Hotfix:
- Updated Chinese translations.
- Fixed Chinese overlapping on rack control subpanel power switch.
- Fixed broken "[noparse]workbench[/noparse]" reference in the first C.A.R.E. communication.
- Fixed being able to consume your equipped item on EVA.
- Fixed general settings log path not translating correctly.
- Added translation for "You must be inside/outside a module to build this" construction alerts.
- Module control panel text shader is broken.
- Text shaders are potentially broken on Linux.
- Various text wrapping and overlapping issues, particularly in French, Norwegian and German.
- Wonky UI tables (storage, labs, etc) in some language - more complex to fix, will do when I get back in 2ish weeks.
Some huge new tech features! MacOS Support Welcome to the party, Mac users! I now support the big three operating systems. Of course as a Windows user myself, there are likely to be issues I don't detect on the other two platforms, so please let me know if you come across anything. Translations So excited to announce that the Untethered demo is now available in:
- French
- German
- Chinese (Simplified)
- Russian
- Norwegian
- Q+E is no longer a default option for stopping!
- A lot of the code for settings has changed. You may find you've lost your defaults, and you may need to readjust things like sensitivity.
- Finally, you can now use middle mouse button to activate build mode for whatever element you're looking at. Building solar arrays has never been easier!
- There is now a mouse y-axis invert setting, for all the [strike]insane[/strike] people who asked for it.
- Credits menu has been upgraded to accommodate a much longer list - welcome to the new members of the credits!
- Fixed flashlight starting in a dimmer state when the game starts.
- Fixed text sometimes overlapping in the Science Hub inspector.
- Fixed "[Z] Sleep" not reflecting some actual international keyboard layouts.
- Fixed inventory mass rounding issue. (#36)
Phew, this is a bigger one! I've merged in a lot of the improvements made during PAX demo development and also implemented feedback received during PAX into this version. Enjoy! New Checklist/Objectives System So, you may recall that there used to be objectives that would appear at the top of the screen. This arose out of a need to guide players through the demo, more than I thought I needed to. Anyways, having persistent UI on screen like that is very against how I want Untethered to look, so they're gone! Instead, you can press H at any time to bring up your "EVA Checklist", which will tell you your current goals in a little more detail. The player will also be notified whenever a new objective is added to the checklist. Workbench Upgrade
- UI redesign - it was very outdated and out of line with the current UI design.
- Now uses the brand-new Microtronics MT-600 monitor.
- Added a lamp, which can be toggled with a switch on the control panel.
- You can now easily spam the "CRAFT" button.
- I have entirely removed the disassembly page. I'm interested to see how it goes. You can still disassemble items from your suit terminal.
- Various other decorations.
- Volumetric lighting when inside a station.
- Adjusted some of the main menu modules to look a little fancier.
- New construction animation effect
- Currently only exists with modules, but will eventually make its way to racks as well.
- I've upgraded this since the PAX demo, as it now begins from the module attachment point.
- I've also fixed some bugs that were present in the PAX demo.
- Added coughing sound when you're near fire.
- Critical health effects now ease out when you begin recovering.
- Added various posters, stickers and labels, full of lovely lore.
- Not really applicable since commands are disabled, but with nocost enabled, crafting recipes now indicate that they are free.
- Emergency power breaker reset instructions have been simplified.
- You can now click C to consume a consumable you have equipped.
- The module with the Water Tank in the Endeavour has been sealed off. And because of this, you can no longer craft empty water bags, as they serve no function.
- You now start with 3 extra CARE credits.
- Crosshair appears when construction is available in build mode (and in deconstruction as well).
- Switched off a lot more of the lights in the Endeavour wreckage.
- Fixed missing collider on the aft side of the STBD equipment bay.
- Removed some misleading "TO AIRLOCK" signage in the Endeavour, including some that float in midair.
- Fixed heartbeat effect continuing into the main menu when you quit.
- Fixed music continuing into main menu/overlapping when you restart the game.
- Fixed main menu missing sounds when quitting during EVA or on the end screen.
- Fixed ambient music starting on the end screen.
- Fixed bug that allowed you to breathe outside if you click "Start EVA" immediately after pressing TAB while inspecting the Airlock Control Panel.
- Fixed inconsistent font usage on racks.
- Fixed port breaker panel in the TUG not indented properly.
- Fixed crosshair appearing very briefly after closing the suit terminal.
