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Underspace News

April 2023 Devlog

Welcome to April starchasers! I believe it was some guy that once said that April is the cruelest month, which may or not be true, but at least it’s stopped snowing here and has just gone down to tornadoes and giant balls of hail.

Unfortunately things are kind of hectic on my end. We’re in the middle of a move that was sprung upon us (thanks landlords) at kind of an inopportune time. I’ll try to get as much done as possible and hopefully aim for demo 2.2 sometime in May, but, well… Yeah. Have a picture of my cats as compensation.



Thankfully, we’re getting closer to release! Lots of things being locked in or finished up, so onto progress for this month! And as always, check out the latest demo and join our Discord for more moment-to-moment moments! You can also read the full article here.


Interior Work

We finished up modeling all the bits and doodads for interiors, now all that’s left is actually making those interiors and detailing them. There’s lots of things like vents, distant buildings for cities, and furniture galore.



Don’t worry, for actually making interiors, we’ll be recruiting some help. Of course, it’s not just stations and planets getting ready for interiorwork, as all starship cockpits have been modeled out now too.



We’re still texturing and implementing these (it was the last thing being done before this devlog), so next month hopefully you can see the finished versions of these in all their glory.


Ships Vanity and Party Members

Ship painting is finally fully in! All ships have their color maps implemented, so you can paint away to your heart’s content. Furthermore, we’ve switched things over to a dye based system, where you’ll unlock new paints for your ship through exploration and gameplay. Vanity items like this can also be acknowledged by the quest system, and you can change the lighting in the customization hangar to see how you look under different circumstances.

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Lights on ships are also fully implemented, so prepare to toggle your headlights on and off constantly!

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Finally, NPC ships can have their paints overridden, which is great for things like party members, because we’ve now implemented all their abilities and their custom looks, as well as the looks when you upgrade said party members.

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We’ll have more on NPCs like this and conversation passes as we get closer to release, of course. All that ship customization will also be in the next demo release!


Improvements and Finalization Passes

As our testers uncover various things and as we play through the game, lots of things get improved. AI, particularly avoidance AI and some boss level avoidance AI, have gotten improved massively.

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For sounds, we’ve redoing and expanding conversation logic, as well as adding more ambient noises and such to space dungeons (hey, they count as interiors too).

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Photomode has gotten some improvements! The controls work a lot better, the UI’s less intrusive, and it can actually load in new presets from mods!

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Finally, lots of minibosses and actual bosses in points of interest are having passes done on them, either replacing outdated ones with their updated versions, or adding proper effects and some missing bits to full bosses.

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That’s all for this month. Check back next month for stuff. AND things!

March 2023 Devlog

Happy March starchasers! I’ve been doing this for so long that I’m starting to run out of jokes and intros, so let’s keep it simple this time around.

You’ll notice again that this month’s devlog is rather short compared to the old ones. This is more the nature of things as we get closer to release. There’s less content or features to implement, and it’ll be more about polishing and finishing up what’s there to get it ready.

Without further ado, let’s get into it! As always, check out our demo and join our Discord for more moment-to-moment updates. And you can check out the full article here.



Finalization Work And Additions

As we move closer to release, I’ve created a huge tracking sheet for testers to keep track of and more easily report bugs on all the content in the game.



And of course, that content is being finalized. The player can now fully gamble, and race in starship races (after getting sponsors) or become a gladiator in a combat arena (along with the appropriate questlines for each section. There’s even new UI widgets to help with that.

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We’ve also been adding various other improvements, such as the ability to see train travel routes, some basic voice acting in key demo parts, and some improvements to NPC AI along with randomization of their loadouts and abilities.


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For that last bit it means by default it’ll do things like give some more random equipment to various NPCs (so expect to see more mines and missiles), but you can also expect to see cases where, for example, doing a quest that accidentally ends with a shipment of ancient weapons being set loose on a galaxy means you’ll start seeing smugglers and pirates carry those weapons sometimes.



Assetwork and Graphical Improvements

Shadows! I talked about this last month but they’re now implemented completely into the game, and will filter in color and intensity based on what nebulas you’re in, if you’re in them.


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A lot of older models or things got redone and improved. The normal jumpgate mesh was the first model I ever made, period. It was time for an update, along with updates to its wrecked variants and its active effects.

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Furthermore, flickering logic has been separated from ship corpse logic, so now you can get ancient flickering ruins, like the remains of this aeons old whaling ship.

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Fauna can also die now. I won’t tell if you won’t.

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Finally, we’re redoing a lot of textures here and there to have some space saved in anticipation for all the new space station and space interior models. Finally, no more floating grey cubes in the void.




