Hello Spacemen! You ventured into the darkest depths of space at the behest of The Company, now, in pursuit of great and mysterious sciences, venture deep into the bowels of the GATE Cascade Research Facility in our new and exciting survival crafting adventure; Abiotic Factor ! Y
Hello Spacemen!
You ventured into the darkest depths of space at the behest of The Company, now, in pursuit of great and mysterious sciences, venture deep into the bowels of the GATE Cascade Research Facility in our new and exciting survival crafting adventure; Abiotic Factor!
You and up to 5 other friends can dive into the Facility and unearth the secrets within, and maybe even tangle with some alien species that the Spokesman would be proud to call his friends.
Thank you for joining us all these years through this adventure (and the many more years of adventure to come) -- we hope to see you in the Facility as well.
Company Perks
Oh, one more thing! If you own Unfortunate Spacemen you also get a unique Company ID card to adorn your scientist with in Abiotic Factor, because loyalty to The Company is paramount, even in other universes.
Greetings, Spacemen! We have pushed an update that is relevant to those hosting dedicated servers. Going forward, Unfortunate Spacemen servers will require Steam Game Server Login Tokens (GSLT) for hosting dedicated servers. As of the latest game update, dedicated servers not usi
Greetings, Spacemen!
We have pushed an update that is relevant to those hosting dedicated servers.
Going forward, Unfortunate Spacemen servers will require Steam Game Server Login Tokens (GSLT) for hosting dedicated servers.
As of the latest game update, dedicated servers not using GSLT will not be visible in the server browser.
I run a dedicated server, what do I do?
You will need to set up a GSLT token for your server. It's quite easy to do.
After you have your GSLT token, all you have to do is to add the following to your server start up procedure or launch shortcut: -SetSteamAccount=
All servers require a unique GSLT meaning you will need a token for each server if you run multiple. Do not share your tokens with anyone!
Dedicated Server Guide Update
To host a dedicated server, you can follow the original guide which has been updated to reflect this change.
If I’m just a player, do I have to do anything?
Nope! The only change might be that some dedicated servers may no longer appear in the server browser, meaning the dedicated server owner has not set up a token yet.
The latest update also decreases the game's size on disk by about 2 GB.
Greetings Brave Spacemen and Spacewomen of The Company (this Company, not the other one ), we've got a fun announcement today, relativity permitting. We’re making a new game! Some of you may have heard that we’ve been working on a new game here at Deep Field. You may have just re
Greetings Brave Spacemen and Spacewomen of The Company (this Company, not the other one), we've got a fun announcement today, relativity permitting.
We’re making a new game!
Some of you may have heard that we’ve been working on a new game here at Deep Field. You may have just read that above, in fact. We'd like to introduce our brave spacecrews to Abiotic Factor -- and we’ve got a brand new launch date trailer to share with you as well!
Hotfix 1.6.1 has fixed a few issues for ya, enjoy! - Fixed: Toxic Ink not applying damage or debuff anymore. - Fixed: Press Conference not giving any points. - Fixed: Locker Cleaning not giving any points. - Fixed: Spacemen can see Traitor translocator waypoint - Fixed: Duress "e
Hotfix 1.6.1 has fixed a few issues for ya, enjoy!
- Fixed: Toxic Ink not applying damage or debuff anymore. - Fixed: Press Conference not giving any points. - Fixed: Locker Cleaning not giving any points. - Fixed: Spacemen can see Traitor translocator waypoint - Fixed: Duress "exhibit" room no longer allows passing between gaps where players can get stuck. - Fixed: Texture scale on Bubbles Visor is incorrect - Fixed: Conductor Helmet and Marauder Helmet sharing same description. - Fixed: Conductor Helmet achievement not listed in the menu. - Fixed: Brainsucker slime texture not showing on the helmet itself. - Fixed: Abduction trees don't have collision - Fixed: Ghosts don't receive points for destroying Company Servers - Fixed: No points are awarded for eating leftovers
The Task Update has arrived! The Company has identified several more tasks that Spacemen need to complete before escape! Along with the return of Duress, this update features dozens of bug fixes, quality of life, and balance tweaks to you-know-what. Let’s get our hands dirty, sha
The Task Update has arrived! The Company has identified several more tasks that Spacemen need to complete before escape! Along with the return of Duress, this update features dozens of bug fixes, quality of life, and balance tweaks to you-know-what. Let’s get our hands dirty, shall we?
Tasks Tasks Tasks
This update sees the addition of 7 new tasks. Some of these tasks, like Landing Pad Debris, will be present every round, but most other tasks will be randomly chosen at the start of the round.
"WHAT ARE THE NEW TASKS?!" we hear you scream. We've got you covered:
TAKE OUT THE TRASH: After clearing Landing Pads, a Debris Bag will be created. This bag must now be taken to the Trash Compactor, turned into cubes, and then launched into space via an Emergency Mass Ejector. [Do NOT place yourself inside the compactor while active, unless you want to become much more cubical than you presently are.]
PROTECT COMPANY DATA: The Company has a lot of information that shouldn’t fall into the wrong hands. Destroy all The Company’s servers in the facility to ensure our data is safe and secure. [The Traitor can hack Company Servers to shield them in order to slow this progress.]
INTERGALACTIC PRESS CONFERENCE: Conduct The Company’s press conference, assuring all interested worlds that everything is fine at the facility and anything they might be hearing about it is not true and/or in fact, a GOOD thing. [Negative emotes will cause worlds to tune out.]
EAT THE LEFTOVERS: There’s people (or something similar to people) starving on Plurflesnop. On the off-chance they might get a hold of it, you need to EAT all the leftovers. We spent good money on those meals! [Traitor can use their B.R.I.C.K. device to spoil Leftovers, making them rancid, damaging and debuffing anyone who is forced to eat it.]
INSURANCE ESTIMATE: Our insurance agents ask that before you scuttle to the shuttle, please conduct a quick scan of the facility with the Facility Scanner. Upon completion of your scans, launch it into space via the Emergency Mass Ejector.
CLEAN OUT LOCKERS: Clean out the lockers. Employees keep leaving their stuff in there and it’s just become untenable. Seriously. We’re very disappointed in all of you.
SNAIL MAIL: The mailbag is... It's just so heavy. It's really heavy. Take it to the Emergency Mass Ejector, eventually.
Along with all of that, Tasks now have a new progress bar in the top-left. You can still access the tasks in full by holding TAB during a round.
Duress Grand Re-Opening
An old favorite, reborn! The brand new remake of Duress is here! Venture aboard A7-PDLC, one of The Company's older asteroid facilities. Ride aboard trams and wander through its weaving walkways to uncover the secrets hidden within these twisting halls.
All Aboard!
To mark the re-opening of Duress, this helmet unlocks for anyone who completes the Duress-specific Tram Station achievement; All Aboard!
Some Noteworthy Changes
There were a few big changes this update that don't fall under any specific category.
NECRONAUT HITCH FIX: We’ve fixed the Necronaut tentacle physics causing hitching when the skin is used, especially by Monsters using the Decoy Perk.
RANK RESET ISSUE: We've migrated Player Rank and XP to use Steam Stats instead of a local save. This should resolve issues with Spacemen having their rank reset sometimes.
SHOVE BALANCING: We've drastically reduced shove velocity if the person is airborne, since zero friction means they go flying. This means shoving is now a lot more consistent in terms of how far the character goes.
KILLER IDENTITY: Spacemen are now informed if they were killed by the Monster or Traitor upon death, for better situational clarity.
DECISION TIME: Many changes to timing and pacing of the warmup (loadout selection) screen. Players are now given several more seconds to choose their role after learning which role they were given.
THIRD PERSON HEALTH STATION: Health Station usage now zooms out to the third person rotating camera like other similar activities, giving players better situational clarity.
Kema Optimization
You know that fun feature where sometimes it feels like you’re playing on a potato? Heck, maybe you're playing on a potato all the time. Well, we’ve optimized tons of stuff to make the game much less potato-like! That tons of stuff includes many optimizations to textures, particularly ones used on Kema, which drastically reduces VRAM requirements on that map and others. Those running on lower-end PCs should now be able to enjoy this map and see performance improvement overall. We did a lot of other optimizations as well and we hope all our changes manifest in better framerate for all the good space people.
Monster Improvements
We made several fixes to The Monster, including some perks that weren’t quite working properly or had some bugs.
CROUCH EXPLOIT FIX: The Monster can now claw swipe Spacemen from certain (reasonable) angles while they are crouched.
VENT EXPLOIT FIX: Monsters can no longer enter vents during Evolution sequence.
RAPID EVOLUTION: Drastically reduced the cooldown between Monster Evolutions if there are multiple Evolution steps available in a row.
Extended Monster Evolution (stage 2 and 3) now takes 4 seconds, down from 5 seconds.
QUIETER EVOLUTION: Extended Monster Evolution is now quieter so you can be a bit more sneaky.
Traitor & Traitor Perk Changes
We've made multiple improvements to Traitor quality of life. Let's go through 'em!
QUICKER HACKING: The Traitor's B.R.I.C.K. Device now takes 3 seconds total instead of 5+
The Traitor can now begin moving after 1.2 seconds before the hack animation completes.
HAYWIRE BUFF: Haywire now adds visuals and audio to Security Bots and permanently makes them enemies of Spacemen and will no longer complete tasks. They will now also sometimes lock doors or throw grenades, as old Security Bots used to. Haywire Bots will now also have much higher accuracy.
LESS COMBAT ORIENTED: Traitor health reduced another 10 HP across the board.
