Well, this is it. Monstrum v.1.0 is now available! No more Early Access, you now have the whole game to die in! We’re still planning some further optimisations as well as the Mac, Linux and Oculus builds too.
We want to take this moment to say thanks to all the people who’s supported us this far, the friends, family, Early Access backers, press, let’s players, streamers, testers, people at expos, people who’ve given us advice and devs local and not so local who we’ve met on our adventures on the high seas (sorry) of developing Monstrum! We’ve probably missed someone out, but without you lot we’d not have gotten to this point, so thank you very much!
And to those of you joining us now, good luck.
Here’s to game number 2!
And now: the patch notes too.
Change Log v1.0
Optimized item glow
Optimized the kitchen
Optimized some room collision meshes
Improved clipping with certain objects
Improved a few player animations
Updated Fiend music
Altered helicopter steam pipes to reduce predictability with the monster
Changed journal font
Reverted chain spool model since the new one sometimes reduced performance
Player needs to be more accurate with the flare gun to hit monsters
Altered the trolley so that it is easier to position next to the helicopter
Added a small platform at the bottom of the stairs to prevent an exploit
Changed the player’s clothes
Addressed crash issue during loading
Fixed odd behaviour with Hunter at the submarine
Improved issue where pathfinding would sometimes decide to leave the ship
Fixed an issue where the “exit game” button wouldn’t work
Fixed lag spike when lowering the submarine
Changing the resolution and/or texture resolution can sometimes make the player’s item transparent
SSAO can sometimes reduce FPS more than expected
Items in the hand move unexpectedly when paused
Some items will bounce unrealistically