They say the storms rule the stars.
A thousand races have come through our galaxy of Croft, and a thousand races have died upon the stormfront, broken by rains that brought their ships to life, lightning that cracked open and drank suns, thunder that spewed forth nameless horrors. A thousand aeons, a thousand maelstroms, a thousand dead empires.
We are not next. We of the Union do not sit and accept our fates. We will fight whatever monsters the storm brings, tear through whatever it throws at us. And though it will take generations, our children and our children’s children will look up at night and only see clear skies, filled with the suns we have won back from whatever idiot god dared to stand against us.
Kill the storm.
-First page of the Union Manifest, Article 1
Inspired by classic space games, Underspace is an arcade-style space shooting, trading, and storm chasing game. Dropped into a universe of interstellar wonder and sheer terror, you are left to make your fortune as you struggle against extraterrestrial tempests and nightmarish cosmic storms.
KILL THE STORM
The galaxy is not a safe, sane place. Hyperspatial tempests sweep through space, distorting star systems and spewing forth strange hazards, even stranger monstrosities, and incredible treasures. Traverse 70 handcrafted star systems, any of which could fall victim to foul weather
A THOUSAND DEAD EMPIRES
Strike out into the starry unknown, and comb through ancient starcities, warped graveyards, or fields of lost wormholes. The galaxy is filled with unique adventures and puzzles waiting for a starchaser to discover and rob them.
HERE THERE BE MONSTERS
Away from the highways and deep in the most remote parts of space lie hidden challenges. you'll face off against world-eating serpents, possesed battleships, and living minefields. End the lives of over 20 unique bosses, either by yourself or online with friends.
YOUR SHIP, YOUR CHOICE
Fly, paint, and customize over 60 different ships. Outfit yourself with over 150 pieces of equipment. Choose your race, build your character, and try not to get eaten by a ghost train.
EVERY STAR A STORY
Even in the face of the great storms, life goes on. Befriend or befuddle over 40 different factions, all with their own alliances, goals, and preferences. Pursue random assignments, or discover hidden stories and questionable motives in over 30 unique sidequests.
EVERY STORY UNIQUE
Strip asteroids of their precious resources, fabricate technology to sell and utilize. Ship over 50 different types of cargo to 150 stations, or pirate it off the imbeciles who stray into your territory. From dashing hero to dastardly hellpriest, solo to multiplayer, experience the galaxy the way you want.
That infernal goblin-man, Mr. Worldwide Pandemic, has crept its ugly fingers into our lives. Juggling development of a game and its assets alongside the constant looming threat of viral death tends to slow things down. Rest assured, we’re safe and sound and have plenty of toilet paper and… I don’t know, facial cream? Are people buying a bunch of facial cream? It feels like they would. Well whatever they’re running out of we have plenty of, don’t worry.
The main point I’m trying to make is that things have slowed up a bit as we all struggle to adjust to this new normal. Not as much progress on… anything really, has been made as I’d like it to have been made.
The current goal right now is of course, demo 1.7, which involves the first initial bits of character modeling and the campaign. The initial and essential resources for that have just arrived, but it’ll be some time before they’re set up and ready. I’d like to give a tentative release date of “Summer” for 1.7, but given how this year is going I’d fully expect a meteor to strike Earth before that time.
Onto less morbid topics, let’s see what’s been done this month. As always, this is a paraphrasing of the full devlog, which you can read here.
Last month I talked about adding racial elements for the Ballden and Macrovari. This month the final main race, the Ijuni, get their own racialized treatment, in the form of massive space cliffs, glowing cacti, and of course the ever-popular space windmills.
And of course a detailing pass means going back over existing skyboxes and redoing those to an appropriate state, to be more readable or match the lighting or theme of that system.
And finally, lots and lots of vignettes. Want battles frozen in time? We got em. Want four-dimensional spacemines? We got em. Want space cathedrals. Well dude, guess what?
Players who have played a playthrough of demo 1.6 will notice that our options and save menu was lacking the same flair as the rest of the UI. We’ve fixed that, and added some new functionality to menus, like more detailed save information and the ability to sort by date or name. We’ve also added some missing keybinds, and split it up by category.
In terms of unrelated UI stuff, we redid the server browser’s UI and added better support for non-widescreen and ultra-wide resolutions, you won’t experience the server browser in the demo at any point (the demo will never have multiplayer), but our multi-monitor users will definitely appreciate bigger monitor support.
Lots of little bits of progress done over the month as well! Some of these were requested features, like a navmap search function, others were things that annoyed me that I wanted to change.
For example, I’ve redone a bit of the UI for ship-trades to make it clear if you’re going to lose money or not, while also fixing station prices and some bugs with trading.
I’ve been doing a lot of salvaging lately, which made me realize that bullets should curve towards wrecks (similar to how they’re handled for mineable asteroids), and that cargo boxes should have indicators on them, similar to ships.
Leading pips now show up on ANY hostile ship, not just ships you’re in a committed relationship with!
Speaking of relationships, if you form up with convoys now, you’ll be able to dock with the lanes and gates they dock with. Spiffy.
And of course, a programmer’s work is never done. We’ve fixed plenty of dialogue bugs, issues where freighters couldn’t be customized, some asteroid issues, and much much more.
And finally, lot and lots of assets. We got capital ships, we got wrecked ships, we got rusty wrecked capitalships from the days of old, and we got fixed textures on our stations! We also have the first bits of animation for our character models, take a look!
That’s all for this month, ideally next month we’ll have some more content and the first bits of the campaign to show off!
Stuck at home? Why not come see what's going on in the galaxy with our latest monthly devlog!
We'll be showing off the game at a conference in Madison! Also mimics and books and multiplayer and stuff I guess, come take a look!
New year, new things, new progress! From station graphical overhauls to simulation levels and leviathans, come see all the things we've done.
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The Mac version of demo 1.6, which brings forth new graphics, optimizations, and much more, check out the devlog!
The Linux version of demo 1.6, which brings forth new graphics, optimizations, and much more, check out the devlog!
Demo 1.6, which brings forth new graphics, optimizations, and much more, check out the devlog!
The Mac version of our first demo of the year, which brings a whole host of fixes and polishing. Check out the full changelog below!
The Linux version of our first demo of the year, which brings a whole host of fixes and polishing. Check out the full changelog below!
Our first demo of the year, which brings a whole host of fixes and polishing. Check out the full changelog below!
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