HELPFUL WAYPOINTS: Added a tiny waypoint on the Traitor's translocator device, only visible to the Traitor.
Put a big fat waypoint on Traitor Man Traps once deployed (visible to both of the antagonists) so they don't step on them as often.
VENT HACKING: Traitor's can now hack Vents in order to make them do a closing animation and sound, as a distraction.
BETTER GADGET TRACKING: Traitor Translocator count now shows on the HUD in the same way that Man Trap count shows on HUD.
Translocator Destroyed message is now a large text popup, instead of using smaller warning text, to make it more obvious when a Translocator is lost.
The Man Trap Meta & Traitor Soldier Changes
As the Traitor Man Trap Meta has become... Well, a problem, we have made some tweaks to this deadly combination. The Traitor is not intended to be a murder-machine, so alongside the slight reduction in Traitor HP, we've also adjusted Man Trap/Soldier Perk values quite a bit.
BULLET RESISTANCE: Spacemen (not Traitor, not Monster) now take 75% less BULLET damage while trapped in a Man Trap.
LESS MAN TRAPS: Reduced the number of Man Traps that can be deployed from 4 to 2.
COOLDOWN CHANGE: Man Trap cooldown has been increased from 5 seconds to 6.
BACKPACK TOO BIG: Traitors with Soldier Perk can no longer use vents. The backpack is too bulky to fit.
BUG FIXES: To fix the issue of throwables not deploying and preventing the Traitor from deploying more, Traitor throwables now auto-destroy after 6 seconds if they fail to deploy for some reason within that timeframe.
Traitor can no longer place multiple traps on the same spot by using an exploit.
Ghost Changes
We made a few minor changes to Ghosts as well.
Ghosts can no longer re-seal samples that were unsealed by the Traitor.
Ghosts now have a 1 second cooldown on their left-click attack, which they can use to deal damage to certain electronic devices.
Ghosts can now attack Company Servers in order to deal damage. It is, however, very slow.
Tribunal Tweaks
We’re always listening to community input and some will be happy to hear that we’ve made a couple changes to the Tribunal to make it a tiny bit less invasive.
Airlocks and Vending Machines can once again be used during a Tribunal.
The Traitor is no longer punished via Employee Point reduction for not visiting the Tribunal to vote.
Late-joining Spacemen are no longer punished via Employee Point reduction if they joined within 2 minutes of the end of the Tribunal voting period and fail to make it to the Tribunal in time.
New Cosmetics
For our already max-rank Spacemen, you should simply receive a bunch of new stuff in this update, right away. Consider this our gift to you for all your hard work out there. For everyone else, keep on ranking up and you'll get the new rank-unlocked items as well!
Error!
Maybe time to do a hard restart. The BSOD Visor, with two available variants, is unlocked for everyone at Rank 40.
Marauder Helmets for All
The Marauder Helmet, a more-armored spinoff of the beloved (but mostly unobtainable) Roughneck Helmet, is now freely available to everyone at Rank 40.
Brainsucker
Say hi to your new best friend, the Brainsucker. Unlocked at Rank 40, this little guy will stick to you like glue, it just likes you that much! You might even like it too. You might not even have a choice.
“Yeah, it just showed up one day. I don’t know where it came from but I’m pretty sure it’s harmless and just wants galactic peace and happiness for all of you bone bodie- I mean us.”
Of course, since the game is free, we also want your money I guess, so we added some store items as well.
Tired Visor
Did you forget to stop by the coffee maker before your shift? Then the Tired Visor is for you! This animated visor is now available on the Item Store.
Exalted Weapon Skins
Show off your inner Company shareholder with these gold plated weapons. You can find the Exalted Weapon Skins now on the Item Store.
There are a few more items we've added...
NEW HELMET: BRIGADE Cell-C variant is now available for those who have unlocked the Achievement FOR THE GREATER GOOD. Unlike the original BRIGADE helmet, this helmet colorizes with your identity color.
NEW VISOR: Bubble Visor! Art submitted by Seagraey (ages ago!) this animated visor is available for everyone at Rank 20.
NEW COUNTRY ITEMS: We've added visors and nameplates for Romania, Guatemala, and Croatia, available on the Item Store.
TONS of new Sprays and a few nameplates were added from the community. Most of them are unlocked through ranks. Check those menus to find all the new stuff!
Skin Variants Unlocked!
As a huge bonus, certain skins/suits on the Item Store (or owned by other means) have Skin Variants available now, unlocked at certain ranks for owners of the skin/suit.
Valkyrie Suit available at Rank 20, for anyone who has the Amazon Suit
V2 Monster Skin available at Rank 20, for anyone who has Blood Machine Monster Skin
Black Market Monster Skin available at Rank 30, for anyone who has Blood Machine Monster Skin
Bone Dread Monster Skin available at Rank 20, for anyone who has the Nightmare Monster Skin
Flesh Torment Monster Skin available at Rank 30, for anyone who has the Nightmare Monster Skin
Big thanks to Origin PC!
Origin PC hooked us up with some beastly gaming laptops, and we are blown away with the performance on these machines. As a big thanks, we've added some of their crates and PCs to almost all Shapeshifter maps, because we are SHAMELESS. Feel free to take cover behind these chunky Origin crates, they're tough as nails - they can take it.
Full Patch Notes
For more bug fix info you can check out the FULL PATCH NOTES for more details and all other changes.
The in-game Discord links have been updated to Deep Field’s new Discord server. Come join in if you haven’t already, we’re always looking for more recruits.
Greetings Spacefolk! As we reach the end of 2021, we have some important (and exciting) news to share! First, we'll let the Spokesman ... Well, speak. It's his job, after all. Then we'll dive into some frequently-asked questions. Yep, you heard it right. The Unfortunate Spacemen
Greetings Spacefolk!
As we reach the end of 2021, we have some important (and exciting) news to share! First, we'll let the Spokesman ... Well, speak. It's his job, after all. Then we'll dive into some frequently-asked questions.
Yep, you heard it right. The Unfortunate Spacemen community is now under the guardianship of Zag's new studio, Deep Field Games.
You've got questions! We've got answers.
Q: Are you guys abandoning USM?
A: Nope! We are the exact same team that have been developing Unfortunate Spacemen since 2016 (that's 5 years!) We've offered loads of support to the game over the years, through Early Access, full free to play release, and several major content updates beyond that.
And while we are ready to move on to developing MORE games for you, Deep Field Games will continue supporting Unfortunate Spacemen and its community, patching bugs and tracking issues. We are however not currently planning any major content updates for it at this time, beyond 1.6.
Q: Did you and New Blood have a falling out?
A: Nah, we’re still good friends with everyone at New Blood and we love those guys! Zag still watches Dave's dog sometimes! They were amazing to work with and we are super grateful for all their hard work. Now it’s simply time for us to head off on our own adventure.
Q: Same exact team? So you didn't manage to get rid of Zag?
A: hey... :(
Q: New Blood does a lot of the QA testing, right?
A: Oh Jub we didn't consider that WAIT NEW BLOOD COME BAC--
Q: Will this change affect my ability to play right now?
A: Nope! Aside from moving our dedicated server hosting over to Deep Field (from New Blood) in the near future, the game is and will remain as playable as it's always been. (Please, no jokes.)
Q: gimme 1.6
A: Not a question, but it's on the way! 1.6 is currently undergoing QA testing. It's quite a large update and we've put a big focus on smoothing out some issues, and squashing a few major bugs. We'll let you know when it's close. Our new Discord server will be the best place to be for information on that.
Q: Who owns the Spacemen IP?
A: We do! Deep Field Games.
Q: Will the New Blood crossover items and stuff stay in the game?
A: You bet. No content is being removed from the game. And who knows? Maybe we'll do some future crossovers with New Blood as well!
Q: You mentioned new games, will the next game be in the USM universe?
A: Including some teases that may have been apparent in the video you just watched, we have a lot of stories we want to tell, in and out of the Unfortunate Spacemen universe. The Spacemen universe is something we’d love to keep expanding on with future titles. Time will tell!
Q: Where do I go now?
We’d love for you to join us over on our new discord server; DISCORD.GG/DEEPFIELD
You'll find all the stuff you're used to, Looking-For-Group channels and all that jazz - and more!
And lastly, we want to thank some people. Thank you, Dave Oshry and the entire New Blood team (especially the QA team!) for all the hard work and good friendship over the years.
And thank you, reader, for all your support these past few years, and we look forward to seeing you in Unfortunate Spacemen, and on our next adventures to come.
With that, we leave you with this excellent Traitor artwork by community member, Markotoff.
It's happening. At long last, the Traitor has arrived! This dastardly agent of BRIGADE is here to help bring down The Company. This update also brings in the Monster Evolution track, dozens of improvements to animations and quality of life, deep space lore, and more. Time to acti
At long last, the Traitor has arrived! This dastardly agent of BRIGADE is here to help bring down The Company. This update also brings in the Monster Evolution track, dozens of improvements to animations and quality of life, deep space lore, and more. Time to activate.
New Antagonist: The Traitor
The Traitor is now a role you can opt-in to at the start of a round, just like opting in as the Monster. The Traitor has one goal; help the Monster win. The They come complete with their own set of rules, and are largely identical to a Spaceman. Here's a few rules to get you started!
There can be 1 Traitor in a round (but unlike the Monster, is not required.)
The Traitor can die and still win, as long as the Monster survives.
The Traitor can hack tons of objects (default keybinding "N") from long-distance with their B.R.I.C.K device. Don't let anyone see you do this! This can be as simple as remote-locking a door to sabotaging a vending machine so that Spacemen who use it get their arm stuck inside.
