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Version 1.28.0: Patch Notes

Welcome starchasers! I had mulled over delaying this patch a bit until we had something more, but a lot of the stuff here are fixes I think more than a few people would be impatient for. This also includes a big fix for THE VOID visual bug that has plagued our nation for so long. Not be confused with the void cat that plagues my house.




We're right on track for the upcoming release of Faces in the Fog, which will be out in early September. There's some cool new stuff coming there, with the major focus being new quests and content, including tons of new areas, a new bounty system, and more. Here's some teasers:




Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • The Ijuni have approved a bunch of off-world transfer requests for their highly trained pricemasters. You’ll find more of these fellows out on important stations, ready to take your hard earned cash to run a commodity check on anything your heart desires.


[h2]CHANGES AND REBALANCES[/h2]
  • Added support for using multiple joysticks at one time. Can you beat the game using a Wiimote and some bananas now? Probably.


[h2]FIXES[/h2]
  • Fixed issue where storms were occuring during campaign missions that shouldn’t have had them occur.
  • Fixed issue where regional pricechecking wasn’t occurring.
  • Fixed issue where quicksave and quickload buttons could be used in menus where they shouldn’t be activatable.
  • Went back over some shader elements with a more discerning eye and finally fixed the black void that can occur in systems that have storms if volumetric lighting is enabled. Christ I hope this works.
  • Fixed issue where hyperstrom wormhole hazards would persist.
  • Fixed issue where some ships wouldn’t be able to acknowledge skills from weapons and equipment that added new skill bonuses.
  • Fixed issue where new keybinds for M/KB setups wouldn’t save. You’ll need to set them one more time. Haha, early access!
  • Fixed issue where if you had exactly 150 storage the storage would reset.
  • Fixed issue where some missions would reset themselves if landing on a different station.
  • Fixed some visual issues during the main menu.
  • Fixed some grammatical issues during station tutorials.



Version 1.27.0: Patch Notes

It's been a while starchasers! Have a sale, a big new patch, and some cats. Did you know that people got the game running on the 3DS and the Nintendo Switch? I have no idea how, but I was never that kind of engineer.


Oh, and cats. People get so mad at these cats because it's "unprofessional" or something. I knew a guy who always had opinions like that in real life. God did he smell terrible.




Update Highlights


[h2]INPUT 3.0[/h2]
A huge amount of time was spent on our new input system, which should, hopefully, be the final version. You'll still have to do a lot of setup yourself, but you were the one that decided to live the hard life and use a controller. Input 3.0 however has many new features, including the ability to rebind what axises control what, proper saving and acknowledgement of things like doubletaps and holds, the ability to bind multiple keys to a single action beyond just "shift + something", better controller autodetection, and the ability to save controller keybinds and presets (which are saved in your AppData/LocalLow/Pastaspace Interactive/Underspace/ControllerPresets folder).

You can share presets among each other, but controller support is still being worked on. It will, honestly, always remain something that's only partially supported, because as we've said MANY times before.

Still if you want to scream and cry your way to getting it up on a Steam Deck, be my guest. You're the god of your own unhappiness now.

[h2]GRAPHICAL REWORKS[/h2]
A few outstanding things in game were lagging behind in terms of quality. Vignettes or dungeons that were missing what they needed, or UI elements that didn't have their proper icons. I've gone back and done a lot here. For starters, the Harvester Grove has received a big rework, finding those secret guns and fighting down the Harvest's Queen will be a lot easier.

Did you know darn near a lot of things in game can be scanned and sold? You'd better know, it's a great money maker. But some were missing proper or up-to-date images. I fixed that.



Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • Complete and total input overhaul! You can now define and properly take advantage of doubletaps, holds, bind multiple keys, and more.
  • Joystick and controller support has been expanded. You are now able to redefine what axises control what common actions in game, as well as load in presets for specific controllers.
  • Specific and VERY basic controller presets for the following controllers have been added: Xbox One controllers, PS4 controllers, Logictech Extreme 3D Pro joysticks.
  • You’re also able to import and share custom controller presets for controllers.
  • Please note as a result all keybinds have been reset. These were using the old system so they’re totally incompatible, as such you will need to rebind any keys that aren’t the default. This will hopefully be the only time this needs to be done, at least for mouse and keyboard users.
  • The dodge keys are now separated out from the normal strafe keys. Rebind them how you want.
  • Added key support for activating special items (such as the Ascended Pin, Black Borm’s Treasure Map, etc).
  • Redid icons for many scannables to be higher detail when viewing them in a menu. These were really out of date, honestly.
  • Added missing icons for all vignettes and ambient bosses.
  • Added a new gameplay option to disable the flying cars and ships you see on stations, to help with FPS.
  • Undersnakes now have many new attacks. These apply to the higher level ones (vulcondas and above). Stay on your toes, bros.
  • Cockpit customization items are now highlighted in their UI.
  • Added an interior light when customizing your ship’s cockpit.
  • Quitting the game now has a button to directly quit to your desktop.
  • Starting a new game has a confirmation menu before doing so now.


