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Species: Unknown News

Regular update v0.15.0

[p]Today we are releasing update 0.15.0, a patch update like the ones we plan to publish between the major milestones of the roadmap.[/p][p]This update is based on feedback provided by players. It also includes adjustments, accessibility improvements, and bug fixes. Thank you to all the players who shared these needs on the studio’s Discord server or on the Steam Hub![/p][h3]Added[/h3]
  • [p]New shuttle upgrade available : add a second contrat terminal aboard[/p]
[p][/p][h3]Changed[/h3]
  • [p]Updated UI on Personal Board main screen[/p]
  • [p]Updated UX on Specimen Area main screen[/p]
  • [p]Unreal Engine version upgrade (5.7). This us a huge change on our side, read the devlog about it.[/p]
  • [p]Security for modding (to avoid broken game) : in lobby, players can’t be killed and weapons can’t be used[/p]
[p]A message about modding:[/p][p]We are okay with people using mods in private sessions (please always do private sessions that if you use mods), but that’s not something we can enforce right now, since we can’t chase every modding tactic out there.[/p][p]We have observed that some players report encountering modded content in public matches, which can be an issue for those who want to experience the game as originally intended. To protect these players, we will introduce a light feature about building a personnal blacklist so that each player can choose to blacklist certain people from their public lobbies (as a captain, host, of a game). In the meantime, we just wanted to address this particular case that could break the lobbies. This feature may also help address other types of inappropriate behavior to keep the game safe.[/p][h3]Fixed[/h3]
  • [p]Fixed category 3 weapon could be unreachable on a table in the lab[/p]
  • [p]Fixes on german translations[/p]
  • [p]Fixed english typo on airlock management screen[/p]
  • [p]Fixed 1 sentence in lore text of ID_007 (all languages)[/p]
  • [p]Stop lab TV sounds when power is cut off[/p]
  • [p]Fixed weapon could be used for a second during the fade at the end of a kill mission[/p]
[h3]Known Issues update[/h3]
  • [p]Microphone audio issues : when a Meta headset is installed on the PC (even if not plugged in when playing), the Oculus microphone takes over in the game instead of the default Windows microphone. To fix for now: disable Oculus microphone in Windows audio settings. We are working on a new audio plugin integration which will fix this.[/p]
[p][/p]
Thank you for your suggestions
[p]Your feedback on Discord is incredibly valuable. Thank you to everyone who takes the time to write to us, report issues, share screenshots, or suggest improvements. Even if we cannot answer everything, we do read everything, and we move forward as quickly as possible with the team we have.[/p][p]If you haven’t had the chance to leave your Steam review yet, now is a great time to do it! By doing so, you help the game gain visibility among players who haven’t discovered our work yet.[/p][p]Leave your Steam review on the game’s page available below.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Thank you again for your support, your patience, and your trust. We will keep moving forward, step by step. Au revoir, the Species: Unknown team from WanadevStudio[/p]

PATCH NOTES 0.14.5

[h3]Fixed[/h3]
  • [p]Fixed one colored canister (lab) which could disappear[/p]