And that’s all for this month! Check back next month, we’ll be doing station stuff. Lots and lots of station stuff.

February 2023 Devlog

February! Welcome back starchasers. It feels like this month has lasted forever, at least on my end. Probably my fault, time passes slower for me than it does other creatures. The game’s received some pretty major coverage recently, and dealing with all the subsequent attention has taken up a lot of time.



I believe I’ve previously stated that new demo versions are going to be largely less of a priority now as we focus on finishing up the game. Our next demo, 2.2, will be bringing in some actual interior models and textures, along with ambient NPCs. But I don’t have a release date set for that yet.

Anyway, onto progress. As always you can check out our current demo and check moment-to-moment stuff in the Discord, and you can read the full article here.


Minigames & Merchants

Sure combat and questing is fun, but sometimes you want to relax and do something else. There’s lots of new side activities added to the game (and soon to be in a final state). You can race out in the Ballden Solar States, become a gladiator at the arena, and gamble your life savings away at the Peerless Casino.

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We’ve also added a unique traveling merchant, whose outrageous prices are worth it for his wholly unique and strange guns.
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Bugfixes & Rebalances

We’ve been expanding our roster of bugtesters, which means a lot of feedback has come in. Lots of background fixes and polish have been going on, including new console commands and lots of rebalances on weapons and equipment.

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Tutorials are also more robust, and piggyback off the game’s music heuristic system to better show the player what to do.

Assetwork & Shadows

Not too much work in the way of assets. Mostly preparing furniture and fixtures for interiors. But we did add a little something special. We’ve added dynamic shadows to the game!

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I’d say it looks pretty good, and it’s going to be applied to a lot more places in the coming months.


That’s all for this month. Progress next month may be a little slow (I’ve got some prior obligations that need obligating), but rest assured: things will get done!

January 2023 Devlog, Demo 2.10, and Yearly Overview

Welcome to the new year Starchasers! Hopefully your holidays have been filled with lego trains and fat cats. Mine was. Now, since this is the start of a new year and we could sit around twiddling our thumbs and pretending to look busy, we’ve got a lot of ground to cover (since it’s the new year) so buckle up.

First thing’s first, a new year means a new demo version! Demo 2.10 is now out for all platforms! This features… well a lot of new things, but primarily it offers lots of new opportunities for pirate players, including a safe port of call, and battleships being able to annihilate your pirate butt out of the skies.



Like any major release, be sure to check out the changelog. It’ll be a fair amount before a new demo version, as I want to start adding actual interiors to stations, voice acting, and more finalized stuff.

Now, onto… everything. As always, check out our Discord and the aforementioned demo. And as always, you can read the full article here.


Year End Overview

So. Last year around this time I said I was committed to getting Underspace out by 2022. That… didn’t happen. Why? Well, my life has kind of changed. Long story short, I’ve got a lady and a cat relying on me to stay alive. Staying up to 2AM working on the game is no longer something I can do, especially as I get older and the steam-and-gearwork patchwork that makes up my homunculus body starts to decay and negatively impacts my health. I can’t kill myself working on the game anymore, as much as I joke about it.



And that’s the long and short of it. The good news is in 2022 a massive amount of actual work got done on the game. We finished the first draft of every sidequest, every boss, every point of interest, the main campaign, and half of the multiplayer campaign.

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So… you can fly to every system, fight every boss, join every faction, do every quest, get every piece of equipment, complete the main quest, explore every space dungeon, and fly every ship. Storms are also more or less complete, you can chase them in every system, encounter every hazard they have, and get assisted by almost every starchaser. There’s a HUGE amount of the game done, with easily over a hundred hours of content in the game as it currently stands.



So, what still remains? There are three major blockers outstanding, not counting things like bugfixing and balance passes. The first is station and planet interiors. There’s around 150 stations in game that need proper interiors, people in those interiors, and dialogue for most of those people. Despite the high number of stations, this isn’t nearly as big an effort as it sounds. We’ll be having additional level designers help out, and most stations tend to pull from common tilesets and templates (remember: On-station stuff is NOT the focus of the game).



The next one is the multiplayer campaign. This is of course, halfway done, but multiplayer boss fights take a fair amount of effort to code. Ideally this’ll be another month to finish at least the first draft on it, as dialogue triggers and the like are already in.



Finally there’s that bigass folder labeled “misc”. This is things like the racing and arena sidequests, mission types for all factions, dialogue for all the party members. This is where the majority of the work is. It’s smaller stuff, but without it this game will feel significantly less without them.



