Update 23: Coop in Hell Week
We’ve added more useful information to your hud and made it all around cooler with hit markers, teammate status symbols, and keep the information on-screen even when you ADS. It's now fully converted to Unity 5 which means we can add effects like blurry vision from exhaustion or suppressed fire, emp grenade scattering in the visor etc. Lots of cool things we can do in the future. Improved Hell Week with teammate revive to reward teaming up even more, points are now shared among teammates requiring less thought about whose turn it is to get that gold box, and we’ve also got VOIP working again! Remember the real-time voice porting demo you saw from forever ago? Well we got that working so now you’ve got team voip and can also open your helmet and talk to any player in proximity to you. Ever since upgrading the game to Unity 5 our current foliage and vegetation assets have not been fully supported. Therefore we have now started adding new assets called SpeedTrees! First map to get tested is Rupture and over time we'll add them on all maps. We have added a few details to the CTRs; when it is dark they will now hunt and blind you with their tactical light and they also use a laser sight to assist with aiming. Speaking of lasers, remember how it used to switch off whenever you aimed your weapon? Even though it didn’t switch off to other players in 3rd person? Well now it stays on the whole time, making the transition from laser aiming from the hip to ADS a little smoother. We’ve also got a lot of general improvements. Spawns are now protected by shields to help mitigate the problem with spawn camping until we are able to iterate on this further. We’ve fixed some sound issues, and your weapon configuration is now saved for when you’re revived or respawned! We’re beginning to add more visibility to the progression elements in the game in preparation for item unlocks and RPG/skill elements. Detailed patch notes to follow.
As many of you know the part of the game we are currently working on is known as Prologue, and follows the player through training to be an Interstellar Marine before getting into the “real” story. Some are concerned we’ve shifted focus to pvp, and don’t understand why we’re creating coop using pvp instead of coop. Short version; spoilers. It’s a means to an end type situation. That is where the crux of the problem is, we want you to have the best experience possible and not ruin the narrative of the game by revealing the story before the supporting elements are in place. But we still need to put in new tech that will be needed for the campaign while giving players something to do. Here’s our strategy. First we create the tech foundation while funding development through Early Access sales. Once we have the immersion right, the progression and customization systems in place, more weapons, and the unlocks all planned out, then we start on the big campaign. We’ll keep expanding prologue in logical ways to keep people occupied while we develop the campaign, and will probably deliver it in chunks. Chapters if you will. We don’t have a specific timetable for progress, time spent doing a thorough analysis to come up with a realistic and accurate estimate is time better spent actually working on the game. We know where we’re going, we know how to get there, and we’ll take it one update at a time. Thank you for hanging in there and supporting us through development. We know it’s taking longer than some would like, but we’d rather get things right the first time to give you the best Interstellar Marines coop campaign experience right out of the gate. Patch notes are available here in full: http://media.interstellarmarines.com/media/interstellarmarines_changelog.html FOR THE LOVE OF THE GAME Your team at Zero Point Software
ADDED: Ability to revive players in Hell Week ADDED: VOIP to Hell Week teams, when in same zone as other team members ADDED: Hell Week ends when 3 teams are left. Note: a lone wolf player counts as a team ADDED: Teams in Hell Week now share points between players ADDED: Players respawn in new zone when killed during grace period in Hell Week ADDED: Huge HUD update including a number of new icons, sprites and changes ADDED: Three new Hell Week-related Steam Achievements ADDED: Initial, very early, support for Xbox gamepad. This is experimental and likely contains issues/bugs ADDED: TPs and TR info to right hand side of main menu (need to be over 1280 width resolution to see) ADDED: Ability for coop servers to run the same game mode and game type on the same server ADDED: Global chat in main menu. By default, press T to toggle ADDED: Can no longer aim when crouched if blocked by an object ADDED: Weapon settings are remembered after death, and on collected CTR weapons ADDED: Speedtrees to Rupture ADDED: AR CTRs use a laser when aiming, AR+SMG CTRs use laser when shooting ADDED: List of team mates in the HUD when teamed up in Hell Week ADDED: Numeric input for sensitivity sliders