- Fixed crosshair dot not appearing for the first inspection after ending EVA.
- Fixed crosshair not appearing after closing the repairs terminal at the TUG damage.
- Fixed module control panel text material being broken (this was the case in the PAX demo).
- Repairs colliders are (mostly) no longer collidable, making them less intrusive.
- Fixed crosshair being green if you don't stop looking at the airlock control panel as the airlock depressurises.
- Slightly reduced the jumpiness when you inspect the airlock control panel.
- Fixed crosshair and interaction hints appearing when the player has an item equipped.
- MacOS Support
- Control Rebinding
- Backend Localisation Support
- Y-Invert Setting
PAX Australia is just a week away! I'm speaking in a panel, I've got a booth, and I'm bringing a special demo, so if you're in Melbourne, come along!
Speaking of the demo, I wanted to let you know that I've created an Experimental Branch, where I'm going to put the special PAX demo, if you're interested. It's a shortened (10ish minutes) version of the demo designed specifically for showing at PAX Australia, but if you want to check it out and give feedback, please feel free, as that's exactly why I've made it public.
To change branch on Steam:
Untethered Library Page > Manage > Properties > Betas > Beta Participation
This won't be up forever, and I won't do official patch notes, but if you want, I can just leave comments on this post to let you know when I update it.
Do let me know if you end up giving it a go :)
Luna
Here's another demo update! The focus of this one is:
Upgrades to the Medium TUG MKVI
- Things have been shuffled around to accommodate a new control panel in the overhead: the Orbital Manoeuvring Panel - which includes an additional 2 zenith and 2 forward-facing windows to let in a bit of sunlight.
- Both pilot seats now include improved control panels, featuring circuit breakers, switches, radios, and caution & warning.
- The commander has also gained rotational and translational joysticks, along with an attitude indicator (all just for visual flair at this time).
- Brand new command seats (now with seatbelts!)
- Commander's terminal upgraded to the Microtronics MT-3700. Note that I'm still not quite done with the Tug, but done for now. These models still need to be optimised, there are still a few blank panels, and I'm wanting to add more functionality, but I need to move on at this time.
Improvements
- You can now silence the master alarm by hitting the "RESET BREAKER" button!
- Increased the probability of water spawning in the debris field.
- The Small Tank and Mobile Repairs Unit can now both be disassembled.
- The Small Tank no longer costs inventory capacity to have installed.
- Storage rack capacity increased to 100kg (double the previous capacity).
Bug Fixes
- Fixed some missing colliders in the Endeavour wreckage.
- Fixed missing colliders on the medium and junction module standoffs.
- The Tug's berthing hatch is no longer interactable.
- Fixed rounding errors in the Storage interface.
- You can no longer inspect equipment in the STBD bay from outside the TUG.
- The switch on the Data Terminal in the Endeavour Comms wreckage is no longer interactable (and fixed in the "ON" position).
- Changed the Tug's callsign to "TUG-09"...
A few final fixes before Space Exploration Fest! Improvements
- Added an "UNREAD" indicator on the COMMS button in the Command Terminal.
- Doubled the range at which you can interact with the TUG damage.
- Fixed the sleep day counter not appearing (not even sure why this happened, it was literally one line of code to fix).
- Fixed broken debug commands.
- Fixed poorly aligned electrical panel inspect zone (which cut off part of the night length sticky note).
- Fixed inconsistency with TUG-09's callsign in the Wreckage Data Terminal.
- Fixed EVA suit terminal being inoperable if you open it while the closing animation is still in progress.
- Fixed EVA suit terminal snapping back into position if you open it while the closing animation is still in progress.
- Fixed RMB to drop not working.
Hotfix, sorry!
- Fixed completely non-functional player terminal.
- Fixed non-functional volume sliders when in game.
An update focused on long-overdue technical features/improvements... In addition to the following list of changes, I've also done a lot of background refactoring in preparation for future features. Settings There is a brand new "VIDEO" settings tab, which includes:
- Fullscreen toggle
- Resolution options
- Vsync toggle
- Shadow quality
- Improved shadow quality and performance.
- Optimised models and added LODs to:
- Observatory
- Electrical Debris (Copper)
- Solar Debris (Silicon)
- HUD rendering structure overhaul to support for 4K and UltraWide monitors (and the ability to change FOV in the near future).
