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yes yes we did skip a few numbers, mainly because it's a lot of effort to post to steam
check out the older posts on https://www.unitystation.org/blog
by Gilles
Weekly UpdateSet your own mood, its your bar after all
Bartenders, rejoice! We've added some new features to the bar that will allow you to truly make your workplace your own.
First up, weve introduced functional bar signs that you can customize. Simply unlock them with a valid ID card that has bar permissions, and then interact with the sign to change its graphics. There are plenty of designs to choose from, so explore and find the one that best fits your bar's vibe.
https://www.youtube.com/embed/UFwBZL_PDL0
Additionally, the jukebox has received a complete overhaul. Inspired by VA-11 Hall-A, the jukebox now operates using vinyl records. As the bartender, you'll find a box filled with all the classic tunes youve been enjoying so far inside the cabinet in your office. Next to the box, youll see a special key used to open the jukeboxs record tray. Once open, you can remove any records inside or add new ones from the boxor maybe even some youve found while exploring the vast universe.
https://www.youtube.com/embed/o3N8sbQwmMM
With these new features, you can now personalize the jukebox's playlist to match your own taste, giving your bar a unique atmosphere and making it truly your own.
Thanks to Autumn and Gilles for their contributions!
Sorted clothing slots
MaxIsJoe has brought some much-needed order to the chaotic clothing slots in your inventory. Ever since we made the slots dynamic with the introduction of the new body parts system, the clothing slots in the UI have been randomly sorted as a consequence of players not always having the same body partsyou wouldnt wear shoes if you didnt have feet, right?. While the body parts system has been a great addition, the randomness of the slot order was a bit of a mess for the user experience.
But not anymore! Slots are now consistently sorted in a fixed order, starting with the head and torso and ending with the limbs. This change makes it much easier to glance at your inventory and quickly locate the slot for that life-saving helmet.
A big thank you to Max for making this improvement!
Atmos might be Turing complete now
If not, its at least a lot closer, thanks to Autumns contributions!
Heres a quick rundown of the new features:
What does any of that mean? Honestly, I have no clueIm just a space clown! But Im sure some of you nerds will be thrilled to know that this is now possible
Surgery Just Got Real
Usually, when you cut someone open, its painful and messynot that I have a lot of personal experience, but Im guessing thats how it goes. For the longest time in Unitystation, though, doing surgery was merely an inconvenience, more like a walk in the park.
Well, not anymore! Thanks to MaxIsJoe, surgery can now be dangerous. Performing any surgical procedure can apply bleeding stacks to the patient (or victim), so youd better make sure they dont bleed out before youre done closing them up!
If youre unsure how to proceed, be sure to check out the new hover tooltips that guide you through the necessary tools and steps to successfully complete your procedure.
Nicotine effects
I can quit anytime, I swear. It helps me relax during work. What do you mean no smoking in atmos?
Well, thanks to MaxIsJoe, smoking isnt just a way to look cool like in the moviesit has actual effects now! Nicotine will give you a speed boost, so feel free to light up when you need that extra edge. But be careful with those drags; overdoing it might fill your lungs with toxic smoke and cause some damage.
Melee blocking
Thanks to Autumn, certain items now have a chance to block melee attacks if theyre in your active hand. This opens up the possibility for some epic melee fights and even the addition of shields! Existing items have been updated with this new property, so get ready for sword fights to be a whole lot more interesting!
Dual wielding
Prepare to exercise your right to bear arms, and the more arms, the better! Thanks to Autumn, dual wielding is now a reality in Unitystation. You can now equip a weapon in each hand and fire them simultaneously, doubling your damage potential. But why stop there? Tri-wield or even quad-wield if you can manage to get your hands on some extra armsand, of course, extra weapons!
https://www.youtube.com/embed/wwW2ixNYQxE
Jumpboots
Image by Kerw36 by Bod9001 Weekly Update Hello, everyone, and a warm welcome to our festive, albeit not-so-weekly, update arriving one month after our last touchpoint. First and foremost, we extend our heartfelt wishes for a joyful Christmas and a fantastic New Year to all of you during these celebratory times! As is tradition, we're here to unwrap some of the latest and most exciting additions to Unitystation. Over the past month, our team has been working tirelessly, and we're eager to share a glimpse of our progress and the new features you can anticipate in the future. However, remember that this is just a highlight reel; there's a lot more that we couldn't squeeze into this update. For those of you craving the complete picture, our changelog page is just the place to visit. So, without further ado, let's dive into the goodies that Santa has dropped off at Unitystation this Christmas!