UPDATED: Weapons' FOV, recoil, damage, handling, dropoff, magnification etc. have been tweaked UPDATED: Hell Week teams to have a max of 4 members UPDATED: Spawn protection to all multiplayer maps UPDATED: Quick join to add confirmation pop up showing game mode, and high ping if it is enabled in the settings UPDATED: Operations audio with reverb in spawn tunnels UPDATED: On-death fade-to-black screen UPDATED: Respawn time in Hell Week grace period is now 5 seconds UPDATED: Nav mesh on all Challenge maps UPDATED: Several server stability fixes, especially on Starcrown UPDATED: Wetlands with new nav mesh and other tweaks UPDATED: Starcrown with several fixes UPDATED: Operations Survival and MP maps with new modules and various fixes UPDATED: Hell Week server browser now shows 'Server starting...' instead of join button when there is a time desync between server and client UPDATED: Resolution screenshot with different sizes, plus button to open screenshot folder UPDATED: Removed completing The NeuroGen Incident Steam Achievements on easy, normal and hard difficulties
FIXED: "VOIP in Coop" FIXED: "Picking items up in Hell Week should work first time the majority of the time" FIXED: "Changed max number of players coop quick join looks for to 2 from 1" FIXED: "CTRs to minimise them being stuck on items or terrain" FIXED: "Most instances of server browser returning to the wrong server browser page" FIXED: "Footstep audio looping when stood still" FIXED: "Nucleus so the escape door is not locked by default" FIXED: "Light handler and light intensity issues which were causing performance losses" FIXED: "Crates which were in, or on, water in Hell Week have been fixed" FIXED: "Games no longer return to the incorrect server browser" FIXED: "Spawn bug in Team Domination" FIXED: "Flashing flashlights no longer flash improperly"
[ 2015-10-30 17:58:09 CET ] [ Original post ]
Update 23 marks the 3rd update in our new monthly update cycle! Technically U23 should be released the first week of November for monthly updates, but you’re ok if we get an update out early right? Now we have a bit more time to work on U24 before the (fingers crossed) first week of December.
HUD/UI Improvements
We’ve added more useful information to your hud and made it all around cooler with hit markers, teammate status symbols, and keep the information on-screen even when you ADS. It's now fully converted to Unity 5 which means we can add effects like blurry vision from exhaustion or suppressed fire, emp grenade scattering in the visor etc. Lots of cool things we can do in the future. Improved Hell Week with teammate revive to reward teaming up even more, points are now shared among teammates requiring less thought about whose turn it is to get that gold box, and we’ve also got VOIP working again! Remember the real-time voice porting demo you saw from forever ago? Well we got that working so now you’ve got team voip and can also open your helmet and talk to any player in proximity to you. Ever since upgrading the game to Unity 5 our current foliage and vegetation assets have not been fully supported. Therefore we have now started adding new assets called SpeedTrees! First map to get tested is Rupture and over time we'll add them on all maps. We have added a few details to the CTRs; when it is dark they will now hunt and blind you with their tactical light and they also use a laser sight to assist with aiming. Speaking of lasers, remember how it used to switch off whenever you aimed your weapon? Even though it didn’t switch off to other players in 3rd person? Well now it stays on the whole time, making the transition from laser aiming from the hip to ADS a little smoother. We’ve also got a lot of general improvements. Spawns are now protected by shields to help mitigate the problem with spawn camping until we are able to iterate on this further. We’ve fixed some sound issues, and your weapon configuration is now saved for when you’re revived or respawned! We’re beginning to add more visibility to the progression elements in the game in preparation for item unlocks and RPG/skill elements. Detailed patch notes to follow.
