Unfortunate Spacemen

Unfortunate Spacemen

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(W.I.P) Guide to Everything in Unfortunate Spacemen (OUT OF DATE)
作者: Oberynne と 1 のコラボレーション
A general guide to everything (I currently know) about Unfortunate Spacemen! This will cover more of the raw data side of things, because this information is intended to be eventually uploaded to the official wiki. All information that has been taken from the official wiki and posted here will be marked by a "†" and will be put in quotation marks.
(NOTE: this is a Work In Progress. If you see anything inaccurate, or you wish to add more information, then please leave a comment!)
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What is Unfortunate Spacemen?
"Unfortunate Spacemen is a co-op / multiplayer game about Shapeshifting Space Based Murder and Deception! As a hapless yet brave spaceman employed by "The Company" you'll work diligently to defend and be rescued from failing outposts, but not everyone around you is who they claim to be..."
-Official Steam Page
Spacemen
Spacemen are the standard characters you will play in this game.
Spacemen feature:
  • 100 health
  • 100 oxygen
  • Three inventory slots (two weapons, one gear)
  • A map
  • The ability to look through and rotate security cameras
  • A keycard to lock doors for 15 seconds with
  • The ability to shove other players away from them.
The Spacemen must complete a varying number of 4 specific tasks to be able to call in a rescue shuttle.
  • 1. Activate all communications uplinks
  • 2. Clear all landing pads of debris
  • 3. Seal all research samples
  • 4. Launch all research samples into orbit with an EME
Spacemen are able to use any gun or item, and must either figure out who the monster is and kill them, or escape on the rescue shuttle.
The Monster
The Monster is a shapeshifting alien, capable of disguising themselves as any human.
While disguised as a human, it is indistinguishable from a human, and is able to do anything a human can do. However, they are able to unleash their true form, which features :
  • 220 health
  • The ability to lay an egg
  • A powerful melee attack
  • The ability to burrow into the ground and hide
  • The ability to travel through air vents
  • The ability to dodge with a single swift movement.
While in their true form, the monster is unable to do anything a normal human is able to do, such as use items or weapons, lock doors, pick up items, or seal research samples.

As spacemen or security bots die, the monster slowly gains more power for their monster form, in the form of extra max hp, or damage from claw attacks.

By default, monster claws deal 16 damage against spacemen. There are no headshots with claws. Damage is displayed above the claws, in your weapons slot as a monster.

The egg that the monster lays is home to a small creature that jumps onto a nearby humans face, and causes 5 damage per tick, 4 ticks per second. The creature is able to be removed by another player shooting it once, or a health station being used.

The objective of the monster is to kill all humans.
SECTION: PERKS
Perks are special passive abilities selected in different loadouts, which are available to spacemen and monsters. They provide a wide range of different gameplay elements, from something as simple as providing spacemen with a 15% passive speed boost, to completely changing the playstyle of the monster, by stopping certain abilities but boosting others.
Spaceman Perks
Overview

Spaceman perks are available to both Spacemen and the Monster, but only for the Monster while they are disguised.

Action Hero


Information:
  • You start with an ASSAULT RIFLE, but have no keycard and can not use or pick up GEAR ITEMS.
  • You have 50% less spread with ASSAULT RIFLES.
  • The SPARE KEYCARD perk will allow you to start with a SINGLE keycard.
  • You can not SEE OR STEAL keycards from others.

Antibodies


Information:
  • You are IMMUNE to the effects of the COLORBLIND VIRUS.
  • If the MONSTER eats your corpse, it will be POISONED, preventing it from regenerating its health for a long duration.
  • You take 25% LESS DAMAGE from ACID and TOXIC attacks.
  • As MONSTER, this perk makes you immune to ANTIBODIES POISONING.
  • AS MONSTER, this perk makes Health Syringes only lower your SHAPESHIFT ENERGY by 75, instead of forcing you to transform.

Blast Shield


Information:
  • PASSIVE: You take 10% LESS DAMAGE from EXPLOSIONS or FIRE
  • Upon encountering LETHAL EXPLOSION DAMAGE, your BLAST SHIELD TRIGGERS, saving you from DEATH and leaving you low health.
Notes: As a Suitcase Nuke counts as explosive damage, this perk allows you to survive a blast.

