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INTERSTELLAR MARINES is a high quality FPS in development, set in a realistic and unpredictable future where first contact with another sentient species is slowly becoming reality. The game balance the military realism and cooperative action from tactical shooters with the character development and narrative depth from role playing games.
About Interstellar Marines with 7 comments by ZPSBozar on Apr 11th, 2013
Deadlock version 0.4.11 is online and available to all Spearheads, Frontliners and Vanguards. This version continues our commitment to Open Door Development which provides access to Deadlock, while it's being developed. Remember that you can get access to Deadlock and help speed-up the development of Interstellar Marines by upgrading to Spearhead, Frontliner or Vanguard in our store: Click here to enter our store

Click here to access Deadlock 0.4.11
Mission summary
In light of last weekend's successful community event we decided to make a small update that addressed some of all the feedback we received.
The main highlight is the ability to switch teams during a short countdown on each map, just before the round begins. This makes it easier to setup the desired teams before a round commences.
The teams will be remembered from map to map. We also made some improvements to the spawning on each map and fixed the collision problems with the marine on steps and objects on Arch. Other improvements include better names over head, skippable ODD warning and squashing of old weapon/ammo bugs.
As always, please give us your unfiltered feedback and suggestions in the
Click here to access the official forum thread
Changelog
New features:
- Team Deathmatch: Added team switching in a countdown period before the map begins (press [X] to switch team)
Improvements:
- TDM: Updated the team assignment on map start so the teams from previous map are remembered
- TDM: Updated the team deathmatch points on all maps
- TDM: Updated sorting of names on scoreboards so they are now ordered by kills and then names (if equal kills)
- Audio: Added a minimum time the smg firing sound will play before stopping
- Graphics: Disabled all decals until we get a proper decal system running
- ODD: Updated the ODD warning so it's now skippable by pressing any key
- UI: Updated names over teammates to use the team color and hide when 25m away (no fading)
- UI: Added icon over head on teammates
- UI: Added drop shadows on names and icons over teammates (makes them stand out a bit more on non-contrast backgrounds)
Fixes:
- Map: Added collisions to trees on Arch
- Weapon: Fixed "you can fire into negative ammo on playground"
- Weapon: Fixed "triple-clicking the fire button will trick the server into firing all your bullets"
- Marine: Fixed the marine step collision problems by temporarily reverting the marine back to the old scale
- UI: Fixed "the Chat and Names UI will fade weirdly when taking damage"
- UI: Fixed "you can see your own name over head"
- Memory: Fixed material memory leak that caused the game to expand in memory when running for long periods
- Server: Fixed various issues in the server code that caused it to take longer to deploy/start new servers
Known Issues:
- The round timer gets out of synchronization when a client experience local OS "lag"
- Sometimes the shootable lights are not synchronized properly for newly connected clients
Key bindings:
- [TAB] or [P]: Settings
- [W]: Run forward
- [S]: Run backward
- [A]: Strafe left
- [D]: Strafe right
- [LMB]: Fire!
- [RMB]: Aim (hold)
- [R]: Reload
- [F]: Flashlight
- [G]: Laser
- [N]: Show names
- [K]: Suicide
- [X]: Switch team (before round begins)
- [U]: UI help
- [T]: Open chat window (press [RETURN] to exit)
- [1-6]: Image effects (on/off is visualized by small dots at the bottom center of the screen)
FOR THE LOVE OF THE GAME,
Maria, Kim, Mikael & Carsten
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Any chance of a Linux release?
I don't think so until Unity supports Linux, I too have been waiting for this. Oh, there is Unity to Flash converter now, I think we're good to go!
I'll admit I'm excited to see the whole thing all finished completely though I have similar thoughts as a few of the others, we've seen very little in aspects regarding levels and such.
Since this is an Indie game I have hopes it'll be great compared to the crap the large companies and corporations pop out.
Which means I pray the 'gameplay' is just as awesome as the graphics, if it isn't... that would be extremely disappointing.
This is just awesome, tracking
Sorry to say that, I tend to but have lost faith in this, as there is only little progress showen, I Mean vault, the range and running man are cool, but still there is no video or picture showing any levels, enemies or weapons that weren't in the first trailer. I think that it would be better if you end up making a vlog every week, like the guys from wolfire games (overgrowth) do it, showing there progress week by week.
Yeah, this is screaming "vaporware" all over the place.
There are developers who make entire games just in the time they let pass between updates... And they are supposed to work full time on this.
will the game be buy-able via steam and in a store?
Surely doesn't look like just another shooter, the atmosphere is immerse and is unlike anything ever seen in a game. Sure we've all been in a Spacecraft, but this is the darkest and most interesting of them all. Definitely watching this one until release.
What fascinates me about this game is not the game itself, but the way that it's marketed. I'd say that's a masterpiece of business development and community management. A really interesting approach to crowdfunding with small snippets to hype up the user base.
That's what I love about the Indie community: this is where innovation comes from, where people are flexible enough to adapt to new market situations.
I agree with jim, not all of us have fast internet darn it ;)