- Main menu also updated to support UltraWide monitors.
- Changed "FULL" and "CHARGING" annunciators on batteries and the master electrical panel to be green (as requested).
- Hiding the HUD is now done with CTRL + F1 rather than F1 (to prevent people from accidentally clicking it).
- Support for alternative keyboard layouts.
- Moved where the Endeavour Comms wreckage spawns so that it doesn't cast a shadow on your beautiful creations.
- After nearly a month of fighting, I have FINALLY defeated bug #1: the invisible Linux cursor!
- Fixed some ugly lighting effects that occur on the planet's surface during sunset/sunrise.
- Fixed the lack of thruster sound when using the match velocity function.
- Reduced unnecessary logs and fixed some warnings.
- Added build pipeline feature allowing to generate developmental builds just for Windows.
- A lot of refactoring and codebase tidy-up.
I felt the game was stable enough to spend some more time improving some common points of friction in the gameplay, so here we are! Storage UI Upgrade The main focus of this update! It is probably the oldest bit of UI in the game, so very overdue for a complete redesign.
- The two square monitors have been combined into a single 4:3 monitor.
- Brand new 4:3 monitor model, which will probably be rolled out to other control panels in following updates.
- You can now swap all of a single type of item with a single button click.
- You can now spam the swap button without having to reselect the item (resolving issue #2).
- There is now another meter which indicates how much room you have in your own inventory.
- You can now dismantle items from within the inventory UI.
- You can now drop debris materials in the inventory UI, without having to equip them first.
- Suit upgrades now have an "INSTALL" button in the inventory, which will link you directly to their relevant upgrades window.
- You can now dismantle the leaky tank for a bit of aluminium and silicon.
- Dismantling empty bags and empty cans will always return aluminium (this is likely temporary).
- Added setting: Disable in-world monitor effects (may improve readability for some people).
- You can now use Q+E to kill velocity.
- Added an "Evacuate" objective at the beginning, which will appear if you don't leave the wreckage within a minute.
- The length of night is now indicated on a sticky note, rather than a printed label (which didn't make much sense).
- Changed tech tree "Rewards" to be "Unlocks" (people kept thinking you just automatically gain the things you unlock).
- Renamed airlock control panel "START/STOP EVA" button to "START/STOP E.V.A." (to stop people from reading EVA as a word the first time they see it).
- Removed unnecessary warning logs during opening cutscene.
Improvements
- Added an EVEN BIGGER "New Element" indicator on construction tabs
- Removed master alarm sound from fire module
- Changed repair recipes to exclude Electrical Kits (to save the annoyance of having to go back inside to craft one)
- Removed navigation "MAP" page (it serves no function in the demo other than to confuse)
- Disabled the science hub alarm (isn't really needed, just annoying (unless someone convinces me to bring it back))
- Fixed bug causing the player to immediately uninspect if they click a panel while using thrusters, both with translation and rotation.
- All electrical systems are now rounded to milliamps, which should hopefully resolve some unintentional breaker trips (including report #4)
- The command panel should now update immediately when vehicle repairs are completed, without requiring inspection or orbit selection (#7)
Improvements
- Construction tabs now have a little indication when there are new construction elements in the tab.
- Only the items you are short on are indicated in red in crafting recipes. This is implemented in the construction menu and the repairs menu. It is yet to be added to the workbench, as I plan to make major upgrades to the workbench UI next patch.
- Debris is easier to collect
- Reduced the time to collect, and more consistent based on the mass of the reward.
- Several debris hitboxes are slightly larger.
- Improved readability on the player suit terminal.
- Added a border to the HOME page upgrade options list (in an attempt to make it clearer that it is clickable. I plan to rework this UI soon due to common confusion.)
- Fixed the "Select an upgrade above to swap" indicator on the upgrades window being forever hidden following an upgrades swap.
The Tiny Teams festival has begun, and Untethered is a part of it! Tiny Teams is all about celebrating games made by small indie studios, and as a solo developer, it's a great opportunity to get my little project featured. See all the other games at the official Tiny Teams page here. (Will be live at 6PM BST). Also do go pop in to see the official Twitch steam and say hi! Throughout the festival I'll have a broadcast running here. Pop in, check it out, or even better, play the demo yourself! - Luna
New
- The path to your log files are now listed in the settings menu.
