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Species: Unknown News

Behind the scenes of the Early Access of Species: Unknown, meet the team

[p]Since the launch of Early Access, we’ve been receiving an impressive amount of messages, ideas, and feedback : sometimes brilliant, sometimes surprising, sometimes very direct. And that’s exactly what we wanted: an open and human dialogue between you and the team building Species: Unknown.[/p][p]This article is here to shed some light on who is working on the game, how we improve it every week, and why your role is part of a dynamic and agile early-access approach.[/p][h2]The small team working on the Early Access[/h2][p]Species: Unknown is not a project backed by a major publisher. We are an independent studio based in Lyon, France, with a tight-knit team.[/p][p]On a daily basis, only two developers work full-time on Species: Unknown. They are supported by the rest of the studio team when needed, for interface design, art, production, or communication.[/p][p]That’s all.[/p][p]Why mention it? Because it explains our pace. We move forward, fix issues, and improve things, but at the scale of a team that is not an industrial machine.[/p][p]To keep things simple, here’s how things look at the studio right now: one team dedicated to Species: Unknown, another small team handling live-ops on previous productions (hello Ragnarock, Vestiges: Fallen Tribes, Propagation VR!), and a few people who move between projects depending on their cross-functional skills.[/p][p]Day to day, producing all the games at Wanadev involves around ten people.[/p][p]Yes, we don’t move as fast as a large studio, but we keep the same level of care and expectations, because each addition has to maintain or raise the quality you expect, and that has brought the game to 94% positive reviews so far (!)[/p][h2]A look at the people working on the EA of Species: Unknown[/h2][h3]Nicolas, Creative Director: the origin of the project and the main craftsman behind the game[/h3][p][/p][p]The idea for this game came from Nicolas a little over two years ago at the studio. He then created the first prototype of Species: Unknown. That’s how we work here: we start a prototype with one person, and once it becomes interesting, we consolidate the team around it by adding the needed skills.[/p][p]Naturally, he is now leading the creative direction of the project. Nicolas is the one guiding the team toward the experience we want players to live.[/p][p][/p][p]photo: Nico is discussing with Guilhem (UI/UX designer) about the screens of the next playable area, currently in development.[/p][p][/p][p]Being involved in the project from the very first months, he took on the responsibilities of Game & Level Design and Gameplay Programming: the game loop, the pacing, the phases : Nicolas is the one implementing most of these.[/p][p]In production, Nicolas also works on everything that relates to his creative vision for the game: from sound design to animation and level building. His sharp eye helps him excel at staging environments thanks to his work on sound and lighting. When you play Species: Unknown and think “wow, this looks really good,” it’s very often thanks to Nico.[/p][p]Right now, Nico is creating the upcoming content in the game (like the Lab, which will be the new district of the HSS Hawking), and like the rest of the team, he’s active on the studio’s Discord.[/p][p][/p][h3]Jérémy, Lead developer[/h3][p]Jérémy is the second person working full-time on the project. As lead developer, he knows the entire project infrastructure and its architecture. With his experience and engineering skills, Jérémy is the one who implements the technical systems and core features, such as multiplayer for example.[/p][p][/p][p]Right now, Jérémy is working on refactoring the audio system in order to implement the Proximity Voice Chat you’ve been asking for a lot.[/p][p][/p][h3]Nola, Production Director[/h3][p]Nola is the production director at the studio: she oversees, schedules, and organizes the development of the different games being created in parallel. To put it simply: the game is available to download on Steam thanks to her work.[/p][p][/p][p]Day to day, she facilitates communication within the team, keeps track of the schedule, clarifies needs, prioritizes tasks, and supports the team. With an engineering background, she knows the production pipeline extremely well. You might run into her on Discord.[/p][p][/p][h3]Johann, Lead Artist 3D[/h3][p]Johann brings his expertise to all topics related to 3D modeling at the studio. Day to day, he switches between Blender and Unreal Engine. He also works with freelance 3D artists when we need external talent.[/p][p][/p][p]On Species: Unknown right now, he’s collaborating with Nicolas on the next district of the HSS Hawking.[/p][p][/p][h3]Guilhem, UX/UI designer[/h3][p]The menus? The screens? All the little elements that help players find what they’re looking for — that’s Guilhem’s work. He brings his expertise to everything related to interfaces. His main tools are Figma and Unreal Engine.[/p][p][/p][p]Right now, alongside other studio projects, he’s creating the screens that will be used in the new district of the HSS Hawking.[/p][p][/p][h3]Barthélémy, Level design and QA[/h3][p]Barth is an apprentice at WanadevStudio, supporting Nico on the level design of the upcoming area and staying very close to community feedback. He regularly playtests the game in depth to validate new features and hunt down bugs. You’ll also find Barth on Discord every day![/p][p][/p][p][/p][h3]François, Marketing Director[/h3][p]François is the conductor behind all communication surrounding Species: Unknown and the studio’s other games. Responsible for the game’s visibility, he makes sure every update, every new feature, and every event finds the right audience, whether on Steam, Discord, or social media. His daily work involves listening to the community, responding to player expectations, highlighting feedback, organizing announcements, and coordinating launch campaigns. You’ll often see him on Discord, so feel free to say hello![/p][p]photo: François at the Gamescom[/p][h3]We also rely on external talent for specific topics.[/h3][p]You may have already come across Ambre on the studio’s Discord. Ambre Jenffer is a Creature Artist, working mainly on concept art and the modeling of the nightmarish creatures you encounter in Species: Unknown.[/p][p]For the game’s original music, you can thank Dean Kopri, with whom we love collaborating on musical compositions. We had already worked together on several previous productions (including Propagation: Paradise Hotel). On Species: Unknown, Dean composed the music featured in the game as well as in the official trailer.[/p][h2]A team mostly working in our time zone[/h2][p]We all work from Lyon, on the Paris time zone, during the week. This means responses may be slower if you write to us in the middle of our night, and patches are scheduled around European hours.[/p][h2]We really do read your feedback[/h2][p]We read absolutely everything: bugs and suggestions on Discord, discussions on the Steam forums, reviews (even the toughest ones), and we enjoy regularly checking out your Twitch streams and YouTube coverage.[/p][p]Every message is read by someone on the team as soon as possible, even if we can’t reply to all of them. Some ideas make it into the game or will in the future, while others require more time.[/p][h2]Understanding and reproducing bugs: a real challenge[/h2][p]There are now tens of thousands of you playing (which is incredible!), and that exposes us to a huge number of situations we simply can’t test internally. Thanks to you, we discover new unexpected behaviors and rare bugs every week.[/p][p]The hardest part isn’t fixing bugs, it’s figuring out how to reproduce them. Many only appear under very specific conditions. That’s why your detailed messages on Discord, your videos, screenshots, and explanations of the context are so valuable.[/p][p][/p][h2]The Roadmap[/h2][p]If you want a detailed overview of the major upcoming steps and updates, everything is summarized in our dedicated article here:[/p][p][/p][p][/p][h2]Why your reviews truly matter[/h2][p]Reviews are more than just an indicator of the quality of our work. For a small team, they are a real source of motivation. Reading a positive review after spending an entire day chasing a bug has a genuine impact.[/p][p]If you enjoy the game , even simply because “it’s fun with friends”, the best way to support its development is to say so by leaving a review on Steam.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]To wrap up: Thank you[/h2][p]Early Access isn’t an easy path for a small studio, but it’s an incredibly exciting one. Everything that has happened since launch (streams, discussions, feedback, encouragement…) confirms our desire to keep going. Many of you tell us the game has huge potential, so we’re going to do our best to reach it.[/p][p]We hope this behind-the-scenes look brings you a little closer to the team building Species: Unknown.[/p][p]See you soon on the missions.[/p]

