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Weekly Underspace Devlog #15: Last Devlog of 2023!

Happy Holidays, Starchasers!

Crazy that it's already the end of 2023 -- even crazier that Underspace will come to Steam Early Access next year! It's been such a long time coming and I can't wait until you all get your hands on my blood, sweat, and tears in game form.

Pretend that sounded less weird... here's a cat open as a distraction.



They're even more excited than I am... perhaps.

This week's featured content creator is Alfenwylm. While they definitely enjoyed their time and had some great feedback, I wanted to say quickly that a lot of said feedback has already been addressed. For example, the "emptiness of space" is not so empty now, with plenty of props and items being added into space stations and the like, for example. But either way, great video and I'm grateful for it :)

[previewyoutube][/previewyoutube]

As always, I'd like to state that, if you have any interest whatsoever in trying out Underspace, check out download our latest demo and give it a spin. You should also totally join the Underspace Discord. You joining would end 2023 on the right note, surely.



Now that you've all joined the Discord and have tried the demo, here's what I did two weeks ago:



+ Added script commands for detecting if the player is looking at something or not.
+ Added more stuff for the campaign.
+ Added new monsters.
+ Worked on new campaign missions.
+ Added pattern spawning to some attack blocks.
+ Worked on advertisement stuff.
+ Added new controls for skyboxes.
+ Added new controls for death trackers to turn off large fighter logic.
+ Large fighters can have override targets that they target regardless of state.
+ Added new projectile types.
+ Went back and added some closure effects to lanes.
+ Added new faction types for big battles.
+ Added new boss scripts
+ Added new boss effects.



And here's what I did last week:



+ Scripted more bosses.
+ Added new interiors.
+ Added new tutorials.
+ Added new conversations.
+ Added effects when entering thruster.
+ Fixed issues brought on by old thruster code.
+ Added a random sound player for on-station announcements.
+ Added alternate routes for players choosing to go more evil and do stuff.
+ Detailed more interiors.
+ Added new textures for interactables.
+ Added Ijuni tradesmen to Vauldric.
+ Finished the next draft of the main campaign.
+ Added new ambience noises.
+ Added flak to various big battles.
+ Fixed some issues with said big battle.
+ Added tech for bloodstains.
+ Began refining some sidequests.
+ Started adding tech for ships to spawn as undocks from stations.



As always, thank you all for supporting Underspace. It's incredible seeing everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:

[h3]πŸ’₯πŸ’₯πŸ’₯ UNDERSPACE πŸ’₯πŸ’₯πŸ’₯[/h3]
Twitter TikTok Instagram Facebook Reddit YouTube Discord

And, because obviously:

[h3]πŸš‚πŸš‚πŸš‚ TRAINWIZ πŸš‚πŸš‚πŸš‚[/h3]
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Thanks for checking out this week's devlog -- stay tuned for more Underspace updates!

Weekly Underspace Devlog #14: Fixes and Modeling Before The Year Is Out!

Salutations, starchasers!

The end of the year is upon us, which is... really weird. Pretty crazy to think that Underspace is going to finally launch in Early Access next year, just right around the corner. No pressure, right?



The cats, of course, feel no such pressure, as they have no concept of game development nor deadlines.

This week's content creator spotlight is Megxx Gaming Channel. The video is in German so if that's a language you understand, you're in luck! If not, it's all good -- it's pretty clear to see that they understood what Underspace is about and had a good handle for the game. Had a lot of fun watching this one and really appreciate them making a great video.

[previewyoutube][/previewyoutube]

Yet again, I am here to remind you that, if you have any interest whatsoever in trying out Underspace, check out download our latest demo and give it a go. You should also definitely join the Underspace Discord. There are Underspace updates and cat photos abound. Aplenty, even.



Now that you've all joined the Discord and have tried the demo, take a look at what I've done this week:

+ Added more interiors.
+ Added more specific controls for audio synchronization.
+ Added some new furniture for captain’s seats and such.
+ Added new character icons.
+ Added controllers for phase states.
+ Added more scaling abilities to mission functions.
+ Modeled out more planetside stuff.
+ Production and consumption times and effects of both are shown in the UI now.
+ Ported and UV’d new interiors.
+ Storms affect dynamic economy consumption/production times now.
+ Scanning stuff now stays at the edge of the screen.
+ Fixed respawn issues.
+ Fixed UVs on monitors.
+ Fixed some small save issues.