- Fixed bug causing external airlock access to fail if you begin an EVA faster than recently spawned wreckage airlocks can depressurise.
- Fixed build mode crosshair behaviour.
- Fixed death respawn point.
Improvements
- The Endeavour wreckage now begins on fire! :fire:
- Some of the onboarding (like the flashlight) has been moved to accommodate.
- Some lighting has been adjusted.
- Various new sounds, including simplified evacuation alarms.
- There is now signage indicating the direction to the airlock.
- The critical oxygen level alarm has been shorted (long overdue)
- Sounds across the game have had their levels adjusted, particularly machine sounds and alarms.
- "Insufficient Storage" annunciator has been relabelled to "Insufficient Charge" for clarity.
- Fixed repair not actually consuming all of the required items. (#6)
- Fixed the "Insufficient Charge" annunciator activating during the night, even when the batteries can support the station until sunrise. (#3)
- Fixed the Fluid Lab rate meter's range being too short. (#5)
- Fixed issue causing crosshair to persist when opening suit terminal when looking at a monitor.
- Fixed issue causing crosshair to persist if you open and close the terminal too quickly.
Basically, here's what I did today! New
- Improved interior station lamps:
- Lamps now flicker on (with strobing enabled).
- With strobing disabled, lamps will gradually increase in intensity.
- Added sounds for lighting buzz and start up.
- For consistency, clicking escape with the EVA suit terminal open will close it.
- Fixed misaligned "180" at the top of oxygen meter (when Small Tank is installed).
- Overlay HUD (the stuff in white) is now included in the F1 HUD toggle.
- Fixed health status indicators on the HOME page being interactable for no reason.
- Fixed overweight warning sometimes disabling when you are still overweight.
- Fixed inventory mass warnings being triggered during crafting.
- Fixed HOME page mass meter failing to update when you are overweight.
- Fixed crosshair persisting when opening terminal while inspecting certain racks.
If you don't want spoilers, go and play Demo v2, which is now available on Steam! Otherwise, check out all these notes!
Items & Crafting
The Workbench
The crafting system has been reworked! This includes new raw items:
- Copper (replacing Electrical Debris)
- Silicon (replacing Solar Cells)
- Circuit Board
- Electrical Kit
- Solar Cell (which is now crafted with Silicon)
Mass & Recipes
The mass of every item has been reconsidered, generally resulting in an increase (don't worry, your inventory capacity has also increased). Additionally, almost every recipe has been recreated with the new crafting items and mass balancing taken into consideration.
EVA Suit Upgrades
An existing feature I've decided to unlock! With this comes two new items:
- A Small Tank for extending your oxygen supply
- A Mobile Repairs Unit for see below...
Booster Repairs
I didn't really love how Demo v1 progressed - it felt forced and uninteresting at times, and the ending felt unjustified. So, I've added a new critical step in progressing the game: Booster Repairs. These are essential repairs required to perform orbital transfers and complete the game.
- This is tied to tech progression, as you will need to unlock the new Mobile Repairs Unit to complete the repairs.
- There is a new page in the Commander's seat: the Status Page, which reports on the vehicle's status.
Science
Balancing
Tech progression feels a little different now: credits are generated at a higher rate and tech nodes are more expensive. This means you are forced to make more nuanced decisions regarding what to unlock next. (I've also made it so the "credit earned" alarm doesn't loop anymore. You're welcome...)
Labs
There is a new early game passive lab: the Telemetry Processor. But the Fluid Lab is still here, don't worry! It's just a later game unlock, and is much more powerful.
Limits
You are now limited in the number of labs of each type you can build. This is in preparation for Station Networks, a feature coming soon, but also to encourage diversity since there are now two kinds of labs at play. The Science Hub UI has been redesigned to support this.
Tech Tree
With all of this new tech and balancing, the tech tree has been redesigned. It is now larger, with an extra tier to unlock.
"While You Were Gone"
To help you be aware of what you've earned while away, there is a popup in the Science Hub to report on passive earnings. ALSO your labs will generate data overnight now! This makes it very beneficial to build batteries to keep them working while you sleep.
The Observatory
I've decided to temporarily move the cupola-style Observatory module into the demo progression (it is typically later in the game). It allows you to add a bit of flair to your stations!
Other Features
- Linux is now a supported platform! :tada:
- There is a new closing sequence to the game, including new animation and sound design.