Intake Valves


Information:
  • You RECOVER OXYGEN 3x faster.
  • You are IMMUNE to being STRANGLED by FIRE EXTINGUISHERS.
  • If MONSTER, you are also IMMUNE to STRANGULATION aswell, which lowers the Monster's SHAPESHIFT ENERGY.

Janitor


Information:
  • You start with a STUN BATON and FIRE EXTINGUISHER, but no HANDGUN.
  • You can OPEN LOCKED DOORS with your KEYCARD.
  • The STUN BATON is great for ELECTROLOCKING individuals, preventing them from performing most actions for a short duration.
  • The FIRE EXTINGUISHER can put out DANGEROUS FLAMES and deprive individuals of OXYGEN for a short time.
  • You instantly pick up DEBRIS by simply walking over it.

Magnetic Boots


Information:
  • You CAN'T BE SUCKED OUT OF AIRLOCKS, nor BLASTED OUT OF E.M.E.s.
  • You WILL take some damage from E.M.E. BLASTS, however.
  • Your FOOTPRINTS are INVISIBLE to MONSTERS THERMAL FOOTPRINT VISION.

Medical Nanobots


Information:
  • Your Spaceman HEALTH REGENERATES over time.
  • You start with +10 MAX HP as a Spaceman.

Space Milk


Information:
  • When you take NON-EXPLOSIVE LETHAL DAMAGE, you will chug some SPACE MILK.
  • This can only be triggered ONCE per life.
  • You are INVINCIBLE and ELECTROLOCKED WHILE DRINKING, meaning you can perform very few actions during this time.
  • You will TELEPORT to a RANDOM location on the map, with HALF of your MAXIMUM HIT POINTS.
  • HIGH RISK, HIGH REWARD.

Spare Keycard


Information:
  • If your KEYCARD is stolen, you can still use your EXTRA KEYCARD. (Keycard can only be replaced once.)
  • If you're the MONSTER or have the ACTION HERO perk, you start with a SINGLE KEYCARD and no spare.

Springy Step


Information:
You MOVE 15% FASTER. This STACKS with other MOVEMENT BONUSES.
You INTERACT WITH OBJECTS almost instantly.

Welder


Information:
  • You start with a WELDER in your secondary slot.
  • The WELDER allows COMPLETE REPAIRING OF DOORS and SECURITY CAMERAS.
  • The WELDER allows you to WELD DOORS SHUT, requiring them to be DESTROYED TO BE OPENED.
Unstated Information:
Welders are also able to heal Sentry Turrets from a damaged state at 15 health per tick, but not when it has been completely broken.
Monster Perks
Monster perks are available only to the Monster, while they are in monster form.

Acid Monster


Information:
  • You have ACID pouring out of everywhere.
  • WHEN DAMAGED, you SPLASH ACID on nearby objects and individuals.
  • You have NO PARASITE EGG.
  • Your egg-laying ability now lays an ACID-BOMB TRAP.
Additional Information:
  • When you right click in monster form, you shoot an acid projectile that travels in a straight line and deals 12 damage.
  • Splash damage from the projectile deals 1 damage.
  • Projectile does not do headshots.
  • Acid splash from getting damaged deals 7 damage, and does not drop off over distance. Range is close to 2-3 meters.
  • Acid Bomb deals 101 damage at point blank range. At 1 meter, deals 75 damage. At 2 meters, deals 50 damage. At 3 meters, deals 25 damage. Maximum range is 4 meters, but will still push back people who are outside of this range.

Chitin


Information:
  • REDUCES DAMAGE BY 5% while in Monster Form.
  • Your Monster Form DOES NOT SHOW UP on THERMAL IMAGING OR SCANNERS.
  • Your Monster HEALTH REGENERATES FASTER, +1 HP PER INTERVAL.
  • You WILL NOT BE DETECTED by Tripmines while in Human Form.

Decorpsinator


Information:
  • Your CORPSE-EATING ability has a 25 second cooldown.
  • You leave NO TRACE when EATING A CORPSE.

Decoy


Information:
  • AFTER TRANSFORMING TO MONSTER FORM, you create a DECOY MONSTER to fool your prey.
  • The DECOY will stand in place and disappear after a short duration.
  • You will NOT be detected on screen when using HEALTH STATIONS.
  • You will NOT be locked in place when using HEALTH STATIONS.

