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Space Grunts 2 News

Update v1.21.0: Maintenance update SQUASH BUGS!



Alrighty! This weeks update is a bit sooner, because there was a game-breaking bug that pretty much dumbed a big un-destroyable scenery object in front of a hallway (oops!).  Problem had to do with the level generator rotating designed level blocks, and at a certain angle, a certain room would generate items in your path..  Fixed it now by checking if all of those big scenery obstacles have full movement around them, if not, they are removed from the level without players ever knowing they were there!

I also fixed a bunch of tiny bugs with the NPC's and a weird card combination causing a crash (using a tactical card near a crate.. which doesn't really make sense, but shouldn't crash the game either!).

So a good solid maintenance update this week, to make sure we can all keep moving around in a stable game before I break it again with new stuff next week ;p  - just kidding, my plan is to not break things!

Full changes list:

  • fixed: big-scenery blocking corridors/areas
  • fixed: crash using the tactics card near a crate/non-creature
  • fixed: NPC vanishing but area remains blocked
  • fixed: NPC-dialog not closing correctly near special teleporter
  • fixed: bio-dome exit not working unless power is restored (even tho door still opened up)
  • fixed: terminal placed inside walls

Update v1.20.0: New areas and scenery


This week I found some time to "flesh out" the environment we're walking in. For now it's mostly static / dumb scenery that looks pretty, but some of these things might get more of a function later on. I also added a collection of new level-blocks, with more "open" area's, just to give you some room to breath now and then.

I also fixed a collection of tiny bugs and in some cases extremely RARE bugs.. which is also a warning: they are extremely hard to test, so I'm pretty sure they are fixed, but I'm not 100% sure!  So let me know if you still find yourself flung into a room behind a locked door because of a tornado, with no key to open it or escape from !

Full changes list:

  • added: new level templates (making new layouts)
  • added: big scenery pieces (no function.. for now)
  • fixed: Scavenge boxes always gave copies of a single random card. Now they give proper random cards
  • fixed: keycards could be placed in "hidden-rooms" and without a bomb, you couldn't access those
  • fixed: power datacard could be placed in "hidden-rooms" (and without a bomb, couldn't access those)
  • fixed: tiny chance a tornado flings you in a locked or secret room without a key to get out.
  • fixed: few info dialogs not popping up

Update v1.19.0: New blue door rooms added


Some new rooms are added to the "blue-door" rotation. So far blue-doors housed an armory/item-pickup room OR a fruit-room, but from now on you can also find a MediLab room (contains bunch of med-kits and a medi-station) and in a very rare case a special-teleporter room which will INSTANTLY bring you to the lowest level of the space base (as-in: boss floor).

I also changed the fruit-room slightly, because I think the amount of fruit was a bit overkill and the current layout is just a bit more interesting.

Full changes list:

  • added: MedLab rooms
  • added: Teleporter room - optionally brings you to lowest floor (very rare spawn)
  • changed: fruit-room now less fruit (was bit overkill)

Space Grunts 2 update v1.18.0: Just some new cards


Some weeks time just flies by, and sadly somethings get a little less time allotted to it. In this case the weekly Space Grunts 2 update is a bit on the short end of things.  This week I was busy setting up a Steam page for the new game I'm working on, preparing a Steam build for Snake Core, rebuilding almost all the android versions of my games for a special project I can't mention just yet...  and all that stuffed in just a bit over a day, so that the rest of the week I had time to work on the new project!  - just follow me on twitter or youtube for more details on that new project! ;)

BUT .. I did manage to add a few new cards to the mix, and changed the function of one of the existing ones. So there is still some new content here, and I still have a few bigger updates on my list, so let's hope I find some time to tackle those very soon!

Full changes list:

  • added: new card - Cover
  • added: new card - Shotgun
  • added: Tiny Scavenge box - adds 3 cards
  • changed: Scavenge box now adds 5 cards

Update v1.17.0: Stolen keys



Those pesky little aliens are getting more and more bold. You might find that they are now stealing red key-cards ! Luckily the local humanoids can help point you in the direction of the alien species that has it.. so brush up on your alien codex, because you'll need to find the right species in some of those levels! :)

To make NPC's stick out more, they now also have a nice interaction sign twirling above their heads, and I managed to fix a few small bugs along the way.. grab the update!

Full changes list:

  • added: "interactive-sign" above NPC's head
  • added: Red-keys can now be stolen by Aliens ! (NPC at start of level will let you know)
  • fixed: incinerator still did harm even with "Fireman datacard" activated
  • fixed: shortened dialog-close button pop-up delay
  • fixed: Blindness is now properly reset on a new game