Regular Update 0.10.0

[p]Today we are releasing update 0.10.0, a regular update like the ones we plan to publish between the major milestones of the roadmap.
Once again, it exists thanks to you: your messages, your videos, your discussions on Discord, and all the feedback you share with us. Thank you sincerely.[/p][p]We read absolutely everything you post. We log, sort, discuss, and prioritize every signal, and we move forward as fast as our small team allows. Your support, your patience, and your energy truly guide the pace of development.[/p]
New Features
[h3]New Contract Modifier: “Unstable Power System”[/h3][p]A power system that behaves unpredictably. Power can cut out at any moment and return after an undetermined delay. During an outage, respawn capsules are disabled.
You can try this modifier by selecting one of the randomly generated contracts that include it.[/p][h3]New setting: “Max frame rate”[/h3][p]You can now choose your frame rate limit or turn it off. Please note: the previous default limit of 120 Hz has been reset to unlimited. If you need a specific limit, remember to re-enable it.[/p][h3]New status bar for the health injector and shield[/h3][p]A small but helpful HUD improvement, suggested by the player Maman0vitch during a Twitch session.
Thank you for the idea.[/p][p][/p]
Fixes
[p]• The security pass could appear under the ground in scientist room 6.
• Specimens could sometimes be captured just outside the cell.[/p][p][/p][p][/p][p][/p]
Thank you for your suggestions
[p][/p][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. We also discovered that a Subreddit has been opened![/p][p][/p]
About Proximity Voice Chat
[p]A quick update: we have begun work on voice chat.
The technical solution is now defined on paper, and we are starting the first implementation steps.
It is an important feature, and we want to do it properly, but development has officially begun.[/p][p][/p][p]Thank you again for your support, your patience, and your trust.
We will keep moving forward, step by step, with you.[/p][p]The Species: Unknown team from WanadevStudio[/p]

