It’s a happy moment for us at Junkfish Towers as we officially* turn two years old!
Naturally, we celebrate with cats and cake!
Anyway, we want to thank everyone who’s played Monstrum or helped us out along the way in some manner, so we’ve decided to make the soundtrack a PAY WHAT YOU WANT download until 5pm GMT on the 18th of September. That includes for free too!**
You can grab it here:
Thanks a lot, and here’s to the next two years (and hopefully more!)
Jaime and the Junkfish
*I say officially, we’ve been working together for 4 years!
**Bandcamp has a limit on free downloads :(. So be quick!
Just a quick recap of what we’re up to and what we’ll be doing in the upcoming weeks!
Most obvious and first up: Monstrum! We’re currently fine tuning the Mac and Linux builds with an update that should go live on Steam today (yay!). We’re also still sorting out the Oculus Rift build as we know a few people have been asking for it, we don’t have an exact date for it quite yet, but we’ll obviously let you know as soon as we do! And on that note…
We’ve got two additional stops on Monstrum’s VR tour for those of you who can’t wait to play it at home!
First up is at Rushdown Edinburgh’s Armagedinburgh event this Saturday (that’s the 25th!). It’s in Edinburgh if you couldn’t tell. We’ll be in the indie section with Rope Rumble, Girodisc Superleague and Advance, while the likes of Nidhogg, Gang Beasts, Mario Kart 8 and more will be there for some pick up an play joy! They’re also running Ultra Street Fighter 4, Mortal Kombat X and Smash Bros U competitions too should you want to test your skills on the big stage!
After that we’re back home in Dundee for Dare Protoplay on the 15th and 16th of August. We’ve got a bit of history with Dare to Be Digital, with half the team taking part in the competition in 2013 and Team Junkfish on the whole exhibiting for the past three years, so it’ll be great to be back there once again with local devs like Insert Imagination, Bounder Games, The Man Who Flew Away, Thermodynamic Games and more, and that’s not even including all of the teams taking part in the competition! So do drop by!
And leading into Protoplay is the Edinburgh Games Symposium: Protoplay Edition, a special outing for the EGS which is actually in Dundee! Taking place over the 12th and 13th of August it features lots of game dev (and especially game audio) panels, talks and workshops, with The Mantra Collective and Chipzel performing some live sets on the Thursday night! Steph and I will be there talking about Monstrum’s VR implementation and audio as well as sitting on some panels too, so if you want to know some of our super secret sekrits then be sure to grab a ticket!
Finally, a quick shoutout to Glesgames, who are hosting their fourth fortmonthly (there’s a mouthful) games night on the 28th of August! They’ll be running competitions as well as hosting loads of multiplayer games, so if you’re in Glasgow for then do drop by! We were there with Monstrum at their last event and it was fantastic!
We’re happy to announce that the Mac and Linux versions of Monstrum are now available! We’ve also added the OST to Steam for download too.
And for those waiting: we’re hoping to have more news about the Oculus Rift version very soon!
As always, you can grab the game here:
Here’s a list of further changes that we’ve added.
Change Log 1.0.1
- Mac and Linux versions available
– Field of view slider
- Improved monster wander states. The monsters should move further away from the player after an encounter
– Improved monsters going around corners
– Doors should behave more intuitively with respect to how they handle the player moving in and out of them
– Brute footsteps
– Improved issue where monsters could get stuck in steam by the helicopter
- Fixed misc menu issues
– Hunter goop should disappear correctly
– Player should no longer be able to run out of a hiding spot when being pulled out
– Hunter should no longer walk constantly in to a hiding spot
– Monsters should not get stuck at distractions
– Fixed issue with monster not pulling player out of hiding spots
– Added collision boxes to certain areas to prevent player climbing where they shouldn’t
– Fixed issue where the player could get back in to the starting area
- Controller analogue sticks can sometimes not work in the Mac version
– Field of view slider can reset intermittently if changed in game
– Locker doors can occasionally get the player temporarily caught between the door and the locker body
Before we begin: the Monstrum soundtrack is now up for grabs on Bandcamp! So go give it a spin :D!
Anyway, let’s cut to the chase. There’s been a phrase relating game audio that’s been bugging me for a while now, even though I used to say it myself, and I think it needs to be addressed as its popularity increases. This might ruffle some feathers but:
Well, this is it. Monstrum v.1.0 is now available! No more Early Access, you now have the whole game to die in! We’re still planning some further optimisations as well as the Mac, Linux and Oculus builds too.
We want to take this moment to say thanks to all the people who’s supported us this far, the friends, family, Early Access backers, press, let’s players, streamers, testers, people at expos, people who’ve given us advice and devs local and not so local who we’ve met on our adventures on the high seas (sorry) of developing Monstrum! We’ve probably missed someone out, but without you lot we’d not have gotten to this point, so thank you very much!
And to those of you joining us now, good luck.
Here’s to game number 2!
And now: the patch notes too.