The Traitor (using Spacemen loadouts) has a new Perk slot with several new abilities, such as (but not limited to) Spacemen-snaring Man Traps, a return-teleport via a Translocator, or setting off the alarms on all the cameras in the facility.
Traitors start a bit weaker, at 90 Health (100 with Recruit perk.)
Traitors have not been infused with Company DNA and therefore can not pick up weapons provided by The Company via Vending Machines or Weapon Canisters. They can still pick up the Grenades, Suitcase Nukes, LMG, SMGs, and things of that nature. Things they can't pick up will pulse red, instead of the typical green.
The Traitor and the Shapeshifter can see one another when they look at each other.
For the rest of the Traitor's nitty-gritty details, check out the full patch notes, or explore and experiment in-game!
A New Pair of Gumshoes
The Investigator Profession has received a substantial buff. Along with some functional changes to the way the Pocket Detective works (you'll see when you use it!) the Traitor's ship can now be scanned to rank up to Investigator Level 2. Once Investigator Level 2, the Investigator can see and track breadcrumbs left behind by the Traitor when they use their B.R.I.C.K. device.
You'll be hot on the trail in no time!
There's also a few more scannable objects in the environment, but all we'll say is; lore-hunters will want to equip a Pocket Detective. Trust us on that one.
... Oh, and Investigators start with Magnums, like any good P.I. should.
Evolution Complete
In order to reduce the frequency of early-game aggression, the Monster is now locked out from certain perks and abilities until they evolve 3 times through the course of the beginning of the round. This means the Monster can not transform (without a syringe) until reaching the first evolution stage.
A couple important rules:
If the Monster evolves whenever possible, they should be fully evolved by the First Tribunal. (Not long!)
Evolution is noisey and takes about 5 seconds, therefore it should generally be done in a safe, hidden location whenever possible.
All of this may sound somewhat complicated, but in practice, it is fairly straightforward and the Evolution Track on the HUD should make it fairly clear what is initially locked. The end result should simply be that Monster can no longer eliminate half the lobby in the first 2 or 3 minutes of the round. Along with the Traitor and other balance tweaks, we feel that everyone will live longer on average, therefore spending less time sad and dead. This is something we're continuing to focus on going forward.
As the Spokesman would say, go get 'em, Tiger.
Time To Perk Up
We've gotten feedback that it's a bit difficult to rank up in order to experience the full range of Perk gameplay Spacemen has to offer, so we've moved all Perk unlocks into sequential order -- or something close to it. In short, every single Rank, you will receive at least 1 new Perk, until you've unlocked them all. This should greatly benefit smaller friend groups (people who don't play on the public servers) and everyone else climbing through the ranks.
Monsters with Professions: A Lil' Rebalancing
We realized that Monster's were running *checks notes just the Doctor Profession because it's pretty dang good. We made some Monster-only changes to all the other Professions to bring them up to a better meta-viability level (that's a real thing we totally care about.)
Recruit: As Monster, you now gain Evolution Points slightly faster than normal.
Janitor: As Monster, airlocks will no longer trigger in Monster Form as well.
Soldier: As Monster, can not be shoved in Monster Form. Like other non-shoveable states, this also blocks damage from Brawny shoves. A specific Monster roar now triggers when a shove fails due to Soldier perk blocking the shove.
Cultist: As Monster, you receive no audio or visual debuffs from Space Milk. This means you can still use voice and text chat after Space Milking, and no particles will appear over your head.
Warden: As Monster, in Monster Form, your shove is 50% more powerful and causes victims to turn AWAY from you instead of towards you as a normal shove would.
Investigator: As Monster, can see Health Bars over Spacemen heads. (This trait was removed from Membrane.)
Membrane Perk: No longer shows Health Bars over Spacemen heads.
Railgun Nerf
Yeah. You knew it was coming. We love the high-octane all-blood no-mercy hip-fire insta-kill clips -- they're a real hoot -- but it turns out it's not very fun for your victims. The Railgun is no longer accurate when hipfired. You will need to typically aim through the scope, you know, like a sniper rifle. Because it's a sniper rifle.
Weapon Speed
As part of our efforts to slow down the aggression just a bit, we're pulling on the reigns just a smidge. We've reduced the Handgun and Auto-Shotty firerates, a wee little bit.
Spreading Out The Power
The total number of Generators has been reduced, and almost all of the Generators are further apart, primarily to stop solo or roaming bands of Spacemen from restoring power. The intent of Generators has always been to slow down and spread out the Spacemen, and this practice was defeating that. Problem solved (probably.)
Space Bar Rework
Everyone's favorite cinema pub in SPAAAAAAAACE has been overhauled to improve Monster viability primarily by improving routing, giving more ambush locations, and reducing total oxygenation in the central play spaces. We have also taken this time to improve the overall visual quality of the map.
Let's just let the pictures do the talking.
Also, we made Tidal Lock safer. Woops.
Cretinous Corporate Crap
The Company has distributed Lil' Jubby figurines to all facilities, the perfect pal for any bedside table, lounge decoration, or office workspace. Please treat them with the reverence and respect they deserve.
Doctor's Orders
Health Syringe Dispensers have been placed in one spot in every map. Doctors can use this to buy a Health Syringe with their Employee Points. A sign of things to come? Ah, who knows. Maybe after we'd had some coffee we could answer tha--
Makin' Moves
Several improvements have been made to animations. Here's a list of fun new actions to see in this update:
Welding now takes time to complete and has a new animation
All animations that zoom the camera out now allow free mouse rotation
Several of new animations when picking up (or failing to pick up) items
Keycard swipe animations (for lock and unlock)
New first-person deploy animation when placing turrets or throwing down traps or medkits
New first-person animations when pulling out weapons
New zombification animation for Corpse Lord zombies
Third-person overheat animations so you can see when another player has an overheated weapon
That Bellicose Blue
Security Bots now have a bit more humanity to them. That is to say, they can also shove you now. You know, just like your other fellow humans. Or whatever Spacemen are.
Also, The Company has repainted the robots, but you probably already read about that, because you like that deep space lore that's been strewn all over 1.5.
HUD Clutter and Proximity Text Chat
In an effort to reduce some of the HUD clutter, now only the closest 5 sealed Research Samples will show on your HUD. Additionally, error and warning messages will no longer be spammable, which should drastically reduce text visible at any given time.
This is all quite convenient, because local proximity text chat will now also show on your HUD -- if you're in range of it when it's spoken. The profanity filter has also been improved, blocking more specific words, and no longer accidentally blocking parts of words that are perfectly safe and wholesome.
Hearanoia
We've updated a lot of sounds, so in general the soundscape should feel a bit less cluttered, and several objects should sound unique, more meaningful, and less overpowering as a whole. Along with that, we've added unique pain and death sounds for Feminine and Robotic voice packs. In space, it turns out you can actually hear a lot of screaming.
Map List for Dedicated Servers
Not only does this update introduce proper Map Lists for dedicated servers, we've also added the ability to disable map voting (force an automatic map rotation) and the ability to hide moderators in lobby if you'd like to keep your moderators a bit more undercover.
We've updated the EXAMPLE_Game.ini that ships with the server files, and you can learn all about how to set up and manage a dedicated server (including these new features) in our Official Dedicated Server Guide.
Note: Please be aware that the player-facing map name may differ from the map filename! Read the guide carefully before telling us your map list is incorrect!
Message of the Day for Dedicated Servers
Due to popular demand...
You can now set up an motd.txt (next to your BanList.txt, AdminList.txt, and ModList.txt) in order to display a Message of the Day on your dedicated server. It's limited to 1000 characters and is seen (briefly) upon spawning, and (as long as the player wants) in the Escape menu during gameplay.
Have Your Space-Cake and Wear It Too
In celebration of our 1-year anniversary (which zoomed by during development of 1.5) we have a new Cake helmet available to anyone who owns/plays the game prior to August 31st, 2021. Make sure you grab this sweet helmet and celebrate Spacemen's epic journey from obscurity to slightly-less-Among-Us-adjacent obscurity. (Hey, if we don't laugh, we cry.)
New Cosmetics, New Achievements
We have several new achievements, which reward several new sprays and nameplates.
New Achievement: For The Homeworld: Win a game as an agent of BRIGADE. Must be alive and in a game with at least 4 players. (Grab this one to secure the BRIGADE Cell helmet!)
New Achievement: For The Greater Good: Win a game as an agent of BRIGADE, even though you died. Must be dead and in a game with at least 4 players.
New Achievement: Sower of Chaos: As an agent of BRIGADE, hack 20 different objects in a single match.
New Achievement: Missing The Point: Drink Space Milk as an agent of BRIGADE.
New Achievement: Hot On The Trail: As an Investigator, scan the Traitor's ship in order to locate additional clues.
2 New Hidden Achievements (The Most Convincing Con and Lunar Eclipse)
You can also pick up the new Necronaut Bundle, which comes with a nameplate, Cosmonaut Helmet, Cosmonaut Suit, Cosmos Visor, and the dreaded, tentacle-laden Necronaut Monster Skin!
There are also a few new visors to pick up, such as the Purple Lava Lamp visor, Iridescent visor bundle, and Cheese visor!
A little note from Geoff "Zag" Keene, creator of Unfortunate Spacemen.