Patch Notes 0.9.16

[h3]Fixed[/h3]

- Fixed Discovery contract regression : wrong number of respawns applied + modifiers not displayed on HUD
- Fixed ID_008 stuck when its shield breaks while in vents

Patch Notes 0.9.15

[h3]Changed[/h3]
- Icon and text adjustments on "Power activated" modifier
- [Obsolete] Capped FPS at 120 (while we work on an option to choose your limit) Max frame rate setting now available in update 0.10.0

[h3]Fixed[/h3]
- Fixed Minimap upgrades not working for clients
- Fixed interaction problem when switching weapon
- Fixed interaction problem when inserting black box
- Fixed staying in the codex screen prevents the robot from killing us
- Fixed Black box can get stuck under a staircase
- Various fixes in texts of codex and extended codex
- Fixed unfinished modifiers appearing sometimes ("Security")

Thank you for all your feedback that allows us to find and fix these bugs!

Please note we are aware of issues some players face with the game being stuck offline. We don't have a solution yet but we are looking into it.

What Next ?

[h2]Today, we’d like to share an honest and concrete look at what’s coming in the next few weeks and months. This roadmap blends new content, community-driven improvements, and our commitment to keeping quality at the heart of the project.[/h2][p][/p][p]Since the release of Species: Unknown, we’ve taken great pleasure in reading your feedback, ideas, and stories. Your messages on Discord, Steam, and social media show just how much the universe we created inspires you, and it’s that energy that drives us to keep improving your game.[/p][h3][/h3][h3]What We’re Working on Right Now[/h3][p]In a few weeks, the first updates in a series of regular patches planned throughout Early Access will be released. This new content will enhance your gameplay experience and refresh your explorations:[/p]
  • [p]New Modifier:Unstable Power System”[/p]
[p]Power outages can now occur at any time, plunging the crew into total darkness before the electricity returns. Sometimes at the worst possible moment. During these blackouts, resurrection capsules are disabled. You’ll have to learn how to survive in uncertainty…[/p]
  • [p]New HSS Hawking Quarter: The Lab[/p]
[p]A brand-new environment where cold, sterile corridors hide the remnants of experiments that might have been better left buried...[/p][p]
[/p][p][/p][h3]Improvements Based on Your Feedback[/h3][p]Your feedback has been incredibly valuable. We’ve gathered a first round of community requests, which we’re currently assessing to determine their feasibility and priority. Some of the most requested features include:[/p]
  • [p]Voice Chat Improvements (yes, we heard you!)[/p]
    • [p]A Proximity Chat system, with spatialized audio for nearby voices and a radio effect for distant ones[/p]
    • [p]The ability to adjust the volume of each teammate individually.[/p]
    • [p]A Push-to-Talk mode for greater comfort during missions[/p]
  • [p]Extended Rebinding Options: support for 5-button mice and numpad keyboard[/p]
  • [p]Framerate Limiter Option, to help improve performance on certain configurations[/p]
  • [p]Option to Hide the Join Code (perfect for streamers) and a quick copy button for easier sharing[/p]
[p][/p][p][/p][p][/p][h3]A Human-Sized Development[/h3][p]We also want to be transparent: we’re a small indie studio and only two developers are working full-time on the game, supported by two artists (UI/UX and 3D) and we do our own QA testing. This naturally limits the pace of updates, but it’s also a way for us to move forward at a careful, deliberate rhythm, taking the time to test, refine, and polish every addition, rather than compromising on the level of quality we aim to maintain.[/p][p][/p][p]Nicolas (Nicobass), our Game Designer - Jérémy, our Lead Developer[/p][p][/p][p]Some of you might already know Nicolas from Twitch or Discord, he loves dropping by your streams, cheering you on, and lending a hand as you tackle your missions! These guys and the rest of the team are doing the best they can to make Species: Unknown the greatest it can be, so please be patient ! [/p][p][/p][p]We read you.[/p][p]Thank you for your passion, and your trust.[/p]