by Gilles Weekly Update Hello, crew! Welcome back to our sometimes-weekly update on all things Unitystation. Whether you've been floating with us since the beginning or you've just hopped aboard, we're thrilled to have you here. This week, we're especially excited to share some groundbreaking developments and yes, you guessed it right! We're unveiling the first iteration of the new faith system. But enough preamble, let's get to the good stuff!
by Bod9001 Weekly Update Greetings to our cherished readers! Firstly, our sincere apologies for the hiatus since our last progress update. It seems like the clock has sped up, but rest assured, our silence was filled with intense work, dedication, and development of some remarkable new features. Before we delve into those, there's an elephant in the room we need to address the recent upheaval concerning Unity's new pricing model, which has been met with almost universal disdain across the web. We want to clarify a few things for our community. Firstly, this new model won't directly affect us because a game needs to cross specific thresholds in terms of annual revenue and install count for the changes to kick in. While we're currently outside the scope of these changes, we truly empathize with fellow developers who are impacted. Given the widespread disapproval, we anticipate that Unity's leadership might reconsider their stance. However, events like these understandably shake the trust we place in the platforms and tools we rely upon. Going forward, we'll be evaluating our commitments and associations with Unity more cautiously, and we advise other developers to exercise the same prudence. With that said, we're genuinely thankful for your patience and unwavering support. So, let's not keep you waiting any longer and jump straight into what we've been crafting behind the scenes!
by Bod9001
Weekly UpdateChoose Your Preferred Font
Reading comfort can sometimes be a personal thing, and we're all about making Unitystation as user-friendly as possible. Thanks to the diligent work of MaxIsJoe, players can now personalize their chat experience by selecting from an array of font styles! This move comes in response to feedback from some of our players who found the default font a tad challenging to read or simply had a preference for something different. So, take a moment, explore the options, and tailor your chat to reflect your ideal reading style.
Maintrooms Balancing and Improvements
Our Maintrooms have seen quite a surge of activity recently, especially with players swiftly zeroing in on the high-value items. This fast-paced grab was becoming a little too easy, and as a result, AtnerNT has stepped in with a series of adjustments designed to enhance the gameplay experience:
[olist]Monitoring with Graphy
MaxIsJoe has taken another pivotal step towards improving our game's performance. Recognizing the need for real-time client-side performance data, especially as we approach our Steam release, they've integrated Graphy into Unitystation.
This tool enables us to actively monitor performance, providing invaluable data on issues like jittery frame rates and those pesky 1% lows. With the insights gathered, we aim to rectify these glitches for a smoother gameplay experience.
Old Style Right Click Menu
MaxIsJoe has taken note of player feedback and recognized a common preference for the traditional dropdown right-click menu as opposed to the more recent radial version. Understanding the comfort and familiarity many players associate with the classic style found in SS13, MaxIsJoe reintroduced the dropdown option.
For those who prefer the nostalgic touch, you can toggle to the classic dropdown style through the options menu. While it's now available for use, we'll be continually refining and polishing its design in future updates, ensuring an optimal gameplay experience for all.
Strengthening Client Security
Bod9001 has taken significant strides in bolstering the client security of Unitystation, drawing insights from the code scanning system found in SS14's hub. The main goals of this endeavor include:
[olist]
by Bod9001 Weekly Update Greetings, fellow spacefarers! We're back with our regular weekly blog, hot on the heels of our exclusive Xenobiology deep dive last week. We've got a plethora of updates to discuss, showcasing the variety of cool enhancements made to Unitystation since our last rendezvous. For the detail-devouring crew members among you, feel free to indulge in our comprehensive Changelog Page or join the #changelog discussion on our Discord. So, buckle up, as we prepare to plunge into the vast cosmos of this week's updates!
by Bod9001 Weekly Update Hello there! Welcome to another edition of our occasionally-weekly blog post. Two weeks have flown by since our last update, but we're excited to share the wealth of cool and intriguing improvements we've implemented in that time. Remember, this blog post only offers a selection of the most significant updates. For a more detailed list of all changes, be sure to check out our Changelog Page.
by Bod9001 Weekly Update Hey there, space people! Welcome back to your favorite 'almost' weekly blog post, bringing you the latest news from the world of Unitystation. We realize it's been a bit longer than usual since our last rendezvous and for that, we owe you an apology. We've been knee-deep in fixes, improvements, and vital changes. Between that and the fact that some of these updates might not seem too flashy, we didn't manage to deliver our regular blog. But hey, every cloud has a silver lining! This week, we're making it up to you with not one, not two, but three weeks' worth of updates all rolled into one mega-post! So buckle up, we've got a lot to cover. Let's get this space party started!
by Bod9001
Weekly Updategreetings
Greetings crew, and welcome to our 14th weekly blog post update.
