Ultimate Space Commando (USC) is a turn-based sci-fi tactics game with strategy and role-playing elements, inspired by many "old-school" top-down view classics, featuring a semi-randomized Campaign mode with real multiple ending possibilities, fully interactive random maps, a detailed combat system with 18 distinct weapons and in-depth mechanics, a lot of unique gadgets, customizable squads with craftable goodies and lootable weapon prototypes, TCP/IP-based and hot-seat multiplayer modes, and an alien horde not stopped even by walls to fulfill its terrifying agenda...

USC is a complex game. From training your units with skill points and outfitting your squads with the appropriate weapons, ammo and additional gear to exploring, salvaging resources and fighting the alien horde, everything is in your hands. The game mechanics are easy to learn, but mastering them is a grand journey. USC features seven difficulty levels for custom games and three for the Campaign mode, including Easy for learners or casual players, but beating the highest levels requires both sophisticated tactics and a great deal of planning ahead with resources and synergy between environment, weapons and items.

MAIN FEATURES:

  • Campaign mode: Follow and control the fate of the crew of U.S.C. Wraith, a recon vessel stranded on an isolated mining planet, facing a rather unpleasant "first contact" scenario with the greatest threat to mankind yet. Unravel the hidden aspects of the story and try to save all your men and/or defeat the aliens while fighting through 30+ semi-randomized missions, gathering resources and item blueprints in an attempt to contact Earth.
  • Fully interactive, randomized combat environment: All map elements are interactive in some way. Gather ammo, Credits, blueprints or items from crates, loot vending machines for refreshment, struggle to seal blast doors to prevent further alien intrusions, hack locked doors in a mini-game, use flammable objects to burn your enemies, find switches to unlock special areas, move almost any kind of objects to make a barricade, bring down walls for an escape route or to gain an advantage, avoid various hazards, and more... all this on randomly generated maps in three distinct environments!
  • Detailed combat mechanics and squad management: USC features a unique combat system based on four combat stats (Health, Morale, Action Points and Armor), nine RPG-like attributes (weapon class proficiencies, reaction, electrotechnics, etc.) and various attack properties (e.g. accuracy, impact force, armor penetration, and many more). 18 weapons, more than 30 useful gadgets (medikits, weapon & armor mods, cloaking device, deployable auto-turret, etc.) and even prototype weapons and craftable-only special items are available to choose from as you see fit for your tactics. Your units gain experience in the Campaign mode, but your customized squads can also make progress with their gear even in other game modes!
  • Various custom game modes: Beside the Campaign, you can also play the "Defend the Base!" mode--where you get to build your very own base, manage your resources and fight multiple waves of aliens--and fully customizable Single Missions, where you can specify the objectives for each team, set map size and other parameters, difficulty, player handicaps, etc.
  • Multiplayer: You don't have to play alone! You can play with friends either over TCP/IP protocol or in hot-seat mode up to four players! You can create co-op PvE, PvP and even mixed PvPvE games!
  • Original soundtrack and exceptional sound effects: From composer Dima Arktor and sound designer Eugene Black comes an original sci-fi horror audio experience! 16+16 original music tracks, terrifying ambients and hundreds of completely custom-rendered high quality sound effects make the game complete.
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The time has finally come! Ultimate Space Commando v1.0 is now available on Steam, IndieGameStand and Desura! The game is now complete with its Campaign mode and with a lot of enhanced features!

Uscthegame.com
Store.steampowered.com
Indiedb.com
Indiegamestand.com

Below you can find the list of the most important changes from Beta 3 (v0.9.5.0) to v1.0.1.1 regarding general gameplay rules, functions and the engine. You might want to read it if you've already played the game.

Please note that this list does not include changes/additions to the Campaign mode, on which we've worked really, really hard. It has a pletora of new or enhanced functions and more than 30 missions with story elements, scripts, project management options, additional lore, etc. Once the game is released, future changes to the v1.0 Campaign will be naturally documented.

USC v0.9.5.0 to v1.0.1.1 CHANGE LOG

RULES

- PvE: marines now have 25+Reaction*0.75 % chance to interrupt an alien's movement with ranged defense fire.
- Even more tools (screwdrivers/wirecutters) can now be acquired in "Planet surface" Single Missions (+25% drop chance).
- There is now a chance to find additional Rubber Duckies on standard (no surface, no mines) Single Mission maps in equipment crates.
- Being tranquilized will now also affect object push/pull actions. It also fixes a rare glitch with -1 APs remaining.
- No Wunderwurmz will now show up if player didn't select the Wunderwurm option in Single Mission mode, irrespective of difficulty level.
- Lockdown delay is now 3 seconds in Circuit Cracking mode. This should be enough for a reaction if one knows what they're doing.
- The chance of continuous/restarting burning of Commandos has been halved (25% now).
- All medikits now put out burning of target unit. Complex medikits now also lower rads by a base rate of 25 (50 with 100% skill).
- You can now use a medikit for non-damaged units in case they have other issues the medikit can help.
- Disassembling blueprints will now always yield extra screws (amount based on proto level).
- Lowered the Credit cost of a few general gadgets.
- No more rad splash to under objects.
- Tweaked Laser scorcher (mainly increased ArP) to be more in line with other weapons of its price range.
- Slightly decreased flare efficiency.
- Turrets will no longer gain extra APs based on critical reaction hit.
- Armor Repairs now also decrease corrosion by 25.
- There is now 1 Nest Guardian in Single Missions on Ultimate difficulty and for each 'deadly' alien player.