So, as you can see, the light at the end of the tunnel’s visible, but we’ve still got a bit to go. A 2023 release date is what seems most likely. So, onto progress!



Mission Logic Refactor

It didn’t seem fair to me that everything else in the game uses the scripting system, but randomly generated missions fell behind. Especially when there’s a lot I want to do there.
Missions now use the rest of the game’s scripting system, giving them a total overhaul and all kinds of potential variations.

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Think of something where you get a mission to retrieve cargo from a smuggler only to find him jumped by police or finding that he hid it in a minefield in a secret stash, or trying to take down an enemy base only for your support squadron to be replaced with an incoming miniboss, or trying to deliver supplies to a base only to get a new objective to raid a nearby cargo depot for them instead. There’s possibilities, and you can see a few of them in the latest demo itself.


Smuggling Circles

Each major region of the game has had smuggler circles added. These run-down bases are a safe port for any player, and offer ways to adjust your reputation, take low-level jobs for pirate syndicates, or even talk to other smugglers and get advice on how to avoid Space Johnny Law.

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You can find the first of these bases, Kaisus Circle, in the demo proper. If you’ve ever wanted to get arrested for being a smut smuggler, now’s your chance!


Platforms & Huge Loadouts

All big things in the game now have proper loadouts. That means every big battleship, boss, and more, all have missile arrays, beam cannons, and more to take you out. We’ve also fully outfitted weapons platforms: Large immobile sentries bristling with weapons.

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Big ships can also come with forward cannons, dangerous superweapons that you want to stay well clear of.
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Starchasers

Finally, starchasers are all (mostly, minus party members and backer-created ones) implemented. You can find these fellow stormchasers/monsterhunters out in storms, and there’s over 30 of them, all with their own unique loadouts and lines. The AI for them was also improved, with them attacking what you attack and avoiding firing directly at you, just in case.

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And that’s it for this month! As always, check out the demo, check back next month, and don’t eat any plastic bricks. Please.

December 2022 Devlog

Happy holidays starchasers! It’s the Christmasty season, and while the shadow government of the world is hard at work making sure Santa Claus doesn’t emerge from slumber once more, we’ve been hard at work working on the game to make sure it works. Mostly. Long story short: I have a cat now and it’s hard to develop things sometimes when a fuzzy little asshole is constantly meowing at you to be pet.



But he’s a good boy most of the time, so we’ve got lots of progress to show off this month. Ready? Here we go. As always, be sure to check out our latest demo, and join the Discord! And of course, read the full article here.



Main Campaign & Multiplayer Campaign

Last month I talked about how the main campaign was almost done. And this month guess what? It’s done! The entirety of the singleplayer main campaign can now be played to completion, complete with epilogue and all.

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This is just a first draft, later drafts (which are being worked on now) will add additional effects, like systems for distant battles and constant fighter spawns.

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Meanwhile on the multiplayer campaign, about half of all the missions there are playable to completion! And the entire thing has all its dialogue triggers and scripts put in. There’s a lot more emphasis on raids and boss fights in this campaign, but there’s some fun moments. Hope your engines are strong enough to outrun THE FIELD.

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Storm Monsters

This month also saw lots of new storm minibosses put in. One can control the storm better via console commands, and there’s tons of new bosses. Ever wanted to have tea with an ancient spaceship ghost? Or how about fight multiple types of space snakes during a raging thunderstorm?
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Needless to say, we’ve got you covered. For the sake of letting the player experience storms easier, the storm growths and surges in the demo are going to be far more aggressive.



Audio & Options Rework

For a while now I wanted to redo the game’s radio and custom AI voice… talky… thing. To do that, I had to refactor the radio system, and to do that, I had to refactor the game’s music system and to do that I had to refactor the game’s option menu. Phew, that’s a lot to say. Let’s go down the list.



The options menu is more concise and data-driven, so modders can easily expand upon it. The music system is even better and works by analyzing what the player’s actively doing, which also means that the radio system has been expanded and can have custom playlists for things like combat, being in an asteroid field, and more.

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Finally, we’re adding an AI that alerts you when certain things are happening, with a calm, cool voice telling you if you’re taking radiation damage, incoming missiles, etc. Best of all? You can create your own custom voice packs and override some, or all, of the lines, or just turn off the AI voice entirely.



Assetwork

Not too much going on here: We’re reworking some of the jump effects on ships to be better, that is, the jump out effects for large capital ships.
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And some concept art for some higher tier bosses.


And that’s all for December. Check in next month and next year for a special announcement and our yearly recap, it’ll be a big important one.