A lot of work but cyborgs are finally here, celebrate yay, further detail below
cyborgs!
after a decent amount of work cyborgs should be in the next build, note they are not finished and they require some playtesting to balance!
how do you get your hands on a cyborg?
how do you get your hands on a cyborg?
there are 3 ways,
A as a round start job/occupation there are only 2 slots for this
B getting a players brain and putting it into a man machine interface, and putting that into a fully built cyborg body
C building an artificial brain, putting that into a fully built cyborg body
how do you build a cyborg body
so, first of all you need a Exosuit Fabricator, loaded up with enough materials,
print out the cyborg chassis, cyborg torso, cyborg head, cyborg arms and legs, battery pack and artificial brain or man machine interface on which brain you're going to be using and finally the tool carousel you want the cyborg to use
and then you need to load some batteries into that battery pack, so print about 5 batteries from the autoLathe, and load them into the battery pack,
put all the parts into the cyborg chassis apart from the mmi/brain , for that you open up the cyborg head from surgery once it is on the chassis, and insert it, once everything is altogether you should have a cyborg!
note: you will have to manually link up the cyborg with by activating the mmi or artificial brain in hand and selecting the AI you want to link it to,
what's special about cyborgs?
cyborgs can survive in hostile temperatures and pressures perfectly fine, and do not require food,
however they do require recharging so make sure you have plenty of recharging stations in the station,
they have pretty much AA to everywhere on the station ,
however the downside is that they have a read-only inventory, of predetermined tools they can use, that is dependent on the selection they chose on round start or was installed to them by the Roboticist
Is still WIP
Experience of cyborgs may be buggy and inconsistent for example stunning still applying to cyborgs, but with your input will be able to squash those bugs and make it a great experience for everyone
copied from https://www.unitystation.org/blog/weekly-update-12
by Bod9001 Weekly Update Welcome to the 11th edition of our weekly update blog post! We hope everyone had a happy Easter day. This week, we shifted our focus back to regular features and bug fixing. We are also getting closer to implementing cyborgs, but there is still some work to be done. As always, please keep in mind that this blog post only covers some of the changes we've made this week. If you want to see the full list of changes, be sure to check out our Changelog Page.
by Bod9001 Greetings and welcome to the 10th edition of Unitystation's weekly update blog post. This week's update is going to be shorter than usual, as the main focus was on creating something fun to play for April Fool's Day. Despite the focus on the April Fool's event, there were still a number of important changes made to the game that are worth mentioning. Keep in mind that not all changes are covered in this blog post, but the complete list can be found on our Changelog Page or our Github repository. Without further ado, let's dive into the update and see what's new in Unitystation this week.
copied from https://www.unitystation.org/blog/weekly-update-8 by Bod9001 Welcome to the eighth version of our weekly update blog post! This week, our focus has been on refactoring the health system to make it more modular and easier to maintain. While this may not sound as exciting as some of our previous updates, it's an important step towards improving the overall stability and functionality of the game and it brings us one step closer to achieve cyborgs and other quirky living creatures! As always, we've made a number of other improvements and fixes across the game, which you can find listed in full on our Changelog Page. So without further ado, let's dive into the details of what we've been working on this week!
Weekly update #7 by Bod9001 Greetings, and welcome to the latest edition of our weekly update for Unitystation. We're excited to share our progress with you, and we hope you'll find our latest developments to be just as exciting. This week, we've been hard at work addressing some of the issues and bugs that have been reported by our users.We've also been doing some refactoring to improve performance and optimize our codebase. As always, please keep in mind that this is just a small glimpse into what we've been working on, and we encourage you to check out our Changelog Page for the full list of changes. Thank you for your continued support, and we can't wait to share more updates with you soon! LastCaptainBonk has taken up the challenge of reviving and breathing some life into Pogstation that was a bit neglected for a while. He has been hard at work on a variety of improvements, including the addition of navigational signs and other features that have been added since the last time Pog was modified. We're grateful for his dedication and efforts to improve Pogstation and bring it back to rotation!