- At the end of the game you are given a present! (A little GIF animation of the station you've built)
- The Navigation interface has had some work done.
Enhancements
- New crosshair! Now a little more noticeable when an interaction is available.
- You no longer have to wait for 3 seconds when you want to access an airlock from the outside.
- Improved flashlight and overweight indicators on the HUD.
- Split the "Overlay HUD" from the "Helmet HUD", which means inspecting will no longer zoom in the overlay UI elements.
- Fixed inconsistencies with control hint formatting.
- Added some editor tools for item mass calculations.
- Added backend support for station mass calculations.
- [strike]All[/strike] Most items, existing and new, now have models.
- Changed the developer name in Unity and on the Steam page.
- Various materials have been tweaked for consistency.
- Credits updated.
Bug Fixes
- Fixed a softlock that has been known about for too long: wreckage hatches can now be opened again after being closed.
- Monitor click handling has changed so you can no longer click through popups on monitor screens. Various janky fixes to prevent funky behaviour as a result of this have been removed.
- Fixed some jankiness with the health UI (however there are still some existing issues).
- Fixed some issues with camera shake.
- Opening the pause menu now actually takes you to the pause menu, not to your previous menu location.
- Collecting debris no longer displays every item reward as an individual entry in the top right toast (they are grouped).
- Fixed an old issue causing you to immediately uninspect if you try to inspect a rack while holding a movement key.
- Fixed some jumpiness in inspection animations (not fixed for all inspectable panels though).
- Fixed an issue causing storage racks to become inoperable if you attempt to use them with an empty inventory after filling them up (I have no idea how this one has evaded me for so long)
- Diegetic audio now fades in at the start of a new game to prevent the occasional abrupt sounding start.
Howdy! We have a few announcements bundled together.
PAX Aus Indie Showcase
I'm so excited to finally announce that Untethered is a PAX Aus Indie Showcase winner! I've never actually been to PAX so I expect exhibiting will be a crazy time, but it's a fantastic opportunity and I hope to see you there :) When: 11-13 October Where: MCEC, Melbourne What: I'll have a booth with a demo for people to play. I also might be on some panels but that's all very TBD. Get tickets here, and check out the other winners herel.
Tiny Teams
Additionally, Untethered has been selected to be a part of Tiny Teams 2024! If you don't know what Tiny Teams is, it's a festival about games by solo developers (me!) and micro-studios. It's a fun time with lots of brilliant games, and I'm so excited to be a part of it :D When: 8-15 August Where: Online What: There will be a featured sale page on Steam for you to check out all the selected games, along with streaming, YouTube videos, etc. Also you can expect Demo v2 to be out prior to this event ;) It's a crazy time, so be sure to follow me on Twitter and join the Discord for more announcements! - Luna
Howdy gang! I've published some updates to the website, including an official roadmap for development leading up to the Early Access launch, since some of you were interested. You can find it here. Here's a quick summary:
- Next up is Demo 2, featuring general improvements to the current demo, coming before August.
- After that I'll return to developing the full game, working on Pre-alpha 10 and Pre-alpha 11 through to the end of the year.
- Once the full game is feature complete, I'll return to update the demo with Demo 3, which will be the version released for Steam Next Fest (the exact SNF I'll enter is TBC).
- After SNF, the game will go through final testing and enter Early Access a month or two later.
- Beyond that is all pretty fluid atm, so no further announcements until we get a little closer ;)
It's been a bit of a rocky process, but the first Demo for Untethered is finally here! It can now be downloaded for free from the Steam page. Remember to pop into the Discord Server for updates and to provide feedback! I hope you enjoy :) Luna
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Stranded in deep space, you must survive against all odds. Scavenge from wreckage, process resources, and build your own space station - a refuge in the most hostile of environments.
Using a modular construction system, build your very own space stations to house farms, labs, and material processing equipment.
Take the role of a flight engineer and keep your station's equipment running smoothly.
Stranded in deep space means food and water isn't exactly easy to come by. Explore wrecked stations, build farms, and mine asteroids for valuable resources to ensure your survival in the hostile abyss.
Build and operate science facilities to unlock new schematics to expand and improve your station.
- OS: SteamOS or Ubuntu 16.04 or 17.04
- Processor: Dual-Core Intel i5 CPU @ 2GHz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel 4xxx Series w/ 512MB VRAM or better
- Storage: 400 MB available space
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