[Devlog] 2 weeks of lab: what we observed and what we are working on

\[Devlog] 2 weeks of Lab: what we observed and what we are working on
[p]The Lab has now been available for two weeks. First of all: thank you for your enthusiasm. Thank you as well for the time you have spent testing, discussing, streaming, experimenting, criticizing, creating memes, and writing positive reviews about our work.[/p][p]This post is here to share what we see on the studio side, what is working, what raises questions, and how we are moving forward. We hope you will enjoy reading this article as much as we enjoyed writing it.[/p][h2]What the first numbers and feedback show[/h2][p]During this first period, several signals clearly stood out.[/p][p]The Steam Hub post related to the Lab update has passed 1,000 likes, a first for us, with many comments as well, all of them interesting to read. This is not an objective in itself, but it is a strong indicator that the topic matters to you and makes you want to react.[/p][p]Written feedback (reviews, discussions, etc.) confirms something important for us: our work does not leave people indifferent. From what we read, it both validates our direction and sparks new desires and expectations.[/p][p]Many of you also jumped into the update to try it out. This was visible on the concurrent players curve, with a peak above 1,500 players, and the game gained an additional 0.1 percent of positive reviews, reaching 94.7 percent. You are now very close to the 95 percent mark, which would be extraordinary. Reaching 95 percent is a dream milestone for studios, and for an indie studio like ours, it is also one of the best ways to gain visibility on Steam.[/p][p]If you enjoyed the game and have not yet left a review on the Steam page, now is the time. Let’s go for that 95 percent together.[/p][p][/p][p]EDIT : YOU JUST HIT THE 95% !!![/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]What you liked in the new content[/h3][p]Almost unanimously, you appreciated the quality of the new ship sector. Its environmental variety, the preserved atmosphere, and the small surprises encountered in certain corridors were often mentioned.[/p][h3]What was sometimes mentioned as disappointing[/h3][p]While the feedback has been overwhelmingly positive, two points caught our attention and deserve a closer look.[/p]
  • [p]One comment pointed out that the update does not bring enough satisfaction for players who already have a very large amount of in game currency, meaning players who have effectively completed everything available in Early Access so far. This is a fair remark. This update completes a playable area that was previously unfinished and continues the work we had already started. It does not add a new very late game arc. For new players, however, a whole part of the map was clearly missing, and completing it was important for us.[/p]
  • [p]Naturally, the absence of proximity chat in this update was also highlighted by a few players. Proximity chat is highly anticipated, but we are not ready to deploy it yet. It is both a technical and a gameplay challenge, which means there are many points of attention during development. We are excited to see you use this feature one day, but even more excited to see you truly enjoy it. That is why our small team needs to move carefully, especially for a feature like this. We talk about it in more detail below.[/p]
[h2]Discussions that surprised us and made us smile[/h2][p]Some discussions clearly went beyond what we expected. One example is the paragraph mentioning the burglary that happened at the studio, which generated many unexpected reactions, often funny and always comforting. We saw it come up again in several threads on Discord.[/p][p]The studio’s Discord server is also a wonderful place to meet funny and kind people. Special mentions this week go to two initiatives we particularly enjoyed:[/p]
  • [p]a gameplay montage set to the song “My Way” by Frank Sinatra, shared in the dedicated Memes channel,[/p]
  • [p]the warm welcome given by the Species: Unknown Specialists to onboard new players, many of whom arrived with this Lab update. Congratulations and thank you to them for this great welcoming effort.[/p]
[h2]Among the features currently in development[/h2][p]Two gameplay initiatives that were suggested on Discord have officially started development:[/p]
  • [p]Mission Terminal: you will soon be able to add a terminal directly inside your shuttle. This will bring additional comfort for players starting farming sessions.[/p]
  • [p]Work on new sidearms[/p]
[p]On these topics:[/p]
  • [p]Nico is prototyping the game design intentions and weapon animations.[/p]
  • [p]Guilhem is working on the UX and UI to integrate these features into the existing game systems, in the same spirit as the current tools.[/p]
