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Underspace News

September 2019 Devlog

Another month gone, another round of progress to show off. Though no demo patch this time, you can get a preview of all the new changes coming.

As always, you can read the full devlog here.
https://www.kickstarter.com/projects/pastaspace/underspace/posts/2616959


This'll mostly be a brief summary of what's being worked on, because there's a lot being worked on.

UI Overhaul

With last month's trade UI all done up to be nice, it was time to bring the rest of the UI windows up to parity. The inventory, objective UI, character UI, information UI, and so much more have all been updated with more readability and functionality. There's a huge amount of new features, so go check the devlog for more detail.


Their full graphical assets will hopefully be implemented in the next month or so.

Gameplay Changes

New suns! New camera modes (that control quite close to an old favorite game of ours). There's been a bunch of changes, improvements, and fixes, some of which we can't really show without a proper video. In that case, just take some images of like, our new sun graphics and such. Check the devlog up above for a full overview, I think you'll like what's being worked on.



New Assets and Content

With the Kickstarter money all safely in the bank, we've begun work on implementing and redoing the art assets that haven't gone through Sarah, our artist. This includes things like lamposts, buoys, and our ever-popular windmills.


The basic models for more battleships, as well as freighters, are being worked on, and in the month will be, though not polished, flyable.

Bombers are now also implemented. These specialty fighters are ideal for taking down larger targets, thanks to their ability to slot two heavy equipment pieces (at the cost of two of their normal gun ports).


With the UI overhaul finished up, we've also started on the next big endeavor: finishing up station exteriors.


And finally, a new tutorial level will be added to the game, giving novice starchasers a more hands-on experience for how the game works.


That covers the major points for this month's update. Once again, you can check out the Kickstarter devlog for some more in-depth information.

August 2019 Devlog, and Demo 1.4!

Hello Starchasers! It's time for our first post-Kickstarter monthly devlog.
Monthly devlogs cover progress made, and go in-depth on the things being worked on. As it's been only a few weeks since the Kickstarter ended, this particular log is going to be a teensy sparse, mostly covering all the new UI changes done.
You can read the full devlog here.

https://www.kickstarter.com/projects/pastaspace/underspace/posts/2589159

As noted in the devlog, please don't expect a new demo patch every single month. Patches will be released as major updates, or hotfixes for any gamebreaking bugs encountered.

That being said, this month does have a new patch, patch 1.4 is now out.



As always, you can download it off IndieDB and itch.io, with Mac and Linux builds to follow. A huge amount of new features and bugfixes come with patch, but the major changes with this update are ship customization and a new trading UI.


With the ship customization system, your ship's headlights, paint, and engines can now be colored. You're also able to rename your ship. Decals will be following soon, as well as other features such as controlling paint reflectively and similar.



You can customize your ship by traveling to any station with a shipdealer.

The new trading UI is a complete overhaul of the existing system, allowing for more readability and functionality all across the board. It also features a new preview hangar, that lets you view your ship and any equipment on it.





You can filter by specific equipment hardpoints, compare stats, search, and much much much more!

That's all for this month. In September, we'll be posting another devlog, mostly covering new graphical assets, as well as a redone inventory, among other things.

Our Kickstarter campaign is over, thank you so much to everyone!

For those unaware, yesterday was the end of the funding period of our Kickstarter, and we managed to reach over $12,500 with over 300 backers!



So, as always, a big thanks to everyone. Thanks to your donations and such, we have an even greater opportunity to make this game the best it can possibly be. And at over $12,500, we've also reached stretch goal #2, which brings forth new high level bosses and challenges in Hyperspace.



You can read the full news report here, as well as information about updates, new demos, and more.



Here on Steam, I'll continue to link and paraphrase those monthly reports, as well as update you on the status of both the eventual Steam release and demo. Our forums can also serve as one avenue of feedback.

We are funded!

Yesterday we reached our funding goal, and five days early at that! We've broken that $10,000 goal and are zooming straight towards $11,000.
To all our backers who came off of Stem or otherwise, I'd just like to say:



But of course, with four days now left to go, we ain't done yet.

https://www.kickstarter.com/projects/pastaspace/underspace/posts/2566842

We've got stretch goals to fulfill, so check those out!

We'll be back on Saturday, after the campaign is over, to discuss things moving forward.

25% to go!

Hello Steam! Our Kickstarter's right at that 75% mark, with a little more than a week left. If you haven't backed it yet, now's the perfect time.

But enough about that, onto some news.

Patch 1.3


If you haven't seen it already, version 1.3 of the demo is here and playable. This version adds even more options for UI and input, as well fixes for both and some improvements to the Undersnake, which you can see above.

This will most likely be the final demo releasing during the Kickstarter. This doesn't mean the demo won't be updated over time, but barring some emergency bugfixes, version 1.3 will be the final one for at least a few weeks.


Mac Version

As promised, Mac users can finally try their hand at starchasing, with the new Mac build. Please note, this whole thing is experimental. We've confirmed that it launches and loads on Macs without issue, but there might be unforseen problems.


That's all for now!