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.
Hello starchasers! It's been quite some time, seeing as our last update on this site was near the end of July. We're not dead though, far from it! If you aren't aware, we've had extensive monthly devlogs posted each month on both Kickstarter and Steam. You can follow along with all the Underspacey progress stuff there.
However these updates haven't been propagating onto IndieDB. And that's partially my fault, as I wasn't quite sure how to properly phrase these updates, and whether or not to copy them wholesale or paraphrase each monthly devlog. Either way, I've been dragging my feet a bit. So, without further ado, let me give you a whole course on the massive amounts of stuff that's happened since the Kickstarter concluded. Buckle up, homestuck, because it's gonna be a looooong ride.
One little note though, I think I have mentioned it before but updates to demos will be much more infrequent, this particular update (demo 1.5) is going to be released once a certain feature is implemented.
As stated in patch 1.4, the game's trading and customization UI was overhauled to be far jucier and just be all around better than the old trading UI. With it in place, we decided to go back over each UI window (such as inventory, reputation panel, crafting panel, etc) and brought them all up to a single uniform standard while giving them a gargantuan amount of new features. From additional filters, interaction histories, proper lifetime stats, 3D previews, as well as tons and tons of bugfixes. In fact, there's so much stuff to cover when it comes to the UI that it's hard to put it into this update, and your option is to look through the full update for it on Kickstarter.
Of course that's not all. Your heavy attack bar plays an animation and sound when fully charged, landing on stations displays a pop of the station you've landed on, and much much more.
You'll notice of course that these assets don't always match up with the normal gameplay HUD, but fear not: In the coming months they'll have an overhaul to bring them up to date visually.
As stated, all fighters in Underspace were in and flight-ready, but many ships were not. See there's more just fighters flooting all about in the galaxy, you've got freighters, capital ships, bombers, schoolbuses, etc. In the past few months I worked on getting the greyboxed models for all freighters in, and also implemented. They're big and bulky, but what they lack in mobility they make up for in space and utility.
Freighters aren't the only thing you can fly of course. Bombers were also implemented (as well as new UI and mechanics-related stuff to handle the special nature of bombers). See bombers lack traditional firepower, but can mount two heavy equipment slots at once, allowing for some truly devastating, if difficult-to-use, attacks.
And of course, there's always a smattering of bigger, nastier ships for NPCs to fly and take advantage of. From Warfoundries to luxury liners, a variety of ships are under production.
One of the most exciting changes coming with Underspace is a new camera mode I affectionately dubbed "loose camera mode". Those who played our demo know that the current camera mode followed you fairly closely, while this new mode operates more like those classic space games we all love so much. Take a look.
There's quite a lot of camera changes that are hard to demonstrate in screenshots alone, so as always be sure to take a look at the Kickstarter link!
Of the 150-odd stations and landable planets in game, about 65% of those were little more than giant white cubes (for placement reasons). You can't have a game with not but giant white cubes, so a big endeavor was changing all those cubes into detailed station exteriors. That was where the bulk of the work in September went towards, and I'm happy to report that all stations in game now have handmade exteriors for each. I also fixed a variety of bugs related to stations and NPC pathfinding, adjusted station bounds, gave all planets docking rings (and gave docking rings descriptions) and much much more. Take a look at some of the new stations.
Of course, most of the stations you're seeing only have basic, greyboxed models. With the money from the Kickstarter, we've been able to create better models for stations. And not just stations, fixtures, lightposts, windmills, lighthouses and much more all have new, prettier models made and implemented in game.
Suns and nebulas, stars and gasclouds. These two things feature overwhelmingly in a majority of most of the star systems in game, so it's important to get them right. Suns in the demo you might notice have a tendency to be blindingly huge balls of gas. Admittedly this is what a sun is but we wanted there to be more visual variety and control. Suns now have over 50 new variants, spines, glows, and effects to be applied, and can be occluded by objects, grow in size in nebulas (because of light refraction or something I don't know), and much more. And they look good.
Sun tech is still being worked on of course, both in tracking down and making new variants, and replacing and tweaking existing suns.
Meanwhile, nebulas needed a similar overhaul for visual clarity and variety. For starters, we've created an additional ten nebula types, gave them volumetric lightning and volumetric lightning, sunshafts, easier transitions, and did a whole pass on every nebula to make sure they weren't blindingly bright. Brightness being a quality of ambient and directional lighting, star systems were also looked over and given a pass here, as well as more control over how these star systems can apply their lighting. Overall, it's pretty.
In addition to tons of bugfixes, audio tweaks, changes to waypoints, etc, etc, we're also hard at work on a new tutorial system. While the old one will remain in place as a quick reference guide, the new tutorial is a full level unto itself, which can be accessed from the main menu.
And that about covers the big points. As always, check it out on Steam and Kickstarter to get full monthly doses of all the delicious progress being made.
With the Kickstarter campaign over and funded, it's time to start moving forward. Take a moment to learn where we go from here with Underspace.
We reached our Kickstarter goal yesterday! Huzzah! Check here for more info and stretch goals.
Fifteen days down on the Kickstarter, fifteen days to go! Have you seen all the crazy updates we've been doing?
We've launched a Kickstarter! Which also means a demo! But mostly a Kickstarter!
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Patch 1.4 is our first post-Kickstarter patch, and brings forth a huge amount of new features, changes, and bugfixes, most notably ship customization...
Underspace's official Kickstarter demo, for Macintosh. Warning, this whole thing is rather experiment, and I'm not sure how well it will work.
Patch 1.3 for Underspace's official Kickstarter demo, for Linux users!
Patch 1.3 for Underspace's official Kickstarter demo. This patch mostly addresses UI issues, adding both new features and restoring ones that were cut...
Patch 1.2, for Linux users! This includes all previous patches, and has parity with the PC version.
Patch 1.2 for Underspace's Official Demo addresses some saving issues, and tweaks a few travel settings to better fit with the game's fast nature. Read...
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