copied from https://www.unitystation.org/blog/weekly-update-6 by Bod9001 Welcome to the sixth edition of our weekly update blog post! We've been hard at work this week fixing and refactoring various aspects of our funny spessman game. While we don't have much audiovisual material to showcase this week, we have made significant progress behind the scenes. As always, please keep in mind that these are just some of the noteworthy changes we've made. You can find a comprehensive list of all updates on our
copied from https://www.unitystation.org/blog/weekly-update-5 by Bod9001 Weekly Update Hello and welcome to this last weekly update blog post of Februray. We have some exciting things to share with you, including some fantastic mapping contributions. We'll also give you a sneak peek into what's coming up next week (or maybe later, don't quote me on this!). As always, please keep in mind that this is just a highlight of the most notable changes from the past week. For a full list of changes, please refer to our Changelog Page.
copied from https://www.unitystation.org/blog Greetings, crew. Welcome to another weekly update blog post, where we highlight the most noteworthy developments from the past week. As always, remember that this is just a brief summary, and you can find a more comprehensive list of changes on our Changelog page or at our Github repository. Without further ado, let's dive in and explore some of the thrilling updates we've been working on this week!
a copy from https://www.unitystation.org/blog Greetings everyone, and welcome to our third Weekly update blog post! We are always thrilled to share with you the exciting changes and developments we've been working on. As always, we want to remind you that this blog post serves as a mere highlight of what has been accomplished this week. If you want to delve deeper into the details and older changes, be sure to check out our Changelog page. Without further ado, let's dive into some of the most exciting highlights of this week's update. New dinosaur sprites Sprites for Brachiosaurus, Saichania, and Stegosaurus have been added as neutral dinosaurs for the work in progress genetic system. The gameplay revolves around extracting DNA from amber to create an egg that will hatch into a dinosaur. As a player, you will be responsible for feeding and caring for your dinosaur until it reaches maturity, at which point it will reveal any mutations it may have. However, be warned, some dinosaurs may have a bit of a bite, so caution is advised. Get ready to embark on a thrilling adventure as you bring these ancient creatures to life! Janitor cart improvements Janitor carts have had a nice little polish. Enhancements include the ability to hold mops, helpful tooltips for new users to interact with the cart, dynamic sprite updates to reflect the state of the cart and some lovely splashing sounds to go with your cleaning. Mind that some some work is needed to be in feature parity with the original SS13's janitor cart, but this is some good progress towards that goal. By MaxIsJoe Cloning damage and mutations! Receiving cloning damage (after being cloned, for example) now has a 2.5% chance per body part of having a random mutation, whether positive or negative, when being cloned. This means that there is now a possibility that a player may emerge from the Cloner with different physical characteristics than before. This development has made the Cloner even more unpredictable, and highlights the need to be extra cautious when using this technology By Bod9001 Syringe Inject Time We have received feedback from players about the instantaneous nature of injecting another player with a syringe. In response, we have added a progress bar to the syringe injection process. The completion time for the bar will now depend on the level of armor the victim is wearing. Additionally, a warning message in red will display if a player is being injected by another player. So no more murderous medic instantly filling your heart with salt when you are trying to kill him as a traitor and making your assasination attempt fail miserably. By MaxIsJoe Fallstation mapping improvements CorrupComputer keeps their awesomeness streak by contributing a bunch of fixes to another map, this time it is Fallstation. Changes include: Making the HoP shutters respond to two independent buttons. Making HoP office less dark, by adding another well positioned light. Reassigning devices in HoP office to the right APC. Adding public terminals to all departments. By CorruptComputer And that's it for this week's blog post. Hunger for more? Remember the full list of changes, including older ones, are available in our Changelog Page. Your support means everything to us, and you can help us continue to improve the game by contributing on Github, To connect with other fans and stay informed on the latest updates, join our Discord community. We look forward to seeing you in the next update and playing with you during our playtests. Thanks again for your support!
[previewyoutube=6JR0Ah4L40g;full][/previewyoutube] Kept you waiting, huh? Take a look at our 4th developer update video! Progress continues as we relentlessly push towards version 0.7. Here's a sample of some of the latest working features:
[previewyoutube=ukVYWJtyI4k;full][/previewyoutube] Watch our third update video! Here's a taste of what our developers have been up to.
[previewyoutube=osho9CEADn8;full][/previewyoutube] Our new developer update video is out, made by Jack Trachea. Watch it to see some of the contributions to Unitystation since March. Here's a short overview:
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