Change Log v1.0
Optimized item glow
Optimized the kitchen
Optimized some room collision meshes
Improved clipping with certain objects
Improved a few player animations
Updated Fiend music
Altered helicopter steam pipes to reduce predictability with the monster
Changed journal font
Reverted chain spool model since the new one sometimes reduced performance
Player needs to be more accurate with the flare gun to hit monsters
Altered the trolley so that it is easier to position next to the helicopter
Added a small platform at the bottom of the stairs to prevent an exploit
Changed the player’s clothes
Addressed crash issue during loading
Fixed odd behaviour with Hunter at the submarine
Improved issue where pathfinding would sometimes decide to leave the ship
Fixed an issue where the “exit game” button wouldn’t work
Fixed lag spike when lowering the submarine
Changing the resolution and/or texture resolution can sometimes make the player’s item transparent
And if you haven’t bought the game yet then hurry up! Our Early Access discount will be finishing on the 20th too, going from £9.99/$14.99/€12.50, to £11.99/$17.99/€14.99. So here’s a link to Steam to make the decisions easier for you.
We’ll have Mac, Linux and Oculus support landing in a few weeks for those of you waiting on that too!
Once again we’ve got an update for you all, so be sure to keep an eye out for when it goes live!
As always, if you’ve not bought the game then you can grab it here:
And here’s the details for the changes:
Monstrum 0.9.5 Change Log
Our engineers are currently carrying out some new experimental work within the ship. Please ignore any excessive flickering lights, electrical hums, odd noises and impending sense of doom that may occur while on board.
New decorative wall content
Decorated the helicopter containers
Updated start rooms with better prompts and layout
Improved drag out animations
Adjusted some item positions to look better in the hand
Improved fuel hose interaction
Added steam pipe system by the helicopter
Updated steam pipe models
Removed fuel cans from inside the cargo containers by the helicopter
Reduced the number of cargo containers by the helicopter
Removed access to the raised walkways by the helicopter
Fixed issue where jumping would not play a landing sound
Fixed a memory leak associated with the security cameras
Fixed a memory leak associated with light bulbs
Optimized certain bits of the code base
Reduced lag spike when monsters spawn
Fixed font-loading lag spike when opening the graphics menu
Hotfixed an issue where grabbing the trolley would disable certain post-processing effects
Fixed an issue where sometimes the wrong animation was played from a fall death
Here’s the latest update to Monstrum, which should be live now :). As always, let us know what you think!
You can grab Monstrum on Steam here:
Change Log 0.9.3
Unity Launcher removed; graphics options are now available within the game and are individually customizable
Dedicated credits scene
New Loading screens
Animations for when a monster pulls the player out of a hiding spot are overhauled
Liferaft animations improved
Corridors have some new variants
New Fire Extinguisher model
Junkfish splash screen has audio now, yay!
Moved certain tables/counters to reduce clipping
Improved torch aiming/flare gun aiming to reduce unnatural hand movements
Some updated cargo hold assets
New menu font
New audio assets added in
Improved chasing after being throw out of hiding spot
Improved chasing after Hunter jumps out of trap
Fire performance improvement
Death animation improvements
Reduced possibility of falling through the environment when closing doors
Reduced the refuelling time for the helicopter
Changed some of the lighting
Changed the visual style of the lower deck
Changed the chasing persistence of the monsters
Changed some of the door opening/closing/locking/unlocking sounds
Stairwell materials updated
Removed the walkie-talkies item (for now)
Issue in which the hand would randomly flip around when interacting with the environment
Fixed an issue which caused the pit trap player falling animation to look unnatural
Fixed an audio sync issue with death from falling
Fixed an audio sync issue with a welder animation
Fixed a bug where the journal wouldn’t update if you inserted the spool chain before inspecting the liferaft
Fixed a bug where the flare gun wouldn’t register hits
Fixed a bug that caused the chair to turn in to a magic carpet when the player stands on it
Ensured fire kills the player
Fixed a performance drop after inserting the battery in to the sub
Fixed/improved issue where crouching whilst interacting with the environment caused various problems
Fixed an issue where monsters would get confused after destroying certain objects
Fixed an issue with the Hunter not spawning in the lower decks correctly
A little later than usual, but here’s the patch notes for the current build of Monstrum. We also pushed out a hotfix for people using 32-bit systems last week, so you can now play the game using the “Fast” settings if you’ve had issues running Monstrum.
And if you haven’t bought the game yet then grab it here:
Change Log 0.9.2
New notes to find!
Security cameras are a little harder to hide under
Brute moves faster
Player prevented from getting behind the start room boxes
Player can no longer climb in to the boxes in the cargo hold
Fixed an issue where turning off the steam vents via the master control would sometimes leave steam triggers active, causing random deaths in the cargo hold
Brute destroys the outside cargo container doors properly
Fixed a physics error caused by putting items in the helicopter
Fixed a performance hit caused by moving the crane
Menu rendering issues
Menu fade-in fixed
Pressing escape in the game over menu no longer breaks the game
Many audio-related issues such as:
Ambient wave sounds playing at the right times
Door audio source improvements
Setting audio priorities to ensure more important sounds are played
Hunter music/SFX playing in at the wrong time
Welder double-sound issue fixed
Double-roars from the monsters should be less common
Brute roar location fixed
Camera movement audio is synced with its movement properly
Performance should be improved in general due to a new occlusion method, better internal level representation and pathfinding optimizations
Monster animations should be less jittery
Optimized colliders for many game assets
Door-player movement code changed to reduce player getting stuck in the environment
Monster AI improvements
Altered monster audio source ranges