INTERSTELLAR MARINES resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing and nonlinear gameplay. Set in a believable future, you take on the role as an elite soldier handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system - Head on over to our Steam store page and check it out!

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Interstellar Marines fireteam in co-op sanctuary Up close and personal with the OPD-3A Dropship Warzone simulation on Rupture
Blog RSS Feed Report abuse Latest News: Update 10: Covering Fire!

About Interstellar Marines with 5 comments by ZPSHicks on Mar 27th, 2014

Update 10: Covering Fire!

Tactical movement using the crouch and cover system is now vital to battlefield survival, and is a further step towards Interstellar Marines becoming the tactical experience we have envisioned.

To compliment the new crouch and cover system we have introduced a high-poly legacy update of the CE-6 SMG, and have added exclusive renders and additional concept images for our Spearheads to access in the Spearheads folder.

Update 10 also introduces the first version of our sleekly futuristic Helmet HUD. Coupled with a wide range of new audio enhancements and effects, the new Helmet HUD brings us one step closer to total immersion.

To round out the highlights of Update 10 our newest map, which is now called Colony, is fully multiplayer, and we have set up several Colony-only servers around the world in our new, expanded, server locations.

Click here to see Interstellar Marines on Steam

Off the Cuff

In many ways update 10 continues our theme of "doing it right".

We are building the tech foundation for Interstellar Marines which will later allow us to create our ambitious coop campaign. That sometimes means holding off on what may seem like simple additions until the underlying tech is ready. A great example of this is the FPS controller, which we introduced in the last update. That allowed us to release the crouch and cover system in this update, and who knows what in the next!

So for update 10 we worked hard on the sound engine, optimising its performance and adding new functionality and effects to enhance immersion. These new effects are most prominent on the new Colony map - for example, when you move into a room you can hear the timbre and reverb change, just as you would when you move from room to room in the real world. We've also worked on other, less noticeable and more nuanced effects. Amongst other additions, the suit start up and shutdown have been updated, there are new AI SARA announcements, and the sounds you make when moving have been greatly improved.

After analysing the community's feedback we have also switched to a new server provider. All existing servers have been replaced, and we have added new servers in Rio de Janeiro and Moscow for our players in those regions.

In the last update we asked players to send in their videos from update 9. This video by Oblivion Arrives was one of the first we saw, and has consistently been our favourite. Enjoy!

Round Up

The community tournament we held in February and March was awesome! Many thanks to everyone who took part, and a special congrats goes out to the grand final winners:

=A1= Texocet
-TEK- Terrain

Jonas has also released two snippets from the next full-length documentary. Here's the first one on Animating the Marines:

Click here to see Interstellar Marines on Steam

: 0.5.10
Released: 26th March 2014

What's New

  • ADDED: New crouch feature with peek and "peek over cover" ability
  • ADDED: New HUD prototype
  • ADDED: Weapon retraction when close to obstacles (prevents shooting)
  • ADDED: Colony (formerly known as Astrodome) with new weather states and added it to multiplayer
  • ADDED: New cover modules on Rupture and Colony
  • ADDED: New SMG weapon model
  • ADDED: Audio pool support for impact effects
  • ADDED: New audio ambiance system
  • ADDED: New sprinkler and wind effects on Colony
  • ADDED: "Shadow quality" setting to settings menu
  • ADDED: New SARA audio announcements
  • ADDED: Emissive team color on marine's backpack
  • ADDED: More capture areas to Rupture
  • ADDED: HUD prototype images, base suit art direction sketches and high-poly test renders of the SMG to the Spearhead content folder


  • UPDATED: Dynamic bobbing (helmet, body, breath, weapon)
  • UPDATED: Hit damage on stomach, backpack and arms
  • UPDATED: Rupture/Arch/Evacuation with complete light overhaul
  • UPDATED: Spectator mode so first-person follow view is the same as the spectated player's (aiming, fire shaking, bobbing, FX etc.)
  • UPDATED: All impact audio: new samples, smaller memory print, max playbacks
  • UPDATED: Soundscapes on Colony and Arch to use the new audio ambiance system
  • UPDATED: Camera shakes to enhance HUD feel
  • UPDATED: Sandbox to be situated in the Astrodome
  • UPDATED: All walk animations
  • UPDATED: SMG offset for third-person marines
  • UPDATED: Most particle effects to use soft particles
  • UPDATED: Network replication code (~5% less bandwidth usage)
  • UPDATED: Capture corner icons and behaviour so they work better with HUD prototype (temporary solution)
  • UPDATED: Tonemapping and bloom postprocess effect to always on
  • UPDATED: Team capture start tickets to 1000 (previously 750)
  • UPDATED: Friendly Fire off
  • UPDATED: Suicide message


