Post news RSS Monstrum Patch Notes: 0.9.2/0.9.3

New updates for Monstrum now available! Including fixes for 32-bit users, menu overhauls and more!

Posted by on


We've pushed out two new updates to Monstrum since our last post, so hopefulyl a few of you have noticed! They include fixes for players using 32-bit systems, new menu systems, victory scenes and wads more. Here's the nitty gritty:

Change Log 0.9.2

New features

New notes to find!


Security cameras are a little harder to hide under
Brute moves faster


Player prevented from getting behind the start room boxes
Player can no longer climb in to the boxes in the cargo hold
Fixed an issue where turning off the steam vents via the master control would sometimes leave steam triggers active, causing random deaths in the cargo hold
Brute destroys the outside cargo container doors properly
Fixed a physics error caused by putting items in the helicopter
Fixed a performance hit caused by moving the crane
Menu rendering issues
Menu fade-in fixed
Pressing escape in the game over menu no longer breaks the game

Many audio-related issues such as:
Ambient wave sounds playing at the right times
Door audio source improvements
Setting audio priorities to ensure more important sounds are played
Hunter music/SFX playing in at the wrong time
Welder double-sound issue fixed
Double-roars from the monsters should be less common
Brute roar location fixed
Camera movement audio is synced with its movement properly


Performance should be improved in general due to a new occlusion method, better internal level representation and pathfinding optimizations
Monster animations should be less jittery
Optimized colliders for many game assets
Door-player movement code changed to reduce player getting stuck in the environment
Monster AI improvements
Altered monster audio source ranges

Change Log 0.9.3

New Features

Unity Launcher removed; graphics options are now available within the game and are individually customizable
New menus
Victory scenes!
Dedicated credits scene
New Loading screens


Animations for when a monster pulls the player out of a hiding spot are overhauled
Liferaft animations improved
Corridors have some new variants
New Fire Extinguisher model
Junkfish splash screen has audio now, yay!
Moved certain tables/counters to reduce clipping
Improved torch aiming/flare gun aiming to reduce unnatural hand movements
Some updated cargo hold assets
New menu font
New audio assets added in
Improved chasing after being throw out of hiding spot
Improved chasing after Hunter jumps out of trap
Fire performance improvement
Death animation improvements
Reduced possibility of falling through the environment when closing doors


Reduced the refuelling time for the helicopter
Changed some of the lighting
Changed the visual style of the lower deck
Changed the chasing persistence of the monsters
Changed some of the door opening/closing/locking/unlocking sounds
Stairwell materials updated
Removed the walkie-talkies item (for now)


Issue in which the hand would randomly flip around when interacting with the environment
Fixed an issue which caused the pit trap player falling animation to look unnatural
Fixed an audio sync issue with death from falling
Fixed an audio sync issue with a welder animation
Fixed a bug where the journal wouldn't update if you inserted the spool chain before inspecting the liferaft
Fixed a bug where the flare gun wouldn't register hits
Fixed a bug that caused the chair to turn in to a magic carpet when the player stands on it
Ensured fire kills the player
Fixed a performance drop after inserting the battery in to the sub
Fixed/improved issue where crouching whilst interacting with the environment caused various problems
Fixed an issue where monsters would get confused after destroying certain objects
Fixed an issue with the Hunter not spawning in the lower decks correctly


Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.