team and to our unfamiliarity with the whole process. There's new things popping up all the time which we've never experienced before, and suddenly a couple more days or weeks are needed to develop a particular feature. These will add up and, sooner than we know, everything is being delayed. Due to this, we will list out future features in the approximate order of release, and without any specific dates. Obviously we will frequently keep in contact with the playerbase to let you know what is going on (maybe even through frequent dev streams?).

Note (2): Some of these features will be developed simultaneously, despite the small size of the dev team. The 3D artists won't be the ones working on the AI (example).

Note (3): Keep in mind that inbetween these features we might need to work on fixing bugs or adjusting other pre-existing features. We prefer having solid functionality rather than lot of unfinished work.

Features
- Kill feedback (kill feed, audio, screen effects, etc)
- Loadout/weapon wheel system
- Player level system
- Friend/party system
- Password-protected lobbies
- Store
- New weapon skins
- Crosshair customization system
- Player avatar customization system
- Achievements
- Codex (wiki about weapons, locations, planets, civilizations, factions, technology, important people in the Universe 51 lore)
- New maps
- Character skins
- Character visual customization
- Improve character and weapon animation systems and respective animations, also adding animation variety
- Competitive ladder
- Exploration mode (PvE/co-op)
- More PvP modes
- AI
- New playable factions

Universe 51: Tannhäuser Wars OST



Universe 51: Tannhäuser Wars soundtrack releases on May 4th

8 A.M. PDT (California)
11 A.M. EST (New York, Florida)
4 P.M. BST (London, Lisbon)
1 A.M. AEST (Sydney - this is May 5th)

Universe 51: Tannhäuser Wars' gameplay features

BASIC GAME MECHANICS

Match: In Universe 51: Tannhäuser Wars, you are part of a group facing an enemy group. Both teams have points, called tickets. You use one of your team's tickets each time you respawn. When a team has 0 tickets, nobody from that team can respawn. Once every member of a team is dead and that team has no tickets left, that team loses the match.

Character stats: Your character has two basic stats. Health and stamina. You lose health when you're damaged, and you die once you have no HP left. Stamina is used for sprinting and double jumping.


WEAPONS

In Tannhäuser Wars there are two types of weapons at the moment.

Ammo weapons have clips, and they work just like any regular clip weapon would. Shoot 1 bullet and the number goes down. Press R to reload.

Temperature weapons don't have ammo.
Shooting raises the temperature, and not shooting allows the weapon to cool down.
Once this number gets to 100%, there's a forced cooldown period, and you can only shoot again once the temperature reaches 0%.


POWER UPS

[table]
[tr]
[th]Type[/th]
[th]Effect[/th]
[/tr]
[tr]
[td]Speed[/td]
[td]The speed power up increases character movement speed, and reduces reload speed and aim down sights speed.[/td]
[/tr]
[tr]
[td]Damage[/td]
[td]This power up increases any damage you inflict.[/td]
[/tr]
[tr]
[td]Invincibility[/td]
[td]Pick this up to become temporarily unaffected by damage.[/td]
[/tr]
[tr]
[td]Tickets[/td]
[td]Pick this up to replenish some tickets for your team.[/td]
[/tr]
[tr]
[td]Ammo[/td]
[td]Pick this up to replenish some ammo.[/td]
[/tr]
[tr]
[td]Health[/td]
[td]Pick this up to replenish some health.[/td]
[/tr]
[tr]
[td]Stamina[/td]
[td]Pick this up to replenish some ... (you've figured it out already, right?) ... stamina.[/td]
[/tr]
[/table]


IN-GAME CURRENCY

Currency can be used to buy cosmetics at the store (not yet available at the start of Early Access).

There are two currencies in Universe 51: Tannhäuser Wars. They are Credits and Roylium. Credits are the most abundant of the two, while Roylium is more uncommon.

Currently the only way to earn them is by playing matches. Later through the development process we will implement a microtransaction system in which you'll be able to buy any of these currencies with real money.

Devlog v6.0 (March)

Gameplay
- Blood particles
- Continued work on weapon animations in first and third person (reloads, melee attacks, fire, etc)
- Full match is now possible locally. Still trying to have a match through Steam. On that note, we're also trying to setup a private playtest version which will be accessible through the Steam Playtest feature.

Audio
- Audio feedback when you hit an enemy
- Reload audio for the KAP-12 Assault Rifle
- Reload audio for the KAP-13 SMG
- Overheat/Cooldown audio for the H-3 Shotgun
- Overheat/Cooldown audio for the HMR-14 Sniper Rifle

Community
- Ozbay Emrah joined us on the 12th of March to talk about Soul Passage, a game he's developing with the Passage Games team. He also gave us some useful info about the game development industry and what his approach is to developing games. Soon we'll have this and the previous talk available on our YouTube channel.

Visuals
- Melee death VFX
- Caustic effects on the ponds of Felsineum Plaza
- Rain
- Heat VFX on the H-3 Shotgun and HMR-14 Sniper Rifle cooling tubes
- Dynamic cubemap system for weapons and characters