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Space Grunts News

update 35b: blocked hallways

Just a quick fix as I'm trying to make sure the recycle device starts behaving and not messing things up !

interface:
  • fix: crash on character select screen
  • fix: removed “beta” from titlebar


game:
  • fix: recycle device wasn’t (always) solid
  • fix: bug with recycle device sometimes blocking the path

update 35: release version, and welcome to new players!



Welcome to the new players :) hope you enjoy the game and join the forums if you have idea's or questions (cause there are a lot of mysterious things in the game)


Just a quick update here:

interface:
  • fix: input settings not saving correctly


game:
  • fix: attempt to fix the NPC spawning in-front of a door / blocking hallways
  • fix: skitter does less damage in direct-hit situation
  • fix: changes to the camera code, now gives more space vertically in trade of slightly more movement
  • fix: better placement of item-recycle-devices

Now Available on Steam - Space Grunts

Space Grunts is Now Available on Steam!

The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate..

Update 34: recycle your items into ammo!



I can't help but keep updating the game, even tho I'm releasing the game officially on Tuesday (leaving early access) I do plan to push some more updates like this one!

Many people complained about sometimes running out of ammo in later levels.. and a few people actually came with a great solution! Which I also liked so here it is, "the recycler"! These devices are randomly found around the moon-base, and you can recycle your items in return for an ammo-pack. The ammo you get is a bit randomized, but you always get at least 4 of every ammo type.

I might change it in future updates so that some items give more ammo or ammo of a specific type, but for now this is a nice solution to the ammo vs item problem ;)

There are also some fixes pushed in this update, and as always let me know if I accidentally broke other stuff ;)

interface:
  • fix: small issues with the mouse-cursor


game:
  • fix: removed cabinets from ancient and cave worlds
  • fix: improved looks on the interaction arrow (exit,cpu,etc)
  • fix: turned down the amount of red-blinking when taking big damage
  • fix: improved strength on tech-mine, and delay before it explodes
  • fix: improved detectors (more accurate, less annoying)
  • added: Ammo recycle dispensers - recycle your items for ammo

update 33: input delay and editor improvements



Welcome in 2016! and more importantly, welcome to the last update pre-release.. Next week (12th of January) the game will see an official release on Steam, hopefully bringing a lot of new players to the game.

I do need to fix a few things, so that's what this update hopes to do.. please let me know if you run into anything!

Most of the new stuff is in the editor (see previous announcement) which now comes with loading and saving (including pushing it to Steam workshop which is hidden for now). All feedback on the editor is also welcome to help me improve that one and get it ready for real world stuff..

interface:
  • fix: engine fixes, slight speed increase
  • fix: various small interface glitches
  • added: datacard for alien-goo barrel


game:
  • fix: minor delay between input-registering, should mean less “accidental moves”
  • fix: player sometimes keeping keycard from previous game
  • fix: various lights didn’t work as they should
  • added: small glow effect to the worms (makes them easier to spot)
  • added: pop-up hint (tutorial) on auto-saving


editor:
  • fix: door placement not working correctly
  • fix: swapping between edit and test
  • fix: removed some “unusable” monsters from monster picker
  • added: loading + saving + steam cloud publishing
  • added: setting title+description
  • added: deleting level
  • added: correct light and ambience based on tileset