HomeGamesUpdatesPricingMethodology
Steam News29 May 20262mo ago

Space Dingus Developer Log #8

We're still really busy. We're shooting for something big for Space Dingus in late July, to coincide with Death Road to Canada. I can't say what it is yet, but it's keeping us crushed with work.

In this update1

Full notes

Full Space Dingus update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes8 additions8 changes0 removals
  • Gameplay
  • Server
  • UI and audio
  • Balance
  • Events
  • Store
addedThis developer log will cover our work last month, which covered a large amount of ground. There are also bonus sections for the Loadout Lockers and some new Character Customization options!
changedDevelopment NewsLots of work on object, player, and monster physics Exploding barrel fun, with better effects and faster physics calculations Better pushing of objects in the map, such as barrels, crates, space junk Less jitter Much less network traffic for pushing things, so less lag and better syncing Better collision interactions for players vs enemies Mass tweaks for everything
addedDevelopment NewsHitstop added! Feels weighty. This is configurable by weapon. We're currently thinking that edged weapons will have less hitstop than blunt ones
addedDevelopment NewsSounds implemented for a lot of new things
changedDevelopment NewsFurther tweaks to design numbers for things like enemy and player health, enemy damage, weapon damage, and more
addedDevelopment NewsWork on a new location type

Space Dingus changes

addedThis developer log will cover our work last month, which covered a large amount of ground. There are also bonus sections for the Loadout Lockers and some new Character Customization options!
changedLots of work on object, player, and monster physics Exploding barrel fun, with better effects and faster physics calculations Better pushing of objects in the map, such as barrels, crates, space junk Less jitter Much less network traffic for pushing things, so less lag and better syncing Better collision interactions for players vs enemies Mass tweaks for everything
addedHitstop added! Feels weighty. This is configurable by weapon. We're currently thinking that edged weapons will have less hitstop than blunt ones
addedSounds implemented for a lot of new things
changedFurther tweaks to design numbers for things like enemy and player health, enemy damage, weapon damage, and more

We're still really busy. We're shooting for something big for Space Dingus in late July, to coincide with Death Road to Canada. I can't say what it is yet, but it's keeping us crushed with work.

This developer log will cover our work last month, which covered a large amount of ground. There are also bonus sections for the Loadout Lockers and some new Character Customization options!

Development News

Since last month:

  • Lots of work on object, player, and monster physics

    • Exploding barrel fun, with better effects and faster physics calculations

    • Better pushing of objects in the map, such as barrels, crates, space junk

    • Less jitter

    • Much less network traffic for pushing things, so less lag and better syncing

    • Better collision interactions for players vs enemies

    • Mass tweaks for everything

  • More work on Mission Select

  • Hitstop added! Feels weighty. This is configurable by weapon. We're currently thinking that edged weapons will have less hitstop than blunt ones

  • More work on throwable objects. They feel really good now!

    • Lots of fixes for bugs related to mashing buttons while throwing things

  • Sounds implemented for a lot of new things

  • Further tweaks to design numbers for things like enemy and player health, enemy damage, weapon damage, and more

  • Work on a new location type

Things we're doing currently:

  • Better UI for health/ammo

  • More weapon stats

  • Limits on sounds for when there's a lot of things playing the same sound. EXAMPLE: 20 zombies yelling at once when they first see you

  • Yet more work on events and event scripting. Big ongoing thing

  • Work on settings screen

  • More work on enemy spawning

  • More work on the main menu, we didn't quite get to that last time

  • Some further work on zombie aggro switching between players

Loadout Lockers

For playtesting, we have a quick way for players to pick their Profession, starter stats, and equipment. We will get rid of these once we have character creation fully in, but I wanted to show them off for now.

Most professions will have a "default outfit", but you can easily turn this off. This functionality could also be used for things like special missions that change your outfit briefly. Such as EVA suits to protect your characters from the void of space, if they're cowards that can't hold their breath.

New Character Customization Stuff

More additions to character customization, in-between tackling bigger work. It's easy to add little things as we go.

We added a bunch of class outfits, and broke them into dye-able parts. Some clothing items can have two colors to dye two different sections of the clothing. We also can support clothing that shows skin now, as illustrated by this weird tank top.

Lots of new faces, clothing, and hairstyles added. Look at this beautiful smile! Most face/head types have paired male and female "brother/sister" options.

Experimenting with two-color hairstyles more. We're thinking some can be "pick two tones it blends" style, and others can have a more "dye part of your hair" style.

New parts added for the Optics (eye) and Visage (mouth) slots. These aren't fully implemented yet, as there's still just the Hat slot for now.

Next Up

We're mostly wrapping up some polish things right now, then moving on to a big system we haven't touched yet, but need to do sooner than we initially planned.

Next Dev Log will be on June 26th. It will mostly be playthrough footage, with a thumbs up or thumbs down if it looks like we're going to meet our mystery deadline for the July anniversary of Death Road.

Thanks for reading! You can discuss news as we post it in the #future-preview channel of our Official Discord, and on the site formerly known as Twitter .

Source

Steam News / 29 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.