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Monstrum News

Monstrum Soundtrack now available!

Ahoy!

The Monstrum soundtrack is now available to buy and stream from Bandcamp! Fancy reliving your favourite chase theme while walking home or pretending you've got one of the ship's radios blasting out without anything coming to get you? Well how you can!

Grab it here: http://teamjunkfish.bandcamp.com/releases

Cheers!

Monstum v1.0 Now Live! (Bye bye Early Access!)

Well, this is it. Monstrum v.1.0 is now available! No more Early Access, you now have the whole game to die in! We're still planning some further optimisations as well as the Mac, Linux and Oculus builds too.

We want to take this moment to say thanks to all the people who's supported us this far, the friends, family, Early Access backers, press, let's players, streamers, testers, people at expos, people who've given us advice and devs local and not so local who we've met on our adventures on the high seas (sorry) of developing Monstrum! We've probably missed someone out, but without you lot we'd not have gotten to this point, so thank you very much!

And to those of you joining us now, good luck.

Here's to game number 2!

And now: the patch notes too.

Change Log 1.0


Features

  • Achievements


Improvements
  • Optimized item glow
  • Optimized the kitchen
  • Optimized some room collision meshes
  • Improved clipping with certain objects
  • Improved a few player animations
  • Updated Fiend music


Changes
  • Altered helicopter steam pipes to reduce predictability with the monster
  • Changed journal font
  • Reverted chain spool model since the new one sometimes reduced performance
  • Player needs to be more accurate with the flare gun to hit monsters
  • Altered the trolley so that it is easier to position next to the helicopter
  • Added a small platform at the bottom of the stairs to prevent an exploit
  • Changed the player's clothes


Bug Fixes
  • Addressed crash issue during loading
  • Fixed odd behaviour with Hunter at the submarine
  • Improved issue where pathfinding would sometimes decide to leave the ship
  • Fixed an issue where the “exit game” button wouldn't work
  • Fixed lag spike when lowering the submarine


Known issues
  • Changing the resolution and/or texture resolution can sometimes make the player's item transparent
  • SSAO can sometimes reduce FPS more than expected
  • Items in the hand move unexpectedly when paused
  • Some items will bounce unrealistically

Monstrum Launch Date announcement and v.0.9.5 patch notes!

Ahoy!

We're super happy to announce that Monstrum will be leaving Early Access on the 20th of May! We'll be running our Early Access discount until then, when the price will rise from £9.99/€12.49/$14.99 to £11.99/€14.99/$17.99.

Here's the trailer too:

https://www.youtube.com/watch?v=1H5LpHJ_2x4

And of course: the patch notes for the new update.

Change Log 0.9.5


Improvements
  • New decorative wall content
  • Decorated the helicopter containers
  • Updated start rooms with better prompts and layout
  • Improved drag out animations
  • Adjusted some item positions to look better in the hand
  • Updated glowstick
  • Improved fuel hose interaction
  • Added steam pipe system by the helicopter
  • Updated steam pipe models


Changes
  • Removed fuel cans from inside the cargo containers by the helicopter
  • Reduced the number of cargo containers by the helicopter
  • Removed access to the raised walkways by the helicopter


Fixes
  • Fixed issue where jumping would not play a landing sound
  • Fixed a memory leak associated with the security cameras
  • Fixed a memory leak associated with light bulbs
  • Optimized certain bits of the code base
  • Reduced lag spike when monsters spawn
  • Fixed font-loading lag spike when opening the graphics menu
  • Hotfixed an issue where grabbing the trolley would disable certain post-processing effects
  • Fixed an issue where sometimes the wrong animation was played from a fall death


Finally, our engineers are currently carrying out some new experimental work within the ship. Please ignore any excessive flickering lights, electrical hums, odd noises and impending sense of doom that may occur while on board.

Monstrum Build 0.9.3 now live!

Ahoy folks!

Here's the latest update to Monstrum, which will be going live soon :). As always, let us know what you think!

Cheers!

Change Log 0.9.3


New Features
  • Unity Launcher removed; graphics options are now available within the game and are individually customizable
  • New menus
  • Victory scenes!
  • Dedicated credits scene
  • New Loading screens


Improvements
  • Animations for when a monster pulls the player out of a hiding spot are overhauled
  • Liferaft animations improved
  • Corridors have some new variants
  • New Fire Extinguisher model
  • Junkfish splash screen has audio now, yay!
  • Moved certain tables/counters to reduce clipping
  • Improved torch aiming/flare gun aiming to reduce unnatural hand movements
  • Some updated cargo hold assets
  • New menu font
  • New audio assets added in
  • Improved chasing after being throw out of hiding spot
  • Improved chasing after Hunter jumps out of trap
  • Fire performance improvement
  • Death animation improvements
  • Reduced possibility of falling through the environment when closing doors


Change
  • Reduced the refuelling time for the helicopter
  • Changed some of the lighting
  • Changed the visual style of the lower deck
  • Changed the chasing persistence of the monsters
  • Changed some of the door opening/closing/locking/unlocking sounds
  • Stairwell materials updated
  • Removed the walkie-talkies item (for now)


Fixes
  • Issue in which the hand would randomly flip around when interacting with the environment
  • Fixed an issue which caused the pit trap player falling animation to look unnatural
  • Fixed an audio sync issue with death from falling
  • Fixed an audio sync issue with a welder animation
  • Fixed a bug where the journal wouldn't update if you inserted the spool chain before inspecting the liferaft
  • Fixed a bug where the flare gun wouldn't register hits
  • Fixed a bug that caused the chair to turn in to a magic carpet when the player stands on it
  • Ensured fire kills the player
  • Fixed a performance drop after inserting the battery in to the sub
  • Fixed/improved issue where crouching whilst interacting with the environment caused various problems
  • Fixed an issue where monsters would get confused after destroying certain objects
  • Fixed an issue with the Hunter not spawning in the lower decks correctly

Monstrum Build 0.9.2 now live!

Ahoy!

A little later than planned, but here's the patch notes for the newest update to Monstrum!

As always, let us know what you think!

Cheers!

Change Log 0.9.2


New features
  • New notes to find!


Changes
  • Security cameras are a little harder to hide under
    Brute moves faster


Fixes
  • Player prevented from getting behind the start room boxes
  • Player can no longer climb in to the boxes in the cargo hold
  • Fixed an issue where turning off the steam vents via the master control would sometimes leave steam triggers active, causing random deaths in the cargo hold
  • Brute destroys the outside cargo container doors properly
  • Fixed a physics error caused by putting items in the helicopter
  • Fixed a performance hit caused by moving the crane
  • Menu rendering issues
  • Menu fade-in fixed
  • Pressing escape in the game over menu no longer breaks the game


Many audio-related issues such as:
  • Ambient wave sounds playing at the right times
  • Door audio source improvements
  • Setting audio priorities to ensure more important sounds are played
  • Hunter music/sfx kicking in at the wrong time
  • Welder double-sound issue fixed
  • Double-roars from the monsters should be less common
  • Brute roar location fixed
  • Camera movement audio is synced with its movement properly


Improvements
  • Performance should be improved in general due to a new occlusion method, better internal level representation and pathfinding optimizations
  • Monster animations should be less jittery
  • Optimized colliders for many game assets
  • Door-player movement code changed to reduce player getting stuck in the environment
  • Monster AI improvements
  • Altered monster audio source ranges