As many of you know, Unfortunate Spacemen has been a project of passion -- and a little bit more than that -- for myself, our Art Lead Connor, our 2D-shader-whatever-she-does Jenny, and all of the New Blood team (especially the QA team!) for many years, sometimes full-time, sometimes alongside other day jobs. Now more than 1 year out from our 1.0 release, we look fondly back on our craziest updates like Perkageddon, The Tribunal update, and Kema's release -- and now we look forward to the future.
As you might've seen on our Development Starmap, we've got a couple big updates in store featuring the return of a reworked Duress, an overhaul to tasks (adding a bunch more!) and updating the tutorials for all the new changes that have piled in over the last year. We hope you enjoy the new Traitor role, and be sure to drop in and say hi on our discord server!
Thank you for being part of this adventure, and we'll see you in space!
As with all updates, the Full Patch Notes will reveal the tiny details for those that like to go over every patch with a fine-toothed comb. Also, they're pretty funny sometimes.
The Company is excited to announce the release of an all new Killbot Security Bot color range – our flagship auto- slaughter droid has a new ‘Bellicose Blue’ pattern palette, bringing a fresh look to an old friend. We decided to refresh the R Series with a dynamic new paint job,
The Company is excited to announce the release of an all new Killbot Security Bot color range – our flagship auto-slaughter droid has a new ‘Bellicose Blue’ pattern palette, bringing a fresh look to an old friend.
We decided to refresh the R Series with a dynamic new paint job, following reliability issues with defense software contractors. Nothing says ‘problem solved’ like a new coat of paint.
But rest assured, their programming remains as fanatically hostile helpful as ever – they’re still the Killbots Security Bots you know, trust and, of course, respect.
A few other pieces of Company property have received a new matching coat of paint as well.
As we near exciting new times at our various Company facilities and keep an eye out for traitorous tamperings, we ask all personnel to stay ever-vigilant and keep their ear to the comms.
More updates to come -- very soon (relativity permitting.)
Greetings, humans! Well, most of you are humans. Humans and everyone else, listen up! Update 1.4 "Kema" has arrived! This update brings an entirely new map, two major map reworks, loads of balance changes, other bug fixes, quality of life, and some VOIP improvements! NEW SHAPESHI
Greetings, humans! Well, most of you are humans.
Humans and everyone else, listen up!
Update 1.4 "Kema" has arrived! This update brings an entirely new map, two major map reworks, loads of balance changes, other bug fixes, quality of life, and some VOIP improvements!
NEW SHAPESHIFTER MAP: KEMA
Old to few, but new to most, introducing the latest map; Kema! This icy mining outpost has been rumored to be cursed, going through multiple overhauls and rennovations to shed this image. Perhaps this time The Company got it right? Only one way to find out! This medium-sized map is now available to everyone, and easily supports all player counts. Do watch out for the drill.
INDIVIDUAL VOIP SLIDERS PER PLAYER
A large part of this update was sorting out why VOIP issues persist, and where. The Company is dedicated to providing a clean and efficient communicaiton system for all personnel, so your last words are always crystal clear.
We identified one major issue with VOIP was that some Spacemen were far too quiet, and others were simply far too loud, creating an environment where hearing everyone was out of reach at times. Along with boosting VOIP volume across the board, our VOIP improvements in this update are adding individual VOIP sliders for every single person.
Simply access the player in the Lobby, F1 player list, or end-round screens, and adjust their volume to your heart's content. This should resolve most cases where one particularly quiet player, and one particularly loud player, are no longer competing for your eartention.
IMPROVED HITBOXES
We did a pass on hitboxes, meaning you will only take bullets in location where you would be reasonably expected to take bullets. This should also diminish cases where bullets might pass through targets when they shouldn't. We're basically an eSport now.
GENERAL QUALITY OF LIFE / HUD IMPROVEMENTS
A bunch of small tweaks and new additions to sounds and animations on the HUD have been done to improve readability in certain situations, such as when a parasite decides to take its relationship with your face a bit further, or when a Monster chomps your feet. Or when a Spaceman syringes you as you hide amongst them.
NEW DAMAGE SOUNDS
As you know, last patch we added some new damage sounds for things like taking damage from fire. Well, in this update, we've made them better, and added even more! Now when you're standing in a puddle of acid, or getting hit by grenade shrapnel, or losing a fight with the void of space, you'll hear it better than ever.
HATCHERY TWEAKS
Hatcheries planted by a Monster with the Crumerian Host perk will no longer reset all of their health when they evolve to the next level of Hatchery. This means they will instead transfer the current percentage of their health when leveling up, so if you got a Hatchery to 50%, it will now be at 50% health with its new health values.
As an addendum, Drones can now be seen through walls with the Thermal Vision Enhancer. Spicy.
ACID BEAST / ACID BOMB
As part of our on-going effort to balance perks, improve anti-fun mechanics (mostly revolving around unavoidable instant death), and give each Monster Mutation perk its own identity, Acid Beast is moving further into an "area-denial" role. Acid Bombs no longer detonate with the force of a thousand suns, but instead burst into a growing acid puddle. To help with this, all Acid Puddles now deal much higher damage and are strictly on The Company's "Do Not Tread" list.
Be not afraid, however! All those years of Janitor School have paid off. The Fire Extinguisher can now extinguish Acid Puddles.
ZOMBIES, ZOMBIES, AND ZOMBIES, OH MY
The Monster Mutation perk "Corpse Lord" has received some major rebalancing in this update. Zombies have received a health nerf, and large improvements to their ability to find targets on some of the more wonky maps, such as those with teleporters or (JUB FORBID) knee-high coffee tables.
This perk has also lost the ability to eat bodies without a trace as we felt it was just a bit TOO STRONG and left little for the Spacemen to grow paranoid about. We feel this perk is now in a much better place, and more in line with the rest of the perks in its class. We'll be monitoring changes like this very closely.
TRIBUNAL TWEAKS
Some penalties have been reduced on The Tribunal. Not visiting the Tribunal will result in a smaller loss of points than before, and the Monster no longer loses points for skipping The Tribunal. This was done to give the Monster more tactical options during a round.
RESCUE SHUTTLE CHANGE
To improve readability of which stage of Shuttle Rescue the round is currently in, the Rescue Shuttle no longer touches down until the doors are ready to open. Now, the Rescue Shuttle will hover for 30 seconds before touching down and opening the doors, instead of idling on the Landing Pad for that duration. Don't get squished!
AIRLOCK COOLDOWN
Airlocks now show their current cooldown on the center of the glass. This will give personnel a better read on when an airlock is ready to be activated again. ... Speaking of airlocks, let's talk about Tidal Lock.
A CHANGE IN THE TIDES
Tidal Lock is the first of two maps that have gotten a rework in this update. The bottom floor of Tidal Lock -- the one with the shops and all that -- is completely gone. Tidal Lock is now two floors, and many of the navigation pathways have been improved, as well as readability of the scenery, the appearance of the surrounding skybox and atmosphere of the planet, and many other tweaks to improve flow. Enjoy a new, safer experience, where death is no longer around every corner... Just, you know, still a lot of them. Be careful out there!
THE EXPERIMENT - EXPANDED!
The cube has opened. The number holes have shifted place. The Undercheese has arrived. What does any of this mean? That's what The Company is trying to figure out, and with the new and improved Experiment, you can help them solve it. Monsters should find this territory far more welcoming with an expanded playspace and many new paths and avenues for terrorizing the mice within this maze.
Enjoy this new and improved rework of The Experiment.
DURESS IN DURESS
As this update reworks two maps and adds a new one, we thought this was a good time to address the stress around Duress. We love Duress. We want it to be a strong, happy map, that runs well on everyone's gaming rigs. Therefore, Duress has been removed from the game AND WILL RETURN SOON with a full rework targeting navigation of the map, performance concerns, Tram issues, and, well, just about everything else.
Duress, we look forward to your re-appearance in the future and we promise your BUMPIN' SOUNDTRACK will stay intact.
SPACE HUNK
It's here. Based on a concept from community member Misfortunee, the Space Hunk has finally arrived in the item store! Suit up with this tight-fit look and flex on your foes (and friends.) Show people these space-buns mean space-business.
SPACE HATS
Ah yeah, we have a TON of new helmets. The Replicant Helmet is available to everyone who reaches rank 37.
For the rest of the helmets (available on the Item Store) we'll let our pictures do the talking!
SOMETHING NEBULOUS
We have two new animated visors as well. The Borealis and Nebula visors will bring color to an otherwise dull existence in space, also available on the Item Store.
CLEANUP TIME
The good folks over at RuneStorm have offered their services in helping us keep our facilities clean. We've contracted out some of their janitors and you may see them milling about the stations from time to time. Anyone who owns Viscera Cleanup Detail on Steam will receive a suit and helmet that screams "I just work here."
NEW VICTORY POSES
To celebrate the casual cooperation of Viscera Cleanup Detail, a new victory pose, Mop 'Em Up! is now available on the item store. But that's not all! Feeling like a party animal? Grab the Space Monkey victory pose and show everyone else how it's done.
NEW ACHIEVEMENTS
There are four new achievements to obtain, and loads of new sprays tied to these new achievements, as well as a bunch of existing achievements. Big thanks to everyone who submitted Sprays, and please don't hesitate to continue submitting them on our Discord.
LOADS OF BUG FIXES
We fixed a bunch of little things all over the place, as we always do, including a few pretty big ones that have been plaguing the community.
As always, you can read the FULL PATCH NOTES for more details and all other changes, and check out the Development Starmap for our plans towards 1.5 and beyond!