[p]Nico (Game Director) and Guilhem (UX/UI Designer), picture taken few weeks ago[/p][p][/p][h2]Ongoing technical work (the less visible side)[/h2][p]Engine Update to Unreal Engine 5.7. Over the past few days, a significant part of our work has focused on migrating the project to Unreal Engine 5.7. This change is not just a comfort upgrade. Following infrastructure changes on Epic’s side at the end of January, it became necessary to move to a more recent version of a specific SDK in order to remain compatible with the system used for multiplayer.[/p][p]The version we were using could no longer be migrated correctly, with compilation issues and editor instability. This is why we prioritized this task at this stage of development, right after deploying the Lab update.[/p][p]The objective is clear: benefit from a more optimized and better tested engine, with fewer crashes over time, improved performance, and reduced technical debt.[/p][p]Concretely, the first step was to ensure that the game runs properly both in real conditions for players and inside the editor for developers, while keeping our automated build pipeline functional.[/p][p]The second phase is a full QA pass, as if the game were launching for the first time, since this type of migration can introduce unpredictable regressions. The biggest unknown is always how many bugs will surface and how long it will take to fix them, but the current signals are rather positive, with fewer regressions than we initially feared.[/p][p]This is a structural task, not very spectacular in the short term, but essential for the stability and future evolution of the game.[/p][p]Proximity Chat. We know this topic is highly anticipated, and we want to be transparent about its current state. We already discuss it on Discord, and this article is also a good opportunity to share more context.[/p][p]The voice chat solution currently used in the version of the game you are playing has technical limitations that prevent us from implementing a proper proximity system. That is why we are taking our time. We have explored a new approach, with a different solution, and started the first tests.[/p][p]The idea is to keep both solutions running in parallel during development, so that the existing service is never broken while we experiment. At this stage, the quality is not yet at a level we consider acceptable. The immediate goal is to reach at least the same level of reliability as the current system. Once this foundation is solid, we will be able to explore features such as sound spatialization, effects, or settings like individual player volume and microphone selection. For now, this work is on hold due to the Unreal Engine 5.7 migration, which is a technical priority. Stabilizing 5.7 is essential before we can safely resume work on proximity chat.[/p][p]Bug hunting and fixing. With more than 200,000 players, the situations encountered in game are almost infinite. If there is a one in a million chance for a bug to occur, it will happen. When an extremely rare bug appears, identifying the exact reason why it triggered becomes our main challenge. We fix bugs on a daily basis, and you might not even notice it, which is actually a good thing. QA is a major topic for us, and we explain our approach just below.[/p][p][/p][p]Barthélémy trying to identify why a gas canister can sometimes fall through the floor. There was a very small chance for this to happen, but it did happen. Thanks to the players who reported this bug on Discord.[/p][h2]How we test the game internally[/h2][p]We do a lot of QA, and not only at the end of the pipeline. The entire team is involved, following a shared routine.[/p][p]We work with several testing environments, from the farthest to the closest to the version you are playing. We start with tests directly in the Unreal Editor, which are very efficient for quick iteration but obviously far from real gameplay conditions. Then come several successive builds, in development mode and in shipping mode, with or without internal debug tools.[/p][p]The closer we get to the player version, the more QA simply means playing the game normally, without shortcuts or tools, because this is where real issues tend to appear.[/p][p]Every night, the developments from the previous day are automatically built so they can be tested in real conditions the next day, and the demo version of the game is also checked at each iteration.[/p][p]The technical setup for these tests is handled by Jérémy, with constant prioritization based on recent changes, since it is simply impossible to fully retest everything on every update. Barthélémy is also heavily involved in QA follow up. Your in game feedback helps us tremendously to detect issues we might miss, and we also watch many of your streams to identify behaviors and bugs that do not appear in our own play sessions.[/p][p][/p][p]Jérémy, Lead Dev on Species: Unknown[/p][p]On the organization side, we use a workflow close to the SCRUM method for those familiar with game development. This includes a daily meeting to synchronize the team and remove blockers, as well as a sprint planning every two weeks to decide what goes into the next sprint.[/p][h2]Looking forward to the rest of this early access[/h2][p]Thank you sincerely to everyone who takes the time to play, test, discuss, stream, or simply read and react to our posts. The game and its updates live through your feedback, whether enthusiastic or more critical, and it helps us move the project in the right direction.[/p][p]Keep sharing your thoughts on the Steam Hub, discussing on Discord, and if you have not done so yet, leaving a review. It is one of the most useful ways to support the project and guide our decisions.[/p][p]On our side, we will continue to move forward, test, stabilize, and iterate, with the desire to remain transparent and close to you. See you soon in game, and thank you for the trust you place in us.[/p]