[h2]CHANGES AND REBALANCES[/h2]
  • Stations won't reflect docking queues when docking autopilot is disengaged.
  • The Harvester Grove has received a graphical overhaul, given its models more detail and much more accurate collision.
  • Station docking portraits will more accurately reflect the race/faction of the people operating it.
  • Adjusted health values in Tale of the Tick to prevent exploits.
  • Adjusted some campaign visuals for more clarity.
  • Reduced firing distance for automated turrets on large shipwrecks.
  • Slightly (very slightly) buffed the starter ship’s cargo hold to 15.
  • Improved the rendering on some bottles and glasses in game.
  • Improved controller auto-detection.
  • Added controller support for the game’s radial menu.


[h2]FIXES[/h2]
  • Rearranged some tutorials.
  • Fixed issue that prevented the Runaway Train side mission from completing.
  • Fixed some shadow rendering issues that, long term, should result in better shadows.
  • Fixed UI issues when disabling background effects in the navmap.
  • Missions will try to pick mission waypoints that are not too close to stations now.
  • Fixed some mismatched campaign icons.
  • Fixed some campaign issues where some NPCs wouldn’t be enabled.
  • Fixed issue where inverting control axises didn’t invert firing.
  • Fixed issue where the character customization UI wouldn’t maintain changes, at least visually.
  • Fixed issue where some trading and vanity achievements weren’t activating.
  • Fixed issues Hunt For The Megaborble that could result in sequence breaking.
  • Fixed some elite Macrovari missions spawning items incorrectly.
  • Fixed issue where quickloading a game in orbital camera mode would cause weirdness.
  • Fixed (once again) even more rendering issues on stations.
  • Fixed various typos in quest dialogue and entries.


Version 1.26.0: Patch Notes

Welcome starchasers! Have a good week? Didn't die in the summer heat? Didn't get compared to a loaf of bread and get heinously angry over being compared to a loaf of bread like my cat?


Well that's all well and good but be quiet now. It's patch time!


Update Highlights

There's a bunch of new stuff this update that we don't have time to cover because I want to go get a cheeseburger, but I'll run through the big stuff.

[h2]NEW GRAPHICS[/h2]
Lots of existing things have gotten a bit of a graphical facelift. Docking lights have been replaced with shiny holographic docking arrows, several stations have some lighting, placement improvements (if not full models), and even more takeoff and landing cutscenes.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

Unique dungeon-exclusive weapons also now have their own unique models. We've also added two new unique dungeon weapons (the Arcane Arsenal and the Cornucopia) to several neglected interiors. Keep an eye out for loot crates!


[h2]NEW (OLD) BOSSES[/h2]
The bad part about being a one man show is that if you miss something entirely and nobody else knows about it then how do you really know it's missing? Yeah see what I mean? A fair amount of storm-specific bosses were wiped out in a batch edit and never re-added or properly tested because of this. But they're here and they're back now!

Get blown up by a greedy asteroid, face a giant sentient naval mine, or get overwhelmed by a fleet of hivemind starships. But conquer them, and you'll find some new sources of lucrative loot and new (old) equipment.

[h2]MODDING IMPROVEMENTS[/h2]
You can now modify and add new starships via the modding system! This system's still in its infancy, but those experienced with it will be able to turn text files into entire new ships, or rebalance existing ones.

We're still working on getting new models and textures in entirely via a runtime-model-importer, which has had great early success. But I don't think people want the first ship mods to be about flying around Oscar's breadsticks. Maybe. You might be weird like that.



Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • Added some initial technology that allows mods to add and modify in new ships! We’ll be having more on this later, once we get things like model importing working.
  • Added several new billboards.
  • All dungeon-specific guns now have their own unique models.
  • Added two unique guns to the Ordnance Tomb and Harvest Grove, respectively.
  • Battleship Greatclaw now has a full interior.
  • Gravecity now has takeoff and landing animations.
  • Turns out at launch the editor wiped out a bunch of storm data entries that controlled what spawns… spawn. Which means a bunch of storm bosses that exist were never spawning. I feel stupid, but that means the game has now been updated to contain a whole variety of new critters.
  • Re-added and fixed up Mama Mine.
  • Re-added and fixed up the Overwhelm.
  • Re-added and fixed up the Volatile Planetoid.
  • The Disium now spawns disium asteroids around itself for mining. Gotta keep up with it though!


[h2]CHANGES AND REBALANCES[/h2]
  • Updated the eyeballs of Ballden on-station characters to no longer be glowy squares that lead to the plane of eternal fire.
  • Docking lights have now been replaced with docking arrows.
  • Docking arrows for lanelines have gotten a small graphical rework to make them match docking arrows.
  • Added some more clarification to certain tutorials.
  • Marked several quest-starty-people as important in your contact HUD.
  • Rebalanced some later stages of “Our Good Name” that were unintentionally too high level.
  • Adjusted some scannable distances of things.
  • The Hellmouth Prince now gives his proper broken reward. He’s not a smart guy.
  • Improved some storm hazards, making them more dangerous and more engaging! Examples including making damaging asteroids rotate and move, or stalking rifts move faster.
  • Added some edge case fixes for places with landing cutscenes that can malfunction and cause on-station camera weirdness.
  • Many of the ambient starchasers that can join you in your starchasing now have new icons for their individual characters.


