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Underspace News

Version 1.31.1: Patch Notes

Hello starchasers! We're nearing the end of the Space Exploration Fest, and I'm still out here on a beach sipping mocktails and reading sappy fanfiction as I take a well earned post-crunch vacation.



That means there's not a lot of resources for a full on patch, but there's enough smaller bugs that I'm pushing out this patch to rectify a few bugs and such. We'll be back later this month of course with more in depth stuff, but for now my soul and my cats need rest.




Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • Added the “addgaragesize” dev console command. This’ll increase your garage size by the console value when used.

[h2]CHANGES AND REBALANCES[/h2]
  • The game now saves your last summoned party member and prevents loads from keeping old party members.

[h2]FIXES[/h2]
  • Fixed issue with Out of Time where Bellimar would be clipping into some computers.
  • Fixed issue where some party members couldn’t be interacted with.
  • Fixed issue where party members wouldn’t spawn on some stations.
  • Heist of the Year is now more reliable for dialogue and quest triggers.
  • Fixed issues in Trapped on Ackery where some datapads couldn’t be read and reloading a save could softlock the quest.
  • Fixed mission issues that occurred with the Organic Recycling random mission.
  • Fixed several quests that had broken or incorrect quest markers.
  • Fixed issue where Out of Time’s quest reward wouldn’t work sometimes.
  • Fixed some misnamed ghost ships.
  • Fixed mission issues that occurred with Corpse Retrieval random missions.
  • Fixed issue where Off-Track’s final dialogue could close prematurely.
  • Fixed issue where the Largeboy sanctuary couldn’t be left outside of fast travel.
  • Fixed issue where random mission markers would persist between saves.
  • Heated Discussion’s golden ending now awards its proper reward.
  • Fixed several broken bounty spawns.
  • Claiming the bounty for Mighty Hydrix during Back Home in Hell now works.
  • Fixed a large amount of typos across the board.
  • Increased the size of the wreckage clearing for the Beefmaster wreck, allowing it to be looted.
  • Filenames are now character validated (and exclusively alphanumeric) and have a character limit.


Underspace Devlog: Faces in the Fog + Steam Space Exploration Fest Sale!

Hello starchasers!, and welcome to Steam's Space Exploration fest. We'll be here all week, not only with a free demo to try (of course) but also a major new update with Faces in the Fog (our biggest yet) and a weeklong 25% discount.

[previewyoutube][/previewyoutube]

See you in the skies, and remember to keep an eye out for giant ancient space trains.

Faces in the Fog (1.31.0): Patch Notes

Welcome starchasers! It's the first week of Steam's Space Exploration Fest, which we're proudly in, and with it comes our next milestone update: Faces in the Fog!

[previewyoutube][/previewyoutube]

This is a massive update that I've spent months prepping for and that adds a huge amount of new content for players of all levels. It's been quite a major task getting it all out, and my cats started to freak out over my own stressing out, of course.


But it's here now, and oh my sweet space baby lord dying-as-they-circle-a-singularity if it ain't a big one. Let's get into it!

UPDATE HIGHLIGHTS:
First off we have bounty hunting! You'll find various bounty boards throughout the galaxy that can be accessed now, which will give you regional postings about various felons, ghosts, and evil clowns that require the tender touch of magical laserfire.



These bounties give you the chance to experience static versions of many storm bosses (such as snakes, living mines, ghost ships, you know the deal), as well as static spawns for many ace pilots and ships with special abilities. But there's more!

Taking on the strongest bounties can net you special new rewards, including ingredients for new weapons and our newest class of heavy weapon: Dynamos! When dynamos are active your ship is far faster and far more dangerous, able to ram through nearby ships for tons of damage or send out an absolute mess of deranged missiles. It's one of our most requested weapon types, which makes me worry about all of you.



Next up is quests! Quests! You know, where the actual content is. We had many many quests and bits that weren't ready to be implemented at launch, and now finally are ready and finally here. Escape from supernatural space prisons, help assist a group of ex-military soldiers take revenge, perform space rituals, solve a medical mystery, rob a starship convention, and more!



There's new rewards, new sights, new finales, and of course, new monsters to face. New quests also mean new dialogue, and there's a ton more ambient dialogue across the galaxy to find.



And finally, party members! All six party members now have their full dialogue trees implemented, but more than that every single one now has certain things they want to do with you on their adventures. Take them where they want to go, learn their life story, and you'll find yourself able to take on new party specific quests.