PATCH NOTES 0.14.4

[h3]Fixed[/h3]
  • [p]Fixed colored canister (lab) could spawn inside a wall[/p]
  • [p]Fixed weapons could spawn in walls[/p]
  • [p]Fixed objects thrown into anomalies (experimental labs) could get stuck and make the anomaly malfunction[/p]
  • [p]Fixed invisible barrier was applied to ID_010 drip in some lab vents[/p]

The Lab Update is live : a new quarter is now available

[p]A brand-new playable quarter is available, inviting you back into Species: Unknown to explore, survive, and face new challenges. This update marks a step in the evolution of the game, with a fresh environment designed to renew the experience for both returning players and first-time explorers.[/p][h2]The Lab is the main focus of this update[/h2][p]This new area brings together elements that players have appreciated in previous zones (environmental hazards, various atmospheres…), while introducing a different area to explore. It represents the largest part of the Lab Update and is the result of several weeks (or months) of focused work by the team. As with the rest of the game, we’ve chosen to keep some aspects intentionally undisclosed, to let players discover the area at their own pace.[/p][p]This release represents another step in the evolution of Species: Unknown. We’re continuing to iterate on the experience based on what we learn from players, while gradually expanding the game over time.[/p][p][/p][p][/p][p]We’ll be back next week with a dedicated article covering the work already underway and what’s planned for the next steps.[/p][h2]The Lab is intended as a space for exploration[/h2][p]The new area is designed to be approached progressively, with situations that may vary depending on players’ choices and group dynamics. As with other zones, discovery plays an important role, and we’ve aimed to leave room for players to form their own impressions during their first sessions.[/p][p]For content creators, this phase of live discovery can naturally lead to strong moments and engaging sequences to share. We’ll be joining your streams tonight with a lot of excitement to see how you react.[/p][p]If some of you would like to share your best moments on the studio’s Discord server, we’d be happy to share them as well![/p][h2]This update also includes a set of optimizations and bug fixes.[/h2][p]Several improvements have been made to overall stability and performance, along with fixes addressing issues identified by the community. As always, this work is ongoing and guided by player feedback, with the goal of improving the experience over time.[/p][h3]Changed[/h3]
  • [p]Eaten face or hole in forehead now visible on skeletons[/p]
  • [p]Discovery mission now always directed to crew quarters[/p]
  • [p]Panic room now opens if power is cut off[/p]
[h3]Removed[/h3]
  • [p]Removed winter party decorations in lobby[/p]
  • [p]\[Supporter DLC] Removed winter party hat on plushie[/p]
[h3]Balancing[/h3]
  • [p]General economy balancing[/p]
[h3]Fixed[/h3]
  • [p]Fixed ID_008 shouldn’t enter berserk mode in easy and normal difficulty[/p]
  • [p]Fixed fleeing specimens should not be attracted by canister explosion[/p]
  • [p]Category 3 weapons are less likely to get stuck in the ground[/p]
[h2]A note on proximity chat and ongoing technical work[/h2][p]We know that proximity chat is a feature many players are looking forward to. It’s something we actively want to bring to the game, but we weren’t able to finalize it alongside the Lab Update. The feature is technically complex and has a direct impact on game design, which means it needs time to be done properly.[/p][p]In parallel, a significant part of our recent work has focused on less visible improvements, such as migrating the project to Unreal Engine 5.7 to better support the quality of upcoming updates, and strengthening protections against multiplayer issues related to EOS that many games currently face. These foundations are important to ensure a more stable and scalable experience moving forward.[/p][h2]We invite you to explore the Lab and share your impressions[/h2][p]Whether you’re returning to the game or discovering it for the first time, your feedback is valuable to us. Feel free to share your thoughts on the new area and your first experiences in the comments below.[/p][h2]If you’re enjoying the experience, leaving a review helps a lot[/h2][p]Player reviews are an important way to support the project and help others better understand the game. If the Lab Update left you with a positive impression, we appreciate you taking the time to share it on the Steam page.[/p][p][dynamiclink][/dynamiclink][/p][h3]A small humorous anecdote[/h3][p]while some teams celebrate birthdays or new arrivals during game development, we had the chance to celebrate our very first break-in. Our studio was broken into overnight and some equipment was stolen (including some laptops, a VR headset, and, somewhat unexpectedly, a bag of Skittles candy). While this didn’t impact the delivery of the update, it was one of those very real, everyday moments that remind us that game development is also about a team navigating unforeseen situations together.[/p][p]We wanted to share this simply as a small behind-the-scenes anecdote, and to thank everyone on the team for staying focused and committed throughout the process. Unfortunately, the burglar didn’t leave a positive review on Steam, but we’re still hopeful.[/p][h2]Thank you for your continued support[/h2][p]We hope you enjoy exploring the Lab, and we’ll continue working on improving and expanding Species: Unknown over time.[/p][p]We would especially like to thank the players who actively contribute to improving the game. On Discord, the studio’s Ambassadors and Specialists who warmly welcome new players, as well as everyone who leaves encouraging reviews on Steam, shares feedback on Discord or Reddit, or creates hilarious videos to watch on YouTube.[/p][p]You are now more than 200,000 players to have explored the HSS Hawking in just three months of Early Access, and your 94% positive reviews are a very important source of motivation for the months of development ahead.[/p][p]The small team working on this project is truly grateful and continues pushing forward. See you soon.[/p]