That's all for now! Whatever comes next, I suppose we'll just have to wait and--
[COMMUNICATION INTERCEPT - Origin: BRIGADE Frigate "The Redress"]
Castra FT-08, the Sun rose in the East. It's morning now. Rise and shine. Distract, disrupt and diminish.
BRIGADE | TacInt | Echelon 8 | Response : Grey Net 87 : EPHRAM SECTOR : FT-908 KEMA EXTRACTION FACILITY X616-10-8-20-42-09 >> AI monitoring assets in Ephram Sector confirm that The Company has reactivated the Kema Extraction Facility. >> The Company has made several p
>> AI monitoring assets in Ephram Sector confirm that The Company has reactivated the Kema Extraction Facility.
>> The Company has made several previous attempts to bring this facility on-line, as well as historic investments in others assets on Kema. Due to an apparent lack of forward planning, the facility never attained full operational status.
>> The Kema Extraction Facility offers a lucrative income stream for The Company, but they are known to have agendas in the sector beyond mere mining and resource acquisition. Their continued efforts on Kema point to the planet’s strategic importance to The Company, notably their CEO. Given his nature and propensities, determining his intentions and deeper goals is challenging, but he appears to harbor a specific interest in the location.
>> Kema was a site of operations for Jericho Class meta-entities in several antecedent periods. AMP assessments indicate this fact has a high relevance to The Company’s current activities, with a significant likelihood that their apparent ‘carelessness’ is, in fact, a tactic intended to disguise their true capabilities and ambitions in this arena.
>> It is clear that BRIGADE must oppose The Company’s operations on Kema, while seeking further data on their long-term aims for the planet. Two potential courses of action suggest themselves.
>> The Company has already suffered moderate losses on Kema. A training facility was recently infiltrated by a so-called ‘Shapeshifter’, which proceeded to render operation of the outpost unfeasible (see archives re: Kema, Bone World IV). The organism in question was never apprehended, and the Company has predictably failed to address this issue. This remains a source of operational uncertainty for the group – AMP assessments put the Kema Extraction Facility at +78% risk of a similar event. This scenario requires no further action on our part, and profoundly impedes The Company’s ability to operate effectively. However, it will not advance BRIGADE’s knowledge of The Company’s strategic goals in the region.
>> The importance of Kema may require activation of long-standing, embedded intelligence assets within The Company. These personnel can leverage the disruption caused by the Shapeshifter in order to advance BRIGADE goals, including intelligence gathering and impairment. This proposal will need to be approved at Echelon 3 or higher. Tactical priorities suggest expediting this process.
>> Reading the preceding memorandum constitutes acceptance of confidentiality as stipulated in Article 6.5.2 of BRIGADE Internal Operations Code.
It's that time again, persons of space; PATCH DAY. With 1.3 we introduced PERKAGEDDON -- our complete perk overhaul -- and now with 1.3.5, we're hardening that update and improving the all-around quality of the game. We targeted several large bugs, tweaked a ton of perks that nee
It's that time again, persons of space; PATCH DAY.
With 1.3 we introduced PERKAGEDDON -- our complete perk overhaul -- and now with 1.3.5, we're hardening that update and improving the all-around quality of the game. We targeted several large bugs, tweaked a ton of perks that needed tweaking, hit some key quality of life pieces, and laid some groundwork for what's to come!
Strap on your helmets. Let's dive in to the major gameplay changes!
Shorter Round Length
We noticed a large number of games were going on a bit longer than necessary, particularly when there was only one Spaceman left. We'd see a match effectively conclude 10 minutes in, and then the next 3 to 5 minutes are spent watching 2 players try to outjuke or avoid each other. Turns out, that's not very fun for everyone else!
In this update, when Last Man Standing is triggered, the Rescue Shuttle will now arrive even if Tasks are not complete. This is done in order to force a final confrontation between the remaining Spaceman and Monster. And don't worry; the Pilot explains his bold actions.
Magnetic Boots and EMEs
In order to bring back "Canning" deaths (Spacemen being shoved into Emergency Mass Ejectors) and require Spacemen to use more caution around these objects, we have COMPLETELY REMOVED the ability for Magnetic Boots to stop you from being ejected from an Emergency Mass Ejector. A large majority of players felt this lessened the fun of being the Monster, especially since Magnetic Boots are being run by the majority of players, especially new players.
Magnetic Boots will still behave as they have before in all other aspects, stopping ejection from Airlocks and so on. We will monitor this change closely alongside the other perk changes in this patch.
Door Lock Readability
When doors are locked, there is now a large LOCKED icon over the front of them for better readability. No longer will you smash your face into doors! As much. We hope.
Air-Dodging For All!
All Monsters can now dodge while airborne and no longer require Claws Upon Claws to perform this maneuver. By default, this is performed by pressing Left ALT while in Monster Form.
Earlier Perk Unlocks
Many perks (especially ones that we feel are better for new players) were too deep into the progression tree, so we've shuffled some perks around a bit, primarily giving some perks a bit sooner to help new players survive, learn the game, and try out more unique playstyles.
Investigator now unlocks at 12 (was 24)
VIP Keycard now unlocks at rank 3 (was 4)
Welder now unlocks at rank 5 (was 6)
Springy Step now unlocks at rank 6 (was 7)
Blast Shield now unlocks at rank 9 (was 10)
Janitor now unlocks at rank 10 (was 12)
Nimble now unlocks at rank 23 (was 26)
Undead Space
The Monster's Corpse Lord perk has received some major tuning. We felt as though zombies weren't common enough and it's difficult to get traction for most players.
Antibodies no longer block Zombification.
Increased Zombification damage debuff duration from 1 second after taking damage to 5 seconds.
Zombies can no longer activate Space Milk teleport if they were Space Milking as they became Zombified.
Zombie sounds are now about 2x louder, to make it more clear when a zombie IS a zombie.
Development on Decoys
The Monster's Decoy Perk received a bunch of improvements to make it more useful to our most crafty players.
A decoy will now spawn from the location of the Remote Arm every time a Remote Arm is used.
Decoy can now be spawned by pressing RMB (alt-fire) while Burrowed. Once every 8 seconds.
Decoys now show as Monster on the Overhead Map when viewed using a Scanner.
Decoy now blocks Health Station from detecting you as the Monster. (This has been removed from Membrane.)
More Lockdowns
The Monster's Lockdown Perk has received a big buff, and will probably receive another in the future.
Reduced cooldown on ability to 60 seconds, down from 120 seconds.
The Drip
Enough about gameplay, you're here for the cosmetics, right?
(All store items can be purchased via the in-game customization screen or by visiting the Item Store.)
Snowbomination: Space is cold, but you're even colder. Maybe there was a shapeshifting mixup with a snowman, or maybe you've been brought to life by a magical space-carrot. Either way, you're here to chill your victims to the bone.
Gaseous Helmet Bundle: Looking to slink through a nuclear wasteland? Well, space will have to do. At least it's mostly radioactive. This super cheap bundle features 6 Rare hooded helmets with various gas mask designs.
Samurai Helmet: You're either honorable, or a bad guy. Heck, you might be both.
Taccom Helmet: Bring your tactical best with this sleek new helm!
Tinman Helmet: Breath deep with this new biohazard helmet!
ULTRAKILLING IT
It wouldn't be a Spaceman patch without some crossover content! This update sees a whole bundle of ULTRAKILL crossover content, and a Stationeers helmet! Free for owners of both games!
Gabriel Voice Pack: Bring the angelic fury with Gabriel's voice from ULTRAKILL! Voiced by Gianni himself, receive this voice pack for owning ULTRAKILL on Steam!
Judgement Helmet: You get what you pray for. For owning ULTRAKILL on Steam, receive this holy adornment for your Spaceman.
Blood Machine Monster Skin: BLOOD IS FUEL! For owning ULTRAKILL on Steam, receive this deadly new robotic Monster Skin!
Stationeer Helmet: Make science your ally! For owning Stationeers on Steam, receive this bulbous new helmet!
Note: As requested, we are planning to make Crossover Items purchasable independently on the Item Store in the future.
A new Server Config Setting has been added! "AllowsModeratorsToBan" (false by default) will allow moderators to ban users on your server, as well as manage the ban list. This will allow your moderators to have better control over the server, without giving them access to everything.
Notable Map Changes
We're spending a little bit of time touching up areas of the maps that we feel lack readability, or simply could use some visual polishing. There are many, and we will be working through them over time. Most of our goals are focused on making certain parts of maps feel distinct from other parts, to aid players in navigating these spaces. Sometimes, it's because Maddok looked at a room Zag created and said "By Jub, who let you use the editor?!"
Echo
Yellow Lunchroom has received some visual improvements.
Laboratory has received some visual improvements.
Gardens
Orange Building Interior has received new furnishings.
Some archways have received improved artwork.
Painted a building red by North Landing Pad to help with navigation and break up the grayness of it all.
Shooting Range
The entire field can now be accessed on foot. Enjoy!
Duress in Distress
Duress, arguably one of our weakest and worst-performing maps, will likely be receiving a larger rework in the near future. This will likely include the removal of Duress from the map rotation (and game files) while we rework it, replacing it with the next upcoming map, Kema, which is now scheduled for 1.4 -- the very next update.
Alongside these changes, we're targeting some reworks to two of other weaker maps. Tidal Lock (mostly removal of the bottom floor) and The Experiment (greater expansion of the playable area.) These will arrive in whichever update makes the most sense. We'll let you know more as we develop these changes!
As usual, we have loads more detail you can view in THE FULL PATCH NOTES including numerous bug fixes, quality-of-life improvements, and more!
