Frequently Asked Questions
Having been tempered and forged in the starry heart that is the modding scene, I am 100%, A+ down with having mods.
At the same time, I've suffered through trying to mod games that have limited mod support and tools.
So, Underspace's goal is to have an easy-to-use editor and an easy way to distribute and support mods. That system is complicated in-and-of-itself. Our goal is to launch the game with this editor and support for such, but it won't be 100% finished. On launch, mods will mostly cover the more common things people would want to add in (namely new ships and weapons), with support for things like new star systems or quests added in post-launch.Last updated:
Our primary distribution platform, as it so called, will be Steam. We'll be also be looking into possible launches on itch.io and, with luck, gog.com. We have no plans to bring it to the Epic Game Store.
As for actual, physical systems (the kind you can hold in your hands or toss out a window), we're shooting for PCs, Macs, and Linuxes/Linuxi. We're not against bringing it to consoles, but the game has a certain playstyle that works best on things that have mice. Put simply, it's not fun on consoles, and if it's not fun, then what's the point?Last updated:
Joystick & controller support is there, but I'd hesitate to call it anything but vestigial. A key part of Underspace is using the mouse for precise shooting and control, and playing it with other input types like HOTAS or a console controller is awkward. We're not against eventual support for these, but they'd take an almost entirely different kind of input system, and our focus is getting the game as it is now finished and out for you, the player, to play.Last updated:
There is multiplayer! Underspace essentially has three game modes: Singleplayer (with a campaign), singleplayer with freeplay, and multiplayer. Multiplayer itself is more or less the same game as singleplayer, with some key differences. This includes its own separate campaign, and obviously things like player grouping and trading systems.
Multiplayer is, for content, balanced around four player teams. This means things like bosses, raids, etc, work best with that many people.
However, when hosting or playing on servers, there is no limit to the number of players that can play, beyond what your computer and what the server can handle. We feel that you have an inherent right to break the game's multiplayer as much as you'd like.Last updated:
There already is a cockpit mode! By default, shift + V will place the camera in your cockpit.
We have no plans however, for VR support. The game tends to be played more in third person, but also we feel that VR tends to work best in games where the camera of the pilot and the actual ship controls are somewhat separate, and Underspace doesn't have a freelook mode.Last updated:
All assets, sounds, music, and code are original or otherwise licensed for commercial use.Last updated:
When going into Underspace, our mission statement was "no feature creep" and we've kept to that. Whenever someone has said "OH DUDE WOULDN'T IT BE COOL IF <Insert new feature request here>", it's simply been added to a pile in the corner of the room.
If the game is successful, post-launch content would involve taking those features and actually implementing them, but the current goal is to launch Underspace as it is now.
Of course, the game will be supported with the usual array of bugfixes, additional mod support, and additional trains.Last updated:
My dear, dear friend you can rest assured, as we know it's not a space game if there are no trains. And there are SO many trains. You have your normal ambient space trains, your ghost trains, your secret military train robberies, and many, many more.Last updated:
Don't see the answer to your question? Ask the project creator directly.Ask a question