  • FIXED: "Select previous target in follow cam switches between player 1 and 2 even when more players on server"
  • FIXED: "Weapon reload animation continues when owner is killed"
  • FIXED: "Spectator camera doesn't trigger reverb/rain audio"
  • FIXED: "Aiming network replication"
  • FIXED: "Casing ejections in first-person spectating"
  • FIXED: "Switching between 1p/3p muzzle flashes in spectator mode"
  • FIXED: "Helmet shaking does not work in spectator"
  • FIXED: "Rain on helmet does work in first-person spectating"
  • FIXED: "Connecting with spectator pass doesn't work on password-protected servers"

Known Issues

  • Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
  • Third-person jump animations does not work correctly yet
  • The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
  • View jittering may occur when jumping on lossy networks
  • Audio may cut off partially/completely on weapon/helmet sounds
  • Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Head on over to our Steam store page and check it out

Keep the great feedback coming!

Your team at Zero Point Software

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Post comment Comments  (60 - 70 of 202)
Thaiauxn Dec 26 2011, 12:02pm says:

I really like the look and feel to this. It has brilliant animation, some of the best I've ever seen in an indie game. The texture quality and models are all very good, and it seems like it has a high degree of concept in every area.

I can't help but think, that with a team of your skill level and dedication, that it might be a wiser plan to route your efforts for several months into a simpler set of innovative android & iphone aps, and benefit from that marketing & revenue stream first. An FPS has a giant development cycle, and frack tons of competition. You can always continue the dev cycle while investing in a smaller platform to gain exposure and donations on mobile devices.

+8 votes     reply to comment
headcheese3 Dec 23 2011, 7:40pm says:

I must say, this game looks epic, but I'm not planning to buy it until I can scrounge up the money to get a good Desktop PC, my current laptop (best of December 2006) probably couldn't play this. So... I'll buy once I can get the money to get a good desktop.

+2 votes     reply to comment
HavocOfDoom Dec 23 2011, 4:55pm says:

You know what? Screw it. Track. Can't hurt, right?

+4 votes     reply to comment
Cybertrance Dec 10 2011, 9:17am says:

Voted for IOTY 2011!

+3 votes     reply to comment
thonglover Dec 9 2011, 12:49pm says:

I really like game this because the devs are taking thier with things unlike MW3 they rushed the game so they can make money (it uses the same engine as mw2,they just put new perks, equipment, gernades and guns just to make it look alot diffrent from mw2) but like BF3 the devs
of that game took their time and look where they gotten themselfs, Loads fans, money and great reviews from people who played the game.
But here in 2011 today, some game companys are sooo greedy that they wouldn't bother makeing good games, they'll just put a buch trash together then put it on the market just to make cash.

+5 votes     reply to comment
Bang3426 Dec 4 2011, 6:30am says:

Im proud to be a dane when I see games like this.

+3 votes     reply to comment
xalener Dec 2 2011, 1:50pm says:

Voted. Voted for the ad campaign alone. This is real cutting edge ****.

The whole thing.

+2 votes     reply to comment
kijebe Dec 1 2011, 5:58pm says:

this looks so epic... :')

+2 votes     reply to comment
ElBaron Nov 29 2011, 11:13am says:

This is like Dead Space level of immersion meeting a chilling Metal Gear Solid 3 storyline with the finesse of... I don't know, some great FPS :P

I believe in this game, the HD video turned me from a non believer into a peon hoping to spread the joys of this game.

PS: I didn't play Dead Space 2 but I'm guessing its multi-player is Left4Dead meets The Aliens Franchise, hence my choice of comparison above.

+2 votes     reply to comment
wolfedya Nov 18 2011, 5:29am replied:

It's unfinished....the unique feel to unfinished....
How simple do you need it explained?

+1 vote     reply to comment
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Interstellar Marines
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Zero Point Software
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Interstellar Marines
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