We spent a lot of 2020 figuring out what we wanted from the game, and how to best scale it up to meet our ambitions. We know what we want for 2021. And we know exactly what YOU want, too.
Next update (1.4) will focus on a major voice chat overhaul, and then we're on to 1.5; The Traitor Update, featuring a new antagonist role, and where you'll learn a little bit about the competing BRIGADE organization, and what drives them to see The Company fall.
You can view our shorter-term plans on the Development Starmap, and we'll see you in SPACE!
Today we dropped a small hotfix, which targets a couple balance issues and bugs, including XP gain issues! Get back in there and rank up! (It's your job, after all.) Changes: XP values should now be gained properly again. XP values in Survival Mode should now be correctly distrib
Today we dropped a small hotfix, which targets a couple balance issues and bugs, including XP gain issues! Get back in there and rank up! (It's your job, after all.)
Changes:
XP values should now be gained properly again.
XP values in Survival Mode should now be correctly distributed.
Fixed bug causing Janitor to not auto-pick-up Debris.
The Recruit Perk is now properly applied to the player when active, and has the correct +15 HP increase, which was erroneously stated as +10 (and didn't work.)
Hatcheries have received an approximately 25% reduction in Health, steeper reduction at the later Levels 3 and 4.
We're still calling them Hatcheries even though you're all calling them Hives.
Hatcheries can no longer be placed in the same locations that Tasks are reset if brought to. This should help reduce the amount of cheeky (inaccessible) positions Hatcheries can be placed in.
Hatcheries now produce a hitmarker when shot at.
Increased volume of Hatchery death sound.
Hatcheries now squish down a bit when dead, to make it more obvious when a Hatchery is destroyed.
Hatcheries now take 2x damage from Explosive and Flame damage.
Chitin break FX was not 2D, but it was very long range. It is now hearable from about 20 meters, down from 60 meters.
Chitin armor regain sound is now audible to other players, but from only a short range.
Fixed a bug causing the Chitin hitmarker sound to play even against Monsters who didn't have Chitin active.
Monster opt-in lockout limit has increased slightly. If you've recently opted in, the system will now continue to favor players who haven't been it for a bit longer than it would previously. This should overall reduce the amount of times a player is passed over for Monster while another player gets it twice.
Corpse Lord Zombification damage now correctly lasts for 1 second after the last Zombification hit (getting damaged by a Corpse Lord Parasite, or hit by a Zombie.) Previously, the Zombie infection could continue for a long period of time, causing Spacemen to be converted into Zombies long after they had taken any form of Zombie damage, which was not intended.
Corpse Lord Zombies should now properly path around Item Canisters.
Corpse Lord Zombies now take half damage when shot in the head with Blast Shield active.
Corpse Lord Zombies now take half damage when shot anywhere but the head, which receives full damage.
Corpse Lord Zombies now take double damage from Explosive and Flame damage.
Reminder: When dealing with Zombies, aim for the head!
Bounty Railgun and SMG skins should now show up in-game.
Fixed typo in Cultist perk description.
Removed duplicate line in Warden perk description.
Co-op 3 (The Speaker): Fixed some Spacemen who decided to assert their dominance over the Crumerians with an intimidating T-pose
Vents can no longer be crouched jumped into.
Tribunal players value is now properly saved in the lobby Host Match Settings.
The Mod/Admin spectator function no longer leaves a duplicate HUD underneath.
Monsters are now notified they need to be in Monster Form to lay an Egg.
Welcome back, Space Dorks! Last time, on Unfortunate Spacemen - we introduced The Company Tribunal™ , then we tweaked it! But some of you still complained about it! So we tweaked it again! And now it's a server option. :bigjohn: Better yet, you may have noticed *new music* playin
Welcome back, Space Dorks!
Last time, on Unfortunate Spacemen - we introduced The Company Tribunal™, then we tweaked it! But some of you still complained about it! So we tweaked it again! And now it's a server option. :bigjohn:
Better yet, you may have noticed *new music* playing in the menus. That's because our old friend Hunter J. Pierce has blessed us with an all new EDM space banger to accompany this update.
Listen to it while you read the rest of this announcement. It pairs well with WALLS OF TEXT.
In more important news: we've completely overhauled the perk system! And by "we" I mean Zag.
Because Zag does everything. Definitely not Steve. Steve does nothing.
BEHOLD...
*NEW* Perk Categories
All perks are now placed into categories, meaning per each loadout, you can only select ONE perk from a given category. They can not be mixed and matched from the same category.
Spacemen categories are Profession, Utility, Defense, and Security.
Monster categories are Mutation, Aggression, Survival, and Stealth.
First, forget everything you know about the current perks. All perks listed here are BRAND NEW perks, and the old versions of them are mostly gone or completely reworked into something larger.
Some will still be familiar. To avoid Zag's fingers turning into a fine bone dust, you can read all the granular details of each perk on the in-game Perk Selection menu. There are many, many changes, and most Perks now have several new traits or abilities tied in with them.
Next to each perk (in parenthesis) will be a notable change or feature of the perk, but is by no means a full list of the perk's traits.
*NEW* Spaceman Perks
Profession Perks
Recruit: Fresh out of the academy... If The Company™ had one. (You get +10 HP!)
Doctor: You're here to help. (Throwable Med Kits)
Janitor: All about getting the job done. (Faster movement when carrying, won't trigger airlocks)
Cultist: Pledged yourself to something bigger, and you love Space Milk. (Teleporting Space Milk)
Soldier: You're in it for the hunt. (Stim Pack, which temporarily increases your fire rate)
Warden: You keep the peace at the end of your Stun Baton. (Stun Baton, immune to Electrolocking)
Investigator: Pieces together clues to solve crimes. (Pocket Detective, scans environment for clues)
Utility Perks
Oxygen Filter: You like keeping air in your lungs. (More oxygen, faster oxygen recovery)
Springy Step: You're all about moving forward. (Move faster, jump higher)
Welder: Likes to repair, and to weld. (Can weld doors shut and see damaged objects on the map)
Defense Perks
Antibodies: Keeping nasty things out of your body. (Immune to most toxic/parasitic things/diseases)
Magnetic Boots: You like keeping your feet on the ground. (Can't be sucked out of airlocks)
Blast Shield: Takes really big hits. (Immune 2 headshots when active, can survive 1 lethal explosion)
Security Perks
Brawny: You prefer FISTS not WORDS. (Punch faster, punch harder, punch burrowed Monsters)
Nimble: You're light on your feet. (Less footprints, won't activate eggs or traps)
VIP Keycard: Get an extra keycard and clearance level. (2 keycard cooldowns, door override ability)
Acid Monster: Totally dripping with acid. (Alt-fire to spit acid that spreads on the ground, Acid Bomb instead of Parasite Egg)
Void Beast: From the blackest depths of space. (Short-range teleport, stun Spacemen around you on transform, Void Bomb instead of Parasite Egg)
Corpse Lord: You find corpses to be quite useful. (Decorpsinator traits, Zombifier Egg instead of Parasite Egg, turns Spacemen into brainless killing machines)
Crumerian Host: You're one with the hivemind. (Instead of a Parasite Egg, you place a Hatchery that spawns Crumerian Drones)
Aggression Perks
Nocturnal: Strongest when lights are out. (More powerful in Power Outages, longer outages)
Claws Upon Claws: Leap, jump and swipe hard. (Jump higher, dodge midair, more claw damage)
Lockdown: Nobody gets out alive. (Activate an ability to lock every single door on the map)
Survival Perks
Fluid Sac: What doesn't kill you only makes you angrier.
(On lethal Monster health damage, you convert all Human HP into Monster HP but can't Disguise)
Chitin: You're a tough nut to crack.
(An armored shell that blocks some damage before breaking, regained by eating bodies)
Toxic Ink: You emit obscuring clouds and toxic fumes.
(Toxic Cloud damages and debuffs people who touch it, disabling healing for 20 seconds)
Stealth Perks
Patience: You don't mind biding your time.
(Can stay disguised and burrowed for longer, and your Remote Arm is almost invisible)
Membrane: A master of stealth. They'll never suspect you.
(Immune to most Monster detection tests, as well as Stun Grenades)
Decoy: You create a compelling illusion.
(Produce a Decoy when you transform, which triggers alarms, claws, and makes noise)
You know if you look at the word PERKS this many times it really starts to lose all sense of meaning.
What's the word for that?
Oh, we've also added a NEW survival map... The Wall
And since you've all been working so hard...
We've increased the rank (level) cap to 40!
And with those 10 new ranks come 10 new rewards!
Level 31: Inquisitor Helmet - Forest Visor
Level 32: Chromed Helmet - Sunset Visor
Level 33: Screwball Helmet - Rayleigh Visor
Level 34: Suit Suit - Pastel Visor
Level 35: Obsidian Helmet - Crimson Visor
Level 36: S.H.A.R.K. Helmet - Teal Visor
Level 37: Pearl Helmet - Daisy Visor
Level 38: Gilded Helmet - Amethyst Visor
Level 39: Operative Helmet - Burnished Visor
Level 40: Raider Helmet - Glazed Visor
But not everything in life can be earned with HARD WORK. Some things cost MONEY.
Check out the new PREMIUM cosmetics you can get in v1.3
The Company Commander™ bundle comes with a POWERFUL NEW HELMET and a BRUSHED CHROME VISOR so you can establish dominion over your fellow Spacemen.
He was once a man
The Space Knight™ bundle is a helmet, voice pack AND visor combo that might seem familiar...
