In this update7
Full notes
Full Species: Unknown update
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What changed
- Gameplay
- UI and audio
- Fixes
Species: Unknown changes
Today, we are releasing update 0.20, an intermediate patch like the ones we plan to publish between major roadmap milestones throughout Early Access.
This update introduces a new mission modifier, improves the readability of certain menus, adjusts several audio elements, and fixes a number of issues reported by players since the last update.
Thank you to everyone who continues to share feedback on Discord and the Steam Hub.
Added
New modifier: Single-use capsules. Each respawn capsule breaks after one use. You will need to find another capsule to respawn the next time.
This new modifier should make certain missions more tense, especially when your team starts running out of margin for error. You will need to think more carefully about when and where to use a capsule, rather than assuming a previously secured area will always remain a safe fallback point.
New Tutorial & Tips tab available in the Pause menu, explaining the key points of the game you encountered during your missions.
Added explanation text when hovering over each setting.
Changed
Tweaked reverb parameters in the lobby and HSS Hawking to achieve more natural voice echoes.
Reduced global microphone gain.
Balancing
ID_010 can no longer sting players who are in the vents.
Fixed
Fixed issues with voice chat and radio volume when changing scenes, especially when starting or finishing a mission.
Potential fix for cases where more than 4 players could join the same lobby.
Fixed an issue where ID_008 did not respawn after reactivating power with the Low Power modifier.
Fixed a bug preventing a spectating player (after game over) from switching POV after changing settings.
Fixed an issue where the shuttle door appeared closed if a player loses their connection during a mission.
Fixed some boxes in the laboratory that could be climbed on.
Known issue
We are aware of an issue where the revolver can sometimes disappear from the player’s hands or another player’s hands, causing interaction bugs for an entire mission.
The behavior still appears to be very random, and we have not yet identified the exact conditions under which it occurs. Every fix we have tried so far has not made it disappear, but we have tried a new one in this update. If you have any reliable way to reproduce this issue, please open a thread on our Discord in #-su-issues-and-bugs.
Thank you for your patience on this matter.
Steam post image Lohan working on identifying an overcrowded lobby bug. In this image, he is simulating multiple players simultaneously on his PC to reproduce multiplayer issues.
About the previous update v0.19
The Proximity Chat update generated a lot of reactions, and we wanted to take a moment to thank you.
We read many very positive comments about immersion, voices muffled by distance or walls, radio communication, and the unpredictable moments this creates during missions. This is exactly the kind of emergent gameplay we hoped this feature would bring.
We also noted more specific feedback around audio: radio volume, potential delays in certain conditions, the need for better microphone control, and especially the many requests for push-to-talk for proximity chat.
This has been a recurring topic since v0.19. We have therefore decided to work on adding a push-to-talk option for proximity chat in a future update. We cannot provide a precise timeline yet, but it is planned, and your feedback helped us prioritize it.
We also saw many interesting suggestions around communication systems: making radio use more risky, having monsters react to voice, adding text communication, or introducing communication-based mission modifiers. Not everything can be implemented immediately, but these discussions are extremely valuable in helping us move the game in the right direction.
A new specimen is coming soon
The next update will also introduce a new specimen. We are currently finalizing the last developments, particularly around rare and complex situations, as well as some animations and balancing. The design and behavior of the specimen have already been tested and validated internally. We are really looking forward to seeing you discover it, observe it, understand it… and probably fear it.
Your feedback helps us prioritize
Species: Unknown is still in Early Access. This means the game continues to evolve based on your feedback, but also within the constraints of a small independent team.
We read your messages, suggestions, bug reports, and discussions, even when we cannot respond to everything. Some feedback leads to quick fixes, while others require more design work, testing, development time, or prioritization decisions.
Thank you again for your patience, your trust, and the energy you bring to the community.
Steam post image Barth (QA & Level Designer) and Guihem (Game & UI/UX Designer) during the bi-monthly meeting where we prioritize upcoming developments.
If you enjoy this update, leaving a Steam review is one of the best ways to support the game and help it reach more players.
You can leave your review directly on the game’s Steam page below.
Thank you again for your support, we keep moving forward. A bientôt in the HSS Hawking,
The Species: Unknown team at WanadevStudio.
Source
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