Game Roadmap
As many of you know the part of the game we are currently working on is known as Prologue, and follows the player through training to be an Interstellar Marine before getting into the “real” story. Some are concerned we’ve shifted focus to pvp, and don’t understand why we’re creating coop using pvp instead of coop. Short version; spoilers. It’s a means to an end type situation. That is where the crux of the problem is, we want you to have the best experience possible and not ruin the narrative of the game by revealing the story before the supporting elements are in place. But we still need to put in new tech that will be needed for the campaign while giving players something to do. Here’s our strategy. First we create the tech foundation while funding development through Early Access sales. Once we have the immersion right, the progression and customization systems in place, more weapons, and the unlocks all planned out, then we start on the big campaign. We’ll keep expanding prologue in logical ways to keep people occupied while we develop the campaign, and will probably deliver it in chunks. Chapters if you will. We don’t have a specific timetable for progress, time spent doing a thorough analysis to come up with a realistic and accurate estimate is time better spent actually working on the game. We know where we’re going, we know how to get there, and we’ll take it one update at a time. Thank you for hanging in there and supporting us through development. We know it’s taking longer than some would like, but we’d rather get things right the first time to give you the best Interstellar Marines coop campaign experience right out of the gate. Patch notes are available here in full: http://media.interstellarmarines.com/media/interstellarmarines_changelog.html FOR THE LOVE OF THE GAME Your team at Zero Point Software
What's New
ADDED: Ability to revive players in Hell Week ADDED: VOIP to Hell Week teams, when in same zone as other team members ADDED: Hell Week ends when 3 teams are left. Note: a lone wolf player counts as a team ADDED: Teams in Hell Week now share points between players ADDED: Players respawn in new zone when killed during grace period in Hell Week ADDED: Huge HUD update including a number of new icons, sprites and changes ADDED: Three new Hell Week-related Steam Achievements ADDED: Initial, very early, support for Xbox gamepad. This is experimental and likely contains issues/bugs ADDED: TPs and TR info to right hand side of main menu (need to be over 1280 width resolution to see) ADDED: Ability for coop servers to run the same game mode and game type on the same server ADDED: Global chat in main menu. By default, press T to toggle ADDED: Can no longer aim when crouched if blocked by an object ADDED: Weapon settings are remembered after death, and on collected CTR weapons ADDED: Speedtrees to Rupture ADDED: AR CTRs use a laser when aiming, AR+SMG CTRs use laser when shooting ADDED: List of team mates in the HUD when teamed up in Hell Week ADDED: Numeric input for sensitivity sliders
Improvements
UPDATED: Weapons' FOV, recoil, damage, handling, dropoff, magnification etc. have been tweaked UPDATED: Hell Week teams to have a max of 4 members UPDATED: Spawn protection to all multiplayer maps UPDATED: Quick join to add confirmation pop up showing game mode, and high ping if it is enabled in the settings UPDATED: Operations audio with reverb in spawn tunnels UPDATED: On-death fade-to-black screen UPDATED: Respawn time in Hell Week grace period is now 5 seconds UPDATED: Nav mesh on all Challenge maps UPDATED: Several server stability fixes, especially on Starcrown UPDATED: Wetlands with new nav mesh and other tweaks UPDATED: Starcrown with several fixes UPDATED: Operations Survival and MP maps with new modules and various fixes UPDATED: Hell Week server browser now shows 'Server starting...' instead of join button when there is a time desync between server and client UPDATED: Resolution screenshot with different sizes, plus button to open screenshot folder UPDATED: Removed completing The NeuroGen Incident Steam Achievements on easy, normal and hard difficulties
Fixes
FIXED: "VOIP in Coop" FIXED: "Picking items up in Hell Week should work first time the majority of the time" FIXED: "Changed max number of players coop quick join looks for to 2 from 1" FIXED: "CTRs to minimise them being stuck on items or terrain" FIXED: "Most instances of server browser returning to the wrong server browser page" FIXED: "Footstep audio looping when stood still" FIXED: "Nucleus so the escape door is not locked by default" FIXED: "Light handler and light intensity issues which were causing performance losses" FIXED: "Crates which were in, or on, water in Hell Week have been fixed" FIXED: "Games no longer return to the incorrect server browser" FIXED: "Spawn bug in Team Domination" FIXED: "Flashing flashlights no longer flash improperly"
Interstellar Marines
Zero Point Software
Zero Point Software
2013-07-02
Action Indie RPG Simulation Singleplayer Multiplayer Coop EA
Game News Posts 37
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed
(4242 reviews)
https://store.steampowered.com/app/236370 
The Game includes VR Support
Linux Game Content [4.43 G]Linux 64-bit Game [4.91 G]
UPDATE 25 AVAILABLE - Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing*, and non-linear gameplay. Set in a believable future, you take on the role of an elite operative handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system.
Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Final Fantasy; and games such as Half-Life, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.
*role-playing not yet implemented
Since man first raised his head to the stars above, he has dreamed of conquering space. Interstellar Marines is the age old dream come true. It is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system.
But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a new member of the Interstellar Marines, a secret battalion within the ITO special forces created to protect humanity against potential threats from the confines of the unknown universe.
Now gear up Marine, we’ve got training to do! Welcome to Project IM.
War Games
Formerly known as Hell Week this game mode features 9 New and unique areas where 64 players battle until only 4 are left standing! This event runs every 3 hours in each timezone, so there’s always one somewhere in the world starting at the top of every hour. We also have a Steam Leaderboard for Hell Week here which tracks Combat Points globally, monthly, and survivors of Hell Week. We'll let you know more about Hell Week Finals when it’s ready.
7 Singleplayer/Co-op Missions
Play 5 co-op and single-player missions against unscripted AI with dynamic environment effects or two pivotal missions inside the Interstellar Marines universe, The NeuroGen Incident and Assault on Starcrown Aerospace. Play singleplayer or co-op with up to three friends in intense action with more co-op and singleplayer missions to come!
9 Unique Multiplayer Maps Across 3 Game Modes
Take your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc.
Realistic Simulation
With a physics-based dynamic character controller there are no floating hands, and you can even see your feet! The physically present combat helmet has a HUD projected onto the visor and is affected by dust, rain, fogging, and damage. Aim down the sight for the long shots and use the tactical laser to assist aim when hip firing, as there are no artificial crosshairs to break immersion. Use the intuitive crouch and cover system; spacebar (default) peeks over cover, and looking down leans you forward to see over ledges. You can also shoot out the lights and prowl in darkness, or use the tactical flashlight if you’re afraid of the dark.
We hope you enjoy the game, and look forward to developing it with you as we progress through Early Access!
FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Final Fantasy; and games such as Half-Life, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.
*role-playing not yet implemented
Welcome to Project: IM
Since man first raised his head to the stars above, he has dreamed of conquering space. Interstellar Marines is the age old dream come true. It is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system.
But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a new member of the Interstellar Marines, a secret battalion within the ITO special forces created to protect humanity against potential threats from the confines of the unknown universe.
Now gear up Marine, we’ve got training to do! Welcome to Project IM.
War Games
Formerly known as Hell Week this game mode features 9 New and unique areas where 64 players battle until only 4 are left standing! This event runs every 3 hours in each timezone, so there’s always one somewhere in the world starting at the top of every hour. We also have a Steam Leaderboard for Hell Week here which tracks Combat Points globally, monthly, and survivors of Hell Week. We'll let you know more about Hell Week Finals when it’s ready.
7 Singleplayer/Co-op Missions
Play 5 co-op and single-player missions against unscripted AI with dynamic environment effects or two pivotal missions inside the Interstellar Marines universe, The NeuroGen Incident and Assault on Starcrown Aerospace. Play singleplayer or co-op with up to three friends in intense action with more co-op and singleplayer missions to come!
9 Unique Multiplayer Maps Across 3 Game Modes
Take your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc.
Realistic Simulation
With a physics-based dynamic character controller there are no floating hands, and you can even see your feet! The physically present combat helmet has a HUD projected onto the visor and is affected by dust, rain, fogging, and damage. Aim down the sight for the long shots and use the tactical laser to assist aim when hip firing, as there are no artificial crosshairs to break immersion. Use the intuitive crouch and cover system; spacebar (default) peeks over cover, and looking down leans you forward to see over ledges. You can also shoot out the lights and prowl in darkness, or use the tactical flashlight if you’re afraid of the dark.
We hope you enjoy the game, and look forward to developing it with you as we progress through Early Access!
FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
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