And if it does that's because it's both based on and voiced by Mandalore Gaming! This is our way of saying "Thank you" for his latest involvement in our community. <3
If you haven't seen his recent video on the game: you should watch, like, share and subscribe or whatever it is the kids tell you to do these days. He's one of the good ones.
Hey everyone! Zag here. This latest hotfix carries with it some weighty changes, so let's have a little chat about those changes, and The Tribunal as a whole. Over the last few days we've been gathering a lot of feedback! No matter which side you land on with The Tribunal, one th
Hey everyone! Zag here.
This latest hotfix carries with it some weighty changes, so let's have a little chat about those changes, and The Tribunal as a whole.
Over the last few days we've been gathering a lot of feedback! No matter which side you land on with The Tribunal, one thing is very clear; nobody feels like it influences the game enough for the impact it has on the round. We agree with that sentiment, and much like we have throughout development, we're listening closely to feedback and acting on it. So what's happening next?
After this balancing hotfix, we will continue monitoring the situation and make a decision on adding in additional options for The Tribunal, including potentially turning it off as server setting and additional changes to rounds with lower player counts.
However, for the time being, we'd like to state our design intentions clearly: First and foremost, Unfortunate Spacemen is a social deception game. Secondly, it is a shooter, but it is not a deathmatch. Third -- and this is generally related to the latest Monster HP tweaks and weapon nerfs -- we have no intention of balancing the game to make 1 Spaceman vs. 1 Monster be a viable option except under the rarest of circumstance. The Spacemen must work together in some capacity to win the round, including sustained team-fire on The Monster. That is our design philosophy.
Bear in mind, this hotfix includes some additional balance tweaks we think many people will enjoy, so be sure to read the patch notes in full.
With that out of the way, let's talk about The Tribunal changes.
We like The Tribunal. Players seem to like The Tribunal. We like the direction it pushes the social aspects, and the pacing that it brings to every round. Not only does it pull everything together in a cohesive way and bring an ebb-and-flow to the gameplay, it quite literally pulls people together in a way that we only previously saw with Weapon Canisters -- and they didn't do a very good job of that.
The Tribunal has done what we intended and it's working correctly.
HOWEVER, we didn't go in as hard as we should have when we were designing it. Now some of you might be going "What, you mean doubling down on the idea?!" Well, yeah, basically. We believe more people would've liked the idea if it had a larger effect. We sold it short.
You see, by giving it too gentle of a touch (because - understandably - we were a bit nervous about the effect it might have) we wanted to disrupt the moment-to-moment gameplay as little as possible. So we settled on having The Tribunal only do one thing; it just marked colors. We (rightly) figured players could extrapolate that information and turn it into a social witch hunt. We've seen some hilarious ones unfold already! But it wasn't quite there, as many people have noted.
Turns out the majority of criticism were things we vetoed in the early design phases of The Tribunal;
What if it actually does something when it marks someone?
Well, now it will.
In 1.2.1, the Spacemen don't actually GAIN anything for guessing who the Monster is. And the Monster gains NOTHING when the Spacemen mark someone else.
These are both plays that should be rewarded.
So here's what we've changed to both The Tribunal voting and Body Reporting in 1.2.2:
When a color is marked as Suspicious, the Monster can no longer disguise into that color. Ever. For the rest of the round.
However, the Original Color of the Monster can not be locked.
When a color is marked as Suspicious, the Spaceman who owns that color receives a health debuff, much like the debuff murderers receive when killing someone. This includes being outlined in the Monster's vision. They are now marked as a SUSPECT, and weaker to boot.
When a color is marked as Suspicious, if the Monster is wearing this color at the time, they are forced out of their Disguise and into Monster Form.
When the Monster's ORIGINAL COLOR is marked as Suspicious, the Monster receives a 25% decrease in all major stats; Max Human Health, Max Monster Health, and Max Disguise Energy.
Reported bodies will now show on the Overhead Map to everyone, and everyone will see which color was reported.
Security Bots will now treat Suspects as hostile targets, and they'll strafe a bit more during combat!
Tribunals will no longer trigger shortly after one just ended (such as after you finish objectives)
With these changes we feel The Tribunal is in a much better place than it was on 1.2's release.
We'll be closely monitoring these changes and probably make additional tweaks in future updates -- as always!
Oh yeah, and we made the Rocket Launcher a little less wild. Sorry about that! Please continue to send us feedback (good or bad!) and keep reporting those bugs. We're listening -> Discord.gg/NewBlood
Be sure to leave a review if you're loving the game, and get your friends to join you for some SPACE MADNESS!
If you'd like to read more about 1.2.2, including other changes, buffs, nerfs, and bug fixes, you can check out the Patch Notes here.
If you haven't yet seen our long-term plans with the game, you can check out the Development Starmap.
1.3 is now beginning development, where we'll be upping the max Rank, overhauling the Perk System for a more diverse and interesting meta, and adding quite a few more perks as well.
Be good to each other and happy hunting! See you in space!
Oh hey, you're all still alive? It's been months! We'd thought you'd surely all be dead by now. But it looks like MORE of you want to potentially die to the horrors of space than ever before... Which is good news... for us! However... you've all proven yourselves to be LESS TRUST
Oh hey, you're all still alive? It's been months!We'd thought you'd surely all be dead by now.
But it looks like MORE of you want to potentially die to the horrors of space than ever before...
Which is good news... for us!
However... you've all proven yourselves to be LESS TRUSTWORTHY than ever.
So, in collaboration with ZagTek™ we've created a new COMPANY™ TRIBUNAL
Here's some fine print about the new system from ZagTek™ themselves:
The Tribunal has arrived! This is our answer to an official Accusation System, although the term "Suspicion System" is perhaps more accurate! The intent behind this system (and the Body Reporting system we'll get to in a minute) is three-fold.
To provide structure to rounds that isn't based solely on map size and speed of objectives.
To provide players of ALL playstyles a way to directly engage with the social maneuvering and suspicion mechanics that were previously restricted from a large portion of the playerbase, which are Spacemen who mostly want to just do tasks, players who don't have microphones, and many more playstyles we've identified that don't need enumeration here, and...
To provide another tool of manipulation for The Monster.
Not to worry, The Tribunal™ is a safe place... for you to hurt people with words... not bullets.
It's not our fault you can't be trusted.So blame someone else!
Here at The Company™ - we usually don't have to FIX anything. But we made an exception... this one time. We hear you didn't like the airlock changes?! Why not? Do you enjoy living that much? Not from what we can see! So we went ahead and reverted those changes. We also made them
Here at The Company™ - we usually don't have to FIX anything.
But we made an exception... this one time.
We hear you didn't like the airlock changes?! Why not? Do you enjoy living that much? Not from what we can see!
So we went ahead and reverted those changes. We also made them super duper loud and annoying - just like your coworkers!
We also fixed and changed a whole bunch of other stuff, because here at The Company™ - WE CARE!
Wow, it's been TWO whole months since we launched and you're STILL alive? That's impressive. Maybe it's time we gave YOU a promotion. Just kidding. Unfortunate Spacemen v1.1 is here and it's The Company™'s BIGGEST yet. Want to see what's new? OF COURSE YOU DO : THE KARMA SYSTEM™
Wow, it's been TWO whole months since we launched and you're STILL alive? That's impressive.
Maybe it's time we gave YOU a promotion. Just kidding.
Unfortunate Spacemen v1.1 is here and it's The Company™'s BIGGEST yet.
Want to see what's new? OF COURSE YOU DO:
THE KARMA SYSTEM™
A major part of Unfortunate Spacemen is betrayal and distrust, but some players take this to the next level and simply hurl abuse at other players under the anonymity that the game offers due to... you know, that whole shapeshifting business.
This abuse is directly tied to in-game actions, in the form of what is commonly known as RDM (Random Deathmatch) a/k/a indiscriminate murder.
To prevent this, we have rolled out The Karma System™, an automated system that effectively penalizes players who kill multiple innocent players per round!
This value will carry over between rounds and is mainly designed to stop repeat offenders, not the occasional accidental kill (or kills) -- which are a critical part of the game's structure. If you aren't running around gunning everyone down, you should never (or rarely) be affected by this system.
DEDICATED SERVER IMPROVEMENTS
This update contains numerous improvements to dedicated servers.
Overhaul to performance on the Official New Blood dedicated servers. Rubberbanding GONE!
Fixed dozens of bugs and added dozens of options for tweaking dedicated servers to your liking.
Admin and Moderator roles for executing /commands while in-game!
A persistent Ban list to keep unwelcome players out of your server
Check out the brand new Dedicated Server Guide as well as the full patch notes for detailed information on running and setting up your own dedicated server.
NEW WEAPON: THE COMPANY MAGNUM™
Along with some other weapon changes (AR and LMG buff) we've added a BRAND NEW firearm to close the gap between regular weaponry and Power Weapons. Introducing The Company Magnum™. This item will spawn form one of the default (basic) item spawns in all game modes, and packs a real punch.
Here's a video of Zag playing around with a slightly older version of the Magnum during development.
MONSTER OPT-IN TWEAKS
We've heard you and we've made some changes to how the Monster is picked!
The Default Monster Opt-in system has changed to now include more of the opt-in pool, instead of always simply picking the least-recent player(s).
We've also added a Host Match Setting for TRUE RANDOM MONSTER if you don't want to have any fancy weighting at all when it comes to who gets to be the Monster each round.
MONSTER BURROW CHANGES
A lot of feedback we received has shown us that Burrow is considered a bit underpowered and not worth doing most of the time. To start bringing Burrow back into the meta, we've removed the burrow crack visual entirely. We will likely add additional behaviors to Burrow in the future. Happy hiding!
