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  (70 - 80 of 201)
wolfedya Sep 28 2011, 3:29pm says:

I am stunned....... EA,Activision,Ubisoft,Crytek..... all of the f*ckin sudden.......these names no longer have any meaning in my head....

This is an unbelievable effort to do something...... and not have someones fancy logo and bossy behaivior f*ck it up.......

I am simply speechless......all CAN say..... is that I will very patiently wait and express my support....

+4 votes     reply to comment
dongiboy2000 Sep 21 2011, 3:57am says:

Ok Mister xalener,
no need to get nasty and personal.

This is a fps, right? So for an fps, the graphics are crucial. No one want's to play a shooter with ancient graphics from 2005. These guys trying hard to get the best out of Unity with post processing effects and shaders. That's great. But this is like you put a shiny icing on top of a poorly backed cake. Unity rendering capacities are pretty weak compared to UDK or Cry, when it comes to desktop games.
And what do you think how fast this will run in a Browser? I tried it and the performance was not really satisfying.
I'm not against Unity at all. Or this project. They doing a good job with the limited opportunities. And I'm happy to see when a small indie team compete against the big guys. Unity is also a nice tool for casual games and great for mobile games. I worked on some Unity games for iPhone as well.
But for an desktop/console fps, it is simply not the best choice. There are engines which are way more potent for such a graphics intense genre with optimized tools that suits perfectly for such a task.
Furthermore permit me to remark, that I find it really immature to get voted down and personally attacked just because I asked a simple question. I did not talk this project or Unity down. And I have no problem to discuss this as long we keep this in a decent manner. Ok?

+2 votes     reply to comment
Guest Nov 26 2012, 11:48am replied:

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RayBarrera Oct 10 2011, 8:00pm replied:

That's a bit near-sighted, my friend. You need to expand your horizons. Many f2p games look like **** compared to this and do extremely well. Hell, CS is still played over the better-looking CS:S. It's not ALL about graphics.
With that said, I do think these guys have put a great effort into polish, which is way more important. Every piece looks like it received the tlc it needs. You are also vastly under-estimating Unity's potential. Not only is a great engine already, there are MAJOR engine upgrades coming in the next few months.
To correct some misinformation: The Browser player and Stand-alone code are practically identical, so it will run fine in either (and already does as evident in the bullseye and running man demos).

+2 votes     reply to comment
Piemanlives Sep 28 2011, 7:01pm replied:

well it depends really, but btw i don't think it's possible to run unity on a console, but a good game dose not depends on it's graphics examples would include freespace 1&2, halo 1, homeworld, red alert 2, and tiberium sun, these are truly fantastic games all with horrible graphics compared to now but yet they live on. i rate games based on game play, re-playability, overall awesome, originality, and that's all i can think of right now but yeah it doesn't matter about the graphics, it's the game that matters and if you think otherwise your an idiot

+2 votes     reply to comment
fragfest2012 Sep 21 2011, 2:28am says:

Oh my god!! Been following this game on their site for like a year and a half now! I want to upgrade to spearhead soooooo bad, but I don't have any $$ :(

+1 vote     reply to comment
Aimforthehead Sep 20 2011, 11:25pm says:

Awesome advertisement.

+1 vote     reply to comment
RequiemLux Sep 20 2011, 4:48pm says:

can't wait

+1 vote     reply to comment
wafflewarrior7 Sep 18 2011, 12:07pm says:

Great stuff- I suggest a re-work of the marine model- add a few bags to his torso, make his faceplate more cosmetically impressive. Otherwise great stuff.

+1 vote     reply to comment
Predator_828 Sep 17 2011, 3:22pm says:

This project does not fail in taking my breath away. The CGI is absolutely incredible and from what I can see the development team has a good sense for quality and take pride in the small details that make a game much more enjoyable.

Without a doubt this is a project at the top of it's league and I wish Zero Point Software well for the months of development that lie ahead. Best of luck and keep up the fantastic work!

+1 vote     reply to comment
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Interstellar Marines
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