ADDED/NEW

- Online in-game news / "Tip of the Day" system (optional). This will also serve as a hub for future weekly/monthly challenges; details later.
- Added the whole new ENVIRONMENTAL AMBIENT system.
- Added all new ALIEN FOOTSTEP sounds!
- Added numeric display of stimulants to ATAC shortcuts if there are more than 3.
- Added Load Campaign dialog as an alternative to standard ID-based resume.
- Added all 16 new portraits & fully re-enabled portrait system and functions.
- Added display resolution auto-detection for first run.
- Added "skip tutorial", "drill mode" and "hardcore" options to Campaign creation.
- Added remastered rank badge images.
- Added new ambient tracks as Main Menu music.
- Added optional friendly health bars.
- Added toggleable squad info overlay.
- Enhanced the Circuit Cracker sound experience.
- Enhanced mouse click handle mechanism: you can hold down button to navigate the minimap, and can pull off the mouse to belay an order.
- Enhanced the accessibility mode (also added a notice).
- Enhanced Main Menu (and team screen) background dynamics: added glowing stars, lightning storms.
- Enhanced IP-address lookup when creating a network game.
- A backup of the last squad is now saved when going back in Single Mission/DTB Squad Assembly.
- Network dialog will now remember last IP, password and player name.
- Selecting a new movement target will now deselect the current item (if any).
- Floating message "Missed!" is now displayed as "Miss!" for a better aesthetics.
- New monster: Nest Guardian. Extreme Armor, knockback, rad attack, lays big eggs, more APs, bleeds rads, unique graphics.
- Turret ID is now shown in inventory (mousehover info).
- Now using custom font files from game directory.

FIXES

- Fixed scanner marker being always visible in cases when 6+ marines had the unit in sight even without scanning.
- Fixed item selection marker remaining after putting down an item.
- Fixed hover info bar sometimes displaying silly things for special eggs.
- Fixed an Action Points related problem/negative overflow in some cases when pushing/pulling a crate while being cloaked.
- Fixed item descriptions to match latest data.
- Fixed a rare "phantom monster haunt" bug.
- Fixed Laser scorcher's "Tranquilize" mode being selectable (not usable!) without a mod.
- Fixed alien attack (and some other) sounds restarting instead of continuing/stacking with each other.
- Fixed/enhanced some minor interface issues/features.
- Fixed kerosene over-stacking when picking up from barrel over 90.
- Fixed a graphical glitch where the general light level would erratically change when a champion monster is on/not on the screen.
- Fixed a minimap display related glitch.
- Fixed the occassional "black flash" glitch of the Main Menu background.
- Fixed new menu music not turning off when music volume set to 0.
- Fixed CC usage with 100 ET not costing any APs.
- Fixed Main Menu music volume.
- Fixed a music related memory leak.
- Fixed being able to create a Campaign without an ID, resulting in corrupted saves.
- Fixed several cases of music volume inconsistency.
- Fixed some core networking functions (map data distribution to clients).
- Fixed a minor graphical glitch with the enemy health bar regarding sight data.
- Fixed health bars 'flickering' when the unit is moving.
- Fixed map info bar not displaying integrity data for closed doors with an item under them.
- Fixed mouse click behavior on the personal data (skills) panel.
- Fixed a TCP/IP tunnel overloading crash in Network mode when re-building sight data.
- Fixed an AI movement lockup related to idle walking.
- Fixed unit duplication when spawning from sewers.
- Fixed movement arrows overlapping pick-up highlights, rendering them unusable.
- Fixed save reloads and mission time discrepancy in Network debriefing.
- Fixed usable items being highlighted while attacking.
- Fixed chat window graphics (minor).
- Fixed squad selector in Network mode acting graphically weird for the client(s).
- Fixed Network debriefing screen & end mission functions.
- Fixed AI not always using all available APs.
- Fixed AI unit action loss when receiving opportunity fire.
- Fixed AI turn progress display (should be 100% accurate now).
- Fixed evasive warbreds jumping when taking damage from self-movement (onto fire, etc).
- Fixed pickupable crystals placement onto wall lights.
- Fixed turrets sometimes not being visible under the AI turn.
- Fixed a serious bug with re-deployed turrets' ownership.
- Fixed a bug in DTB Hall of Fame system.
- Fixed a bug in music & ambient control system with fade-outs.
- Fixed ESC invoking exit game dialog instead returning to Main Menu if pressed on DTB game setup screen.
- Fixed currentsession folders not being cleared.

BETA 3.0 Released!

BETA 3.0 Released!