The Monster's Burrow crack no longer shows at all. (Spectators can still see it.)
Camera alarms will no longer trigger on a Burrowed Monster.
And of course, we fixed some bugs related to Burrow!
MONSTER MODIFICATIONS
The Monster has undergone various critical changes, a few tiny nerfs, and some larger buffs.
Ejection Camera: If the final Monster gets ejected from an Emergency Mass Ejector, everyone is now taken to her spectator camera to watch the spectacle. This was done primarily to add more context to the end of the round for Spacemen who weren't directly involved at the time.
Monsters can now take damage from explosives and flames, while in vents. This includes Suitcase Nukes.
Frag Grenades can now be wedged into vents as well! Ouch.
(REVERTED)
AIRLOCKS ARE FOR MONSTERS
Many new players were struggling to understand airlocks. Many long-term players were struggling to understand airlocks. We found a lot of people were getting killed by airlocks, and the majority of airlock deaths were NOT instigated by the Monster, nor caught the Monster in their trap. We have made a substantial change to airlocks and will paying close attention to the long-term effect it has. TL:DR
Airlocks can no longer be armed by Spacemen.
The Monster is now the only character who can arm airlocks.
All other airlock traits remain the same as before. Frag and Stun grenades can still force airlocks to open.
IMPROVED TOOLS FOR VOTE KICK, MUTING
As with much of this patch, we focused a lot of the community. We watched, we listened, and we put in solutions for taking the tools away from abusive players and putting them back in the hands of the majority. This includes reducing the ability to initiate "vote-kick wars" and de-incentivizing abusive vote-kicks, as well as changing vote-kick values.
Server admins have the ability to set Admins and Moderators on the server, and they can execute /commands (detailed in the patch notes)
We've also added a bunch of new ways to mute players through the F1 player list and have added more mute buttons to the end-round score screens.
NOTE: During gameplay, you'll still need to hold interact when looking at someone's character in order to mute them. We do this to avoid giving players a way to easily track players via muting and unmuting their proximity chat.
As with all of these changes, you can read more of the specific details in the full patch notes.
SO. MUCH. CUSTOMIZATION
We've added about a bajillion new cosmetics (don't try and count, you'll never make it) including...
The Spacewoman™ Suit is now available to everyone!
Oh yeah, and you can finally rotate your character by clicking and dragging with the mouse.
BUT WAIT, THERE'S MORE...
SPECTATOR IMPROVEMENTS
We've heard the request for a bunch of additional spectator tools. We've got more in the works in future updates, but we added a way to directly spectate players now, for those who don't want to chase the action manually. Spectators can now directly spectate players by pressing the 5 key!
IMPROVED CLIENT-SIDE MOVEMENT
Along with these many other changes, we've improved client-side movement in a few crucial ways.
Grav lifts, UFO beams, and H2O suck-up pipes no longer jitter for clients.
Dodging as Monster no longer causes large jittering as a client.
Sometimes jumping would fail right as the player leaves a ledge. Now, there is a small window of time to successfully execute a jump after leaving a ledge. This was particularly noticeable on maps like Duress, but should improve ledge-jumping altogether.
GENERATOR LOCKDOWN
We found a lot of Monsters were struggling to maintain a Power Outage for more than a few seconds, especially in large games, so we've changed how that works. Generators are now locked out for 45 seconds after the power is shut off. Generators can be reset after this 45 second lockout expires. If a Suitcase Nuke detonates during a Power Outage, this lockout will reset.
AUDIO OCCLUSION
Audio occlusion now exists on most types of sound. Some critical events and VOIP have been excluded from audio occlusion at this time. We anticipate that this will drastically change the soundscape of the game, and make many objects (and gunfire) feel far more three-dimensional. Fancy!
POWER WEAPON ORDER CHANGE
We heard a lot of feedback about the order of Power Weapons.
Power Weapons are intended to give an edge, but not be the end-all-be-all.
The Rocket Launcher tends to end the round when it comes into play, so we've made some changes to both Power Weapon spawn order and other weaponry in order to help level the playing field a bit against hoarders of Power Weaponry.
The Auto-Shotty now unlocks before the Rocket Launcher under default Power Weapons settings.
CO-OP CHANGES
Based on a lot of feedback, we've reduced friendly fire for Co-op modes across the board. You can still "accidentally" turn your fellow Spacemen into mashed potatoes with an errant rocket when playing on Veteran difficulty and above, but Recruit difficulty now has zero friendly fire damage. Good luck out there!
FINAL TIDBITS
As always, the full Patch Notes will contain every single minute detail for you to comb through, but we'll leave you with a final list of 1.1 highlights.
The Lobby has received numerous visual and layout improvements. This is considering "Lobby UI Update #1" which implies we do have more improvements planned in the future. Enjoy!
Player nameplates are now a thing, but you can't change them yet. That's coming next, in 1.2.
Map Rework: The Experiment has been overhauled a bit to create more claustrophobic corridors, block line of sight in a few places, and add a couple more exterior routes. Oh, and we removed some of those pesky drop bridges, which will hopefully bring some foot-traffic back to the center of the map.
Railings: Duress and Hypertrain have received quite a few more railings. Duress in particular has received some navigational changes, brighter and more obvious lighting in a few spots, and Trams now honk before they run you over.
Tidal Lock: We found that Tidal Lock has become Land of a Thousand Airlocks and is really unfriendly to Spacemen just trying to do their job. We've tightened up (and shrunk) the trigger volumes on most airlocks for that map in particular, making it a bit easier to avoid being catapulted into space -- in most cases.
Gardens: The river is now easier to get out of once you've fallen in. This was a big point of frustration for players just trying to go for a nice walk in the park.
Map Rework: Space Bar has received numerous line-of-sight blockers, and most importantly, we fixed up the collision on the Noodle kiosk.
About a bajillion bug fixes! (Again, don't bother counting, you'll never make it.)
And with that, we leave you to enjoy Update 1.1. As always, you can view the full patch notes for more detail, and our future plans for Unfortunate Spacemen on the Development Starmap.
1.2 is next, should be a tad smaller than 1.1, and will lay down some groundwork for our major upcoming perk overhaul (aka Perkageddon) planned for 1.3.
Hey there! We're back with one of those in-betweeny updates. You know, the ones developers put out between bigger updates. What do they call those? Oh right, HOTFIXES . Check out all this stuff we did! The main focus of this patch was stability, balance changes, and providing mor
Hey there! We're back with one of those in-betweeny updates.
You know, the ones developers put out betweenbigger updates.
What do they call those? Oh right, HOTFIXES.
Check out all this stuff we did!
The main focus of this patch was stability, balance changes, and providing more tools to deal with undesirables- votekick, muting options, etc.
VOIP improvements (emphasis on "An ongoing effort with even more improvements planned")
More muting options (ongoing effort)
More vote kick improvements (ongoing effort)
Balance pass on the Monster (just small tweaks to some perks etc)
Balance pass on Objectives, particularly slanted towards getting the Rescue Shuttle more often
Changed up the weapon spawn order (Was Flamethrower->Shotgun, is now Shotgun->Flamethrower)
Multiple Frag Grenade Fixes making them a lot more fun and less buggy
Loads and loads of bug fixes
AND Now that all of THAT is out of the way, we can get back to working on...
NEW content,
NEW features,
and...
NEW incredibly cursed cosmetic items!
And it'll ALL be coming your way VERY SOON™ in V1.1
Now, in the meantime, tell a friend to play Unfortunate Spacemen! Or come tell us why you hate it!
Wow, you've already been at The Company™ for ONE WEEK? And you're STILL ALIVE?! Impressive. Well... since all of you are still here we might as well update the game. Welcome to v1.05 - Event Horizon. Here's what's new! An improved server browser with new filters! Vote kicking! Vo
Wow, you've already been at The Company™ for ONE WEEK? And you're STILL ALIVE?! Impressive.
Well... since all of you are still here we might as well update the game.
Welcome to v1.05 - Event Horizon.
Here's what's new!
An improved server browser with new filters!
Vote kicking!
Vote to skip countdown!
New gameplay + HUD movement options (no more vomiting)
New graphics options + A gamma slider!
Balance and gameplay changes!
Lots of optimizations!
And LOTS more.
FULL PATCH NOTES: https://steamcommunity.com/app/408900/discussions/2/2525904966934737821/
Sorry if some of this took a minute - we've never had this many people playing before!
And we're here to let you know...
Unfortunate Spacemen will ALWAYS be free to play
There will NEVER be loot boxes or predatory bullshit in the game.
If you love it?Leave a review! Spread the word? Buy a helmet?!
If you hate it?! Tell us why on the forums!
Or in our Discord! Discord.gg/NewBlood Or yell at Zag on Twitter! https://twitter.com/geoffkeene Or us! https://twitter.com/NewBlood
FULL PATCH NOTES: https://steamcommunity.com/app/408900/discussions/2/2525904966934737821/
You keep playing and we'll keep updating the game with fun new features, cosmetics and content. uWu
It's been a long road, but the day has finally arrived, Version 1.0 of Unfortunate Spacemen is here! The Company™ (and Zag) thanks you for sticking with us over these last *4* years! I mean, just LOOK at all these patch notes! To celebrate (and get more players in the game)... We
It's been a long road, but the day has finally arrived,
Version 1.0 of Unfortunate Spacemen is here!
The Company™ (and Zag) thanks you for sticking with us over these last *4* years!