These character centric stories, once completed, will let you upgrade your existing squadmates, giving them new appearances, new abilities, and new dialogue (of course).
Onto the full patch notes!


Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • Added over 80 new bounties to the game. You can access bounties at bounty boards, after which they can be tracked in your objective UI and can set waypoints to the last known bounty’s location.
  • Added static versions of random storm bosses via the game’s bounty system.
  • Added guaranteed spawns of certain ace pilot types via the game’s bounty system.
  • Added 20 new quests to the game, including conclusions of regional storylines and new party member quests.
  • Party members have greatly expanded dialogue.
  • Party members can now be upgraded via their personal quests, which can be activated by taking them to specific stations that they hint or directly request.
  • Added new dynamo heavy equipment, via the bounty system.
  • Added recipes and materials for new heavy launchers and exploders, via new quests and the bounty system.
  • Added many MANY new conversations to the galaxy, including new NPCs to talk to on stations, hidden dialogue and hidden lore-heavy NPCs out in space to converse with.


[h2]CHANGES AND REBALANCES[/h2]
  • The mission UI has been revamped slightly to be in line with the rest of the game’s UI. I’ll leave you to figure out what that means for future mission content.
  • The Matta Platform now has much more detail in its various rooms and corridors.
  • The Well now contains better textures for the characters found within.


[h2]FIXES[/h2]
  • Fixed issue where the Exposure achievement would occur too early.
  • Fixed issue where the bar warp on the Matta Platform would warp you to its hallways instead.
  • Fixed issue where the player could thrust even with no afterburner energy.
  • Fixed issue where many boss-level items were being sold by mistake at stations.
  • Fixed issue where loading a save wouldn’t clear any active missile alerts.
  • Fixed issue where loading a save wouldn’t clear the old game’s dialogue history until you reopened your menu.
  • Fixed issue where loading a save on the Axle would cause the player to fall into the unfeeling void.
  • Fixed some mismatched icons during the White Fleet.
  • Fixed softlocks caused by saving weirdly.
  • Fixed issue where autoturrets would sometimes stop targeting ships for a couple of seconds.
  • Fixed camera softlock that occurred when loading a save during a takeoff or landing cutscene.
  • Fixed some animation errors with Veiler models.
  • Fixed some small issues with music overrides.


And now we move to onto new content and updates! We'll probably have a smaller patch this month putting in some extra goodies related to Faces in the Fog, but our next big upcoming milestone update will be closer to the end of the year. This will be heavily interior-centric, featuring things like a cockpit overhaul, finishing up models on planets and stations, adding player housing, more character customization. You get the deal. No screenshots of anything there yet, so have some cat.



Lastly, on the subject of Steam Deck support I managed to track down of the people who get mad at these cat posts and beat the living snot out of them (their bones were basically made of popsicle sticks so it wasn't hard) and managed to acquire from them a Steam Deck! We'll be analyzing its esoteric innards to find a way to have some better support there,

Version 1.30.0: Patch Notes

Hello starchasers! Right now I'm knee-deep in on next big update, but I've come back with a little patch for you. But I know why you're really here, you just want to see these furry bastards.



Now, this is going to be the last patch for this month, mostly as I hunker down and finish up everything for Faces in the Fog. You'll see various little things for this around stations now, but they're not activated or ready yet. However, some features aren't things I can just hold back once they're done, so (lucky you) a few small things here and there are launching early. Yay.

UPDATE HIGHLIGHTS:

Ghost ships were due to get a retrofitting upgrade... whatever with FitF. Obviously that's been implemented so we can't just leave you waiting to get devoured by phantom freighters and spooky battleships. All ghost ships now have more attacks, more loadouts, and more surprises. Be careful.


As a bunch of the upcoming quests are pirate-centric, it was appropriate to give a bunch of major pirate bases a facelift. Not all of them have it right now, but when your head is throbbing at 2AM sometimes you get the bug to just decorate a pirate cult church, you know? The Master's Ball and the Cathedral of Skies now have a ton of more detailing done up for them.


We've also got some smaller quality of life stuff requested by users. Skills now show the per-point increase (or decrease) they add before you add points, and more keybinds have been added to the game to better fit your weird playstyle.



Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • Weapon slot deactivation keys are now their own keybinds.
  • The Master of Wormholes finally managed to track down and hire (kidnap) an interior designer for his sanctuary. The Master’s Ball now has details for its bar and starchasing section.
  • You’ve finally put enough points into insight to be able to properly perceive the pews and potions of the Cathedral of Skies. The entire station now has been fully detailed, as befitting the headquarters of the galaxy’s most insidious cult.
  • Ghost ships have been greatly buffed and have many new attacks and turrets to defend themselves with.
  • Skills now display the per-point change that they do, even if no points are invested.


[h2]CHANGES AND REBALANCES[/h2]
  • You may see some bounty boards in various areas. These aren’t available to be activated right now, but they’re there.
  • Gravecity’s Amber Archives now also serves as a data center. Corpsefinders are often starchasers, after all!
  • Junktech now owns the sun in their home system. They can do that.
  • Adjusted the health values of various bosses.
  • Buffed the drop rate for Deadforest dyes.


[h2]FIXES[/h2]
  • Fixed some description typos for ships during the main quest.
  • AI slot items now deactivate when in lanelines.
  • Fixed issue where game would display some spoilery areas too early.
  • Added some locking technology to prevent issues that would occur if the player would rapidly save or load a game.
  • Fixed issue with Sibling In Peril where the distress signals would have the wrong icons.
  • Fixed issues where some campaign ships would spawn with you well after they were irrelevant to the situation at hand.
  • Fixed issue in Darkon where ghosts had overwhelmingly Macrovari names. Other people now die.
  • Fixed issue where ghost ships would too often display the same name.
  • Fixed issue in campaign mission 10 to hopefully prevent softlocks.
  • Fixed issue in campaign mission 10 where Carian would appear in multiple spots. She’s not that kind of Us.
  • Fixed some rendering issues on the Remaining Eye.
  • Fixed issue where Salvage Scrounge missions wouldn’t work.
  • Fixed issue where non-gun hardpoints would disable themselves upon looting an object.
  • Fixed various typos in news stories and solar flavor text.
  • Fixed persistence errors with lodestone cores.
  • Fixed issue where a significant amount of the Loco Star’s hardpoints were done up wrong.
  • Fixed issue where having too many dyes would cut off the last few.
  • Fixed issue where purchased character customization options wouldn’t save.


And that's all! We'll see you bright and early in September for Faces In The Fog!


Version 1.29.0: Patch Notes

Welcome starchasers! I'm sick as hell (I mean I'm always pretty sick but I mean that I went to a punk rock concert and now I'm bedridden with the flu) but still managed to drag my mangled, disease-ravaged corpse body away from the warmth of the cats just in time to pump out a nice juicy 1.29.0 patch for you.



This is another small patch, you'll probably notice that as we get further into development that these patches will generally be more like this, as there are less and less fires to put out and less and less features that need refining or polishing. Still, many of these were requests from users from the past week or so, which we're happy to accommodate.

UPDATE HIGHLIGHTS:
In addition to some new keybinds (which are surprisingly easy to add but a pain in the butt to allow modders to add) we've got some requested UI features. You can scroll through dialogue history (though there's still a max limit to prevent insanity), scanned points of interest will tell you where you can find them again, and the energy bonuses for weapons can now be viewed.


On some stations you might sometimes find locked doors or hallways that, currently, seem to just be there or serve no purpose. Faces in the Fog is launching early next month, and with it will be coming twenty new quests and a lot of new areas. There's a bigger focus on station portions with Faces, which will see you trekking through abandoned pirate bases, solving medical mysteries, and digging through people's mail.




Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • Added keybinds that let you switch controller auto-detection on or off.
  • Added keybinds that let you cycle through weapon groups.
  • Energy weapons now display the damage bonuses they gain against shields, if they have any.
  • Scanned item data now contains (if applicable) the location of where that scanned point of interest was.



[h2]CHANGES AND REBALANCES[/h2]
  • Optimized several stations.
  • Dialogue history now can be scrolled through.
  • Added some optimizations to Planet Vauldric in the vague hope that it’ll run better for random users. Probably not.
  • Added some memory optimizations when transitioning between areas.


[h2]FIXES[/h2]
  • Fixed some typos in game skills.
  • Fixed some missing elements in the keybind control menu.
  • Fixed issue with the Chunidale Racetrack where the quest couldn’t be progressed if you completed two of the same circuit type in a row.



And one final cat to send you off with. I'll see you when I see you.