News 0 comments

Beta 3.0 is very likely the last major update before the Final Release of the game, which is now scheduled Q1 (preferably February) of 2015, and the stack...

Beta 2.1! Campaign demo!

Beta 2.1! Campaign demo!

News 0 comments

The latest USC patch is now available with playable Campaign missions for the first time! And many more! Read in details...

BETA 2 now out & a few words on Campaign dev. progress

BETA 2 now out & a few words on Campaign dev. progress

News 0 comments

Beta 2 is out now! It brings a ton of gameplay changes, fixes, enhancements! You can also read a bit about the development status of the Campaign mode.

Beta 1 Update 3 and IndieGameStand SALE!

Beta 1 Update 3 and IndieGameStand SALE!

News 0 comments

Pay-What-You-Want deal on IndieGameStand until 19th February! Also: Update 3 is now available for USC. As the biggest update in the history of Beta 1...

Add file RSS Files
Beta 2 Update 1 (0.9.1.3)

Beta 2 Update 1 (0.9.1.3)

Patch 0 comments

Beta 2.1 features various fixes, improves engine stability, adds general gameplay enhancements and some minor rule changes. BETA CAMPAIGN DEMO! Fully...

Beta 2 Initial Update (0.9.1.0)

Beta 2 Initial Update (0.9.1.0)

Patch 0 comments

Beta 2 Update for USC Beta 1 (any 0.9.0.x version). A HOARD of important changes & fixes, see below. A must have!

Beta 1 Update 3

Beta 1 Update 3

Patch 0 comments

Update 3 is now available for USC. As the biggest update in the history of Beta 1, version 0.9.0.3 greatly enhances the Defend the Base! game mode, adds...

Beta 1 Update 2

Beta 1 Update 2

Patch 1 comment

The new update brings many new features, including the inventory toolbar and remappable hotkeys, minor (but important) changes to some items and a few...

Beta 1 Update 1 (Desura mirror)

Beta 1 Update 1 (Desura mirror)

Patch 0 comments

A quick update for USC Beta 1 based on initial feedback. Various fixes and an important rule change regarding acidic ammo!

Beta 1 Update 1

Beta 1 Update 1

Patch 0 comments

A quick update for USC Beta 1 based on initial feedback. Various fixes and an important rule change regarding acidic ammo!

Comments  (0 - 10 of 12)
Worthless_Bums
Worthless_Bums

Downloaded and installed from "USC_0_9_1_3_Update.exe" but it just crashes upon trying to launch the game executable. Win 8.1 64-bit.

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AlizaWenders Creator
AlizaWenders

"USC_0_9_1_3_Update.exe" is an UPDATE, not a free stand-alone release. It won't run by itself. Visit Creatio49.com.

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mannam1
mannam1

Just an fyi

Desura client version doesn't fully load. It gets near completion and then MCF install error. I went into folder, but no files found.

On the other hand, the DRM free version works fine =)

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AlizaWenders Creator
AlizaWenders

I've just run a test installation and everything seems OK to me (0.9.0.0). Maybe it's the patch, or some temporary glitch (download *DID* slow down for me when I was at 99%, then it suddenly resumed after a while and continued by downloading DirectX). Maybe you should contact Desura support if the problem is persistent.

I really do hope your problem will be resolved soon!

Reply Good karma+1 vote
AlizaWenders Creator
AlizaWenders

Thank you very much for the info! I'm investigating into this pronto!

Just a question: Have you installed Update 1? I wasn't able yet to make this Desura-MCF-stuff for the patch ready, but I'm working on it! It may be the cause of your problem.

Reply Good karma+1 vote
flagyl
flagyl

Thank you. I bought it from the online Indie store (not GG). I will stay tuned here to see when I can redeem teh Desura key.

Best of luck.

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AlizaWenders Creator
AlizaWenders

Thanks! :-)

You can now redeem IGS purchases on Desura. Click "Redeem on Desura" on IndieGameStand and claim your Desura key.

Reply Good karma+1 vote
flagyl
flagyl

Thank you for the quick reply and the helpful information.

One last question-if I redeem USC on Desura, will that prevent me from getting a key if/when it is released on Steam (which is really where I would like to own the game)? I will hold off on redeeming the Desura key until you can clarify.

Thanks again for the quick responses. Have a great day.

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AlizaWenders Creator
AlizaWenders

You're free to redeem it on any platform shown. Keys for the different platforms are handled separately. You can get a Desura key now, and later, when USC gets greenlit, you can still get a Steam key, too!

Happy hunting! :-)

Reply Good karma+2 votes
flagyl
flagyl

Will you be giving Desurakeys to those who purchased your game from your website (I ask because it would be easier to get the updates)? Thanks in advance.

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AlizaWenders Creator
AlizaWenders

Yes, I'm on integrating the different distribution platforms with redeemable keys. IGS purchases will be redeemable through the IGS interface (I think) almost as soon as USC launches on Desura. If you purchased it on GG, please register at the USC homepage with your serial (if you haven't already), and then contact us at admin@creatio49.com with either your profile e-mail, username or customer ID and I will give you a Desura key manually.

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