As always, thank you all for supporting Underspace. It's incredible seeing everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:

[h3]πŸ’₯πŸ’₯πŸ’₯ UNDERSPACE πŸ’₯πŸ’₯πŸ’₯[/h3]
Twitter TikTok Instagram Facebook Reddit YouTube Discord

And, because obviously:

[h3]πŸš‚πŸš‚πŸš‚ TRAINWIZ πŸš‚πŸš‚πŸš‚[/h3]
Twitter
Tumblr YouTube



Thanks for checking out this week's devlog -- stay tuned for more Underspace updates!

Weekly Underspace Devlog #13: Interiorzzzzzzz

Season's Greetings, Starchasers!

'tis the season for... well, the holidays, I guess. Although this time of year is always busy with festivities, I'm able to work when/where I want on Underspace. Which is awesome. But more cooking during this time of year means more food tax for the kitties.



Which means more cat tax for you all, I suppose. Enjoy them enjoying the smells of Italian food.

This week's content creator spotlight features Bumpy McSquigums, who gave Underspace a great first look. They really love Freespace and Freespace 2 but noted that Underspace gives more mission diversity than those games (i.e., more than just combat missions). One thing I'd like to point out is that they mention the control scheme is "a little weird" -- if you feel similarly, you can remap controls to suit your comfort. Anyway, enjoy their video!

[previewyoutube][/previewyoutube]

I am once again reminding you that, if you're interested in trying out Underspace for yourself, check out download our latest demo and give it a go. You should also totally join the Underspace Discord. Because I said so.



Now that you've all joined the Discord and have tried the demo, take a look at what I've done this week:

+ Modeled out campaign and quest interiors.
+ Modeled out some ambient exterior models.
+ Wrote out more ambient dialogue for the main campaign characters.



I know it looks a bit light but it was a LOT of detailed work dedicated to major tasks. So it was, in fact, not that light at all.

At any rate, thank you all for supporting Underspace; it means so much to me to see everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:

[h3]πŸ’₯πŸ’₯πŸ’₯ UNDERSPACE πŸ’₯πŸ’₯πŸ’₯[/h3]
Twitter TikTok Instagram Facebook Reddit YouTube Discord

And, because obviously:

[h3]πŸš‚πŸš‚πŸš‚ TRAINWIZ πŸš‚πŸš‚πŸš‚[/h3]
Twitter
Tumblr YouTube



Thanks for checking out this week's devlog -- stay tuned for more Underspace updates!

Weekly Underspace Devlog #12: Campaigns, Missiles, and Buffed-Out Space Trains!

Happy December, Starchasers!

So I know I missed last week's devlog. I can explain, but I choose not to. Here's a cat photo instead.



The cats have taken over the office, cementing the fact that it's their house and I just live here.

This week's YouTube video is by The Indie Buffet. He makes some great observations and -- towards the end of the video during the first undersnake fight -- encounters a situation explained by the top comment. It's worth putting here for posterity, but basically you can't fire your weapons when you've got your highengines on since you're shunting power to said weapons to... power up said highengines. Worth mentioning since this isn't the first time I've seen this (may have to communicate this better down the line, we'll see). Anyway, video:

[previewyoutube][/previewyoutube]

Once again, if you're interested in trying out Underspace for yourself, download our latest demo and give it a go. You should also definitely join the Underspace Discord. Then you can come play with us. Forever and ever. And ever. (and ever).



Thank you for joining the Underspace Discord (this is the honor system, I'm assuming you've done it and won't verify because I trust you), here's what I did two weeks ago...

+ Worked more on the main campaign.
+ Detailed campaign exteriors.
+ Added new commands to destroy storms via campaign scripts.
+ Added new loadouts for main campaign ships.
+ Added way for large ship targets to prioritize targets over one another.
+ Added new projectile types and fixed some issues with capital ships.
+ Fixed collider issues with beam weapons.
+ Added tech for fading in/fading out warp sequences.
+ Added tech for station lighting.
+ Added tech for station cubemap overrides.
+ Station doors can now have requirements for opening.