[h2]FIXES[/h2]
  • Fixed issue where large ships were launching far too many permanently immortal mines too often. Sorry.
  • Fixed UI issue where secondary heavy weapons on bombers would show both bars as being drained.
  • Usable items (such as maps, fast travel things, quest items) are now saved by the game.
  • Your selected contact HUD category is now saved by the game.
  • Fixed some floating or misplaced objects.
  • Fixed issue where some placeholder stations could have the player fall through everything.
  • Fixed issue where some chapters wouldn’t advance.
  • Fixed some broken teleports on Union battleships.
  • Fixed issue where the Hellmouth Prince was missing some attacks and wouldn’t jump out properly.
  • Fixed some issues where nonexistent mods would be loaded by accident.
  • Fixed issues where station geometry could be walked through.
  • Fixed issue where some storm hazards wouldn’t spawn.
  • Fixed some issues in the capital systems that caused their skyboxes to be lower resolution than was intended.

Version 1.25.0: Patch Notes

Hello starchasers!
If you haven't seen it, we've announced our next big milestone update: Faces In The Fog. This is far larger than Gods & Corpses was, and has many new locations, quests, and features. We'll be sharing more detail on this as we get closer to its launch at the end of the summer.

[previewyoutube][/previewyoutube]

Excited? My cat definitely is, considering she got so riled up she forgot she was a cat and decided to be a shoe.


For now, we've got a smaller patch today, so let's get into that.

Update Highlights

Most of my time this week was spent working on content for FITF (as it shall be known), but we still have some small goodies.

NEW ACHIEVEMENTS

We've added several early-game achievements, intended to be unlocked in the first 1-2 hours of playtime.

NEW MINE GRAPHICS

Players have been asking to give various weapons their own unique weapon skins or projectile graphics. We're slowly working on that, starting with a rollout that gives each minelayer its own spin. The stats haven't changed, but many of the models, textures, and of course, colors, have.


Changelog is as follows:


[h2]NEW FEATURES[/h2]
  • Several new low level, just-starting-out achievements have been added to the game. Get that dopamine, you.
  • Player and NPC-launched mines now have more variety. Each variant of mine now has its own model, texture, and explosion animation.



[h2]CHANGES AND REBALANCES[/h2]
  • Redid the lighting on some stations, in preparation for Faces In The Fog.
  • You can now access a separate wreckage category within the storage UI.
  • Ballden characters now talk alongside other quest characters, and there’s a small delay before their talking animation stops.
  • You can now trade in ships even when your garage is full.
  • The climactic fight in Mission 9 has been rebalanced slightly to give the main ship slightly less powerful guns, making it easier for players of that expected level to face it down.


[h2]FIXES[/h2]
  • Retooled the ship in Problem with Automation to be a static that moves rather than a dynamic ship. Less neato, but I’m sick of having to fix this stupid thing.
  • Fixed issue where firing while cloaking would lock your ship into a permanent firing state.
  • Fixed issue where the scrollbar wouldn’t appear in the saving UI.
  • Fixed issue where the navmap search after a certain amount of playtime would stop working.
  • Fixed more misplaced or screwed up station geometry.
  • Minefields (that is, static asteroid minefields) have been refactored to have better performance and less memory footprint.
  • Fixed some minor issues with the modding menu system.



And that's all for this week. On a last note we're still working on controller and joystick support, but it's hard when SOMEONE insists on playing with the USB connector to your HOTAS.




Underspace Devlog: Faces in the Fog + Steam Summer Sale!

Hello again, Starchasers. Good to see you. Because I DO see you. All of you.



Sorry, I meant this picture.



Good. Good.

I know you have a Steam summer sale to peruse (since you've all obviously already purchased Underspace for yourself, friends, family, coworkers, acquaintances, snarky rivals, sworn enemies, talking lobsters, and the like), so I'll make this quick:

Underspace's second major update, Faces in the Fog, is releasing this summer!




[h2]You can have a 20% discount for now, as a treat.[/h2]



More about Faces In The Fog:

Underspace’s next big roadmap update is coming this summer! With Faces In The Fog, prepare to embark on even more esoteric adventures into the abyss. Consort with giant lobster kings, speak to sentient stars, and indulge insane cosmic priests. With over fifteen new quests, as well as new areas, a new bounty hunting and wanted system, and new supercharged weaponry, this summer is about to get strange.

Check out this Underspace: Faces in the Fog trailer for more information:

[previewyoutube][/previewyoutube]

IMPORTANT REMINDER: Once again, this is not the list of ALL the updates you can expect on the following months; rather the biggest ones we will be focusing on.

We will obviously be improving all features of Underspace's base game (like we have been on a pretty much weekly basis) and, as always, we will continue to fix bugs and listen to suggestions from starchasers inside the Steam Discussions and the Underspace Discord server.

Now, back to your regularly scheduled cat.