...and here's what I did last week:

+ Added some instant procs on campaign stuff.
+ Adjusted some aspects of the main campaign.
+ Worked more on polishing campaign missions.
+ Added tech to show if a boss is invincible or not.
+ Added the ability for capships to shut off their attacking completely and easily.
+ Added new missile types.
+ Added the ability to let missiles spin.
+ Added tech to override NPC saving tech.
+ Fixed issue where highengine wouldn’t knock out drones.
+ Detailed new interiors.
+ Worked more on interiors.
+ Fixed some mislabeled lanelines.
+ Buffed the space train.
+ Created some basic character animations.
+ Fixed issue where webbing couldn’t be picked up.
+ Redid effects for underspatial rifts.
+ Redid some textures on underspatial hazards.
+ Fixed save issues.



Thank you all for supporting Underspace, I can't tell you how much it means to see everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:

[h3]πŸ’₯πŸ’₯πŸ’₯ UNDERSPACE πŸ’₯πŸ’₯πŸ’₯[/h3]
Twitter TikTok Instagram Facebook Reddit YouTube Discord

And, because obviously:

[h3]πŸš‚πŸš‚πŸš‚ TRAINWIZ πŸš‚πŸš‚πŸš‚[/h3]
Twitter
Tumblr YouTube



Thanks for checking out this week's devlog -- stay tuned for more Underspace updates!

Weekly Underspace Devlog #11: Pet a cat! Necessary!

Happy Saturday's Eve, Starchasers!

I was thinking about what would happen if I didn't start this devlog with a cat open. Like, sure, it's tradition, but is it necessary? Anyway I thought about it for like 2 more seconds and came to the conclusion that yes, yes it is necessary. Cats are always necessary.



Not sure what Mimi's doing but it was definitely necessary.

This week's YouTube video is brought to you by Fhiach. Although Underspace has been updated a few times since this video released, the gameplay is still as smooth as ever. He also customized one of his ships towards the end of the video and ngl it's pretty sick.

[previewyoutube][/previewyoutube]

As I've mentioned many times before, if you're interested in trying out Underspace for yourself, download our latest demo and give it a go. You should also totally join the Underspace Discord while you're at it, because that would make me happy. Don't worry, I'll wait.



Now that you've all joined the Underspace Discord (thanks!), here's what I did last week:

+ Added more stuff to help fix mid-mission saves.
+ Fixed some camera weirdness in cutscenes.
+ Added more detailing to campaign stuff.
+ Fixed doublejumping issue.
+ Fixed some station issues.
+ Fixed several UI readout issues.
+ Fixed issues where some equipment buffs weren’t being added due to new skill system.
+ Added deposit-all stuff.
+ Fixed several issues with the trading UI.
+ Readjusted positions of holograms and such during cutscenes.
+ Fixed some lighting issues on stations.
+ Redetailed several interiors.
+ Added new book models.
+ Fixed pathfinding issues.
+ Fixed issue where planets would shrink due to pathfinding.
+ Fixed a ton of issues related to save permanence.
+ Fixed campaign issues relating to docking on jumpgates.
+ Remade monitor shaders
+ Pet a cat (necessary)
+ Added more cutscenes to places.
+ Fixed issues relating to loading campaign saves.
+ Game saves now display just the filename, not the full path.
+ Fixed loading errors relating to the new scene system.
+ Fixed sunshafts not applying when loading a new save.
+ Added better overriding settings for creating faction based fighter squad spawns.
+ Added new effects for monitor screens.
+ Added new directional particles for lanelines.
+ Fixed issues with in-game memory scenes having the wrong effects.
+ Added more uniforms for various factions.



Thank you all for supporting Underspace, I can't tell you how much it means to see everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:

[h3]πŸ’₯πŸ’₯πŸ’₯ UNDERSPACE πŸ’₯πŸ’₯πŸ’₯[/h3]
Twitter TikTok Instagram Facebook Reddit YouTube Discord

And, because obviously:

[h3]πŸš‚πŸš‚πŸš‚ TRAINWIZ πŸš‚πŸš‚πŸš‚[/h3]
Twitter
Tumblr YouTube

Thanks for checking out this week's devlog -- stay tuned for more Underspace updates!