Nictating Membrane


Information:
  • STUN GRENADES have NO EFFECT on you, in or out of Monster Form.
  • EXPLOSIVES DO 15% LESS DAMAGE in Monster Form.
  • You can SEE THE HEALTH of nearby Spacemen.

Nocturnal


Information:
  • You THRIVE during a POWER OUTAGE.
  • During a POWER OUTAGE, your MONSTER FORM MOVES 30% FASTER.
  • During a POWER OUTAGE, your CLAWS DEAL 25% MORE DAMAGE.

Patience


Information:
  • You have +50 DISGUISE ENERGY. STACKS with OXYGEN TANK and other SHAPESHIFT ENERGY bonuses.
  • Health Stations will renew your DISGUISE energy upon completion of the healing process.

Posterior Claws


Information:
  • You RUN 25% FASTER in Monster Form.
  • You JUMP 3x HIGHER in Monster Form.
  • You can DODGE WHILE AIRBORNE in Monster Form.

Titanium Claws


Information:
  • Your CLAWS deal 7x DAMAGE to DOORS AND MACHINERY.
  • You start with +2 CLAW DAMAGE.
  • Your CLAW SWIPES have a UNIQUE SOUND.

Toxic Ink


Information:
  • When TRANSFORMING BETWEEN EITHER FORM, you leave behind a DARK, TOXIC INK CLOUD that lingers for a short duration and deals damage to anyone inside it.
Additional Information:
  • Ink cloud deals 5 damage per tick, one tick per .5 seconds.

Void Beast


Information:
  • You are a VOID BEAST from the blackest depths of space.
  • Your Monster Form is protuding from a BLACK HOLE.
  • YOU CAN NOT BURROW. Instead, you can BLINK A SHORT DISTANCE, but not through obstacles.
  • Instead of a regular Parasite Egg, you plant a VOID BOMB, which is a trap that will detonate multiple times to ELECTROLOCK anyone in including yourself, in its vicinity. If you have ACID MONSTER as well, you DO NOT get the ACID BOMB with this perk.
  • Your MONSTER FOOTSTEPS are QUIETER.
SECTION: WEAPONS
"There is a smorgasborg (it's a word, look it up.) of items available to spacemen provided by the company for free! (Mostly free.). These items can confuse, injure, maim, burn, explode, blind, and or suffocate other spacemen. So handle with care!"†
Included in this section is any item which can directly deal damage to another player.
Information is a general overview of the weapon.
Obtainment is how someone can get this weapon.
Spaceman Damage is how much damage this weapon deals against a human.
Monster Damage is how much damage this weapon deals against a monster in monster form.
Environment Damage is how much damage this weapon deals against environment pieces, like doors or sentry turrets.
Rate of Fire is how fast this weapon can shoot.
Weapon Cooldown is how long after becoming overheated, a weapon must wait before being shot again.
Heat Capacity is currently calculated by how many shots the weapon can shoot, without pause, until the weapon overheats.
Fire Type is how the weapon shoots. There are currently 3 types: Single-Shot, Semi-Automatic, and Automatic.
Trivia is any fun facts, or interesting information about this weapon, that does not fit in the "Notes" sub-section.
Notes are any additional information about the weapon that did not have a standard place in the rest of the section.

Notes on damage: All weapons deal damage which does not fluctuate (I.E., a pistol will always deal 5 damage on a bodyshot). All headshots multiply the weapons damage by 1.25x, with the exception of the Railgun, which has a 2x multiplier. Damage is calculated with decimal places, but health is displayed without decimals. Thus, a weapon can deal 3.5 damage, display a loss of 3 health, deal another 3.5 damage, carry over the .5 damage from the previous shot, and display a loss of 4 health.
Assault Rifle
"Like shooting randomly into the sky? Do you like shooting other spacemen to check if they are the monster? Do you like shooting other spacemen in general? This is the gun for you!"
Information: The Assault Rifle is a gun which features a medium rate of fire, medium heat buildup, and medium heat dissipation.
Obtainment: Found in map, or given as starting weapon instead of pistol with Action Hero perk
Spaceman Damage: 3
Monster Damage: 9
Environment Damage: 9
Rate of Fire: 0.12 seconds between shots
Weapon Cooldown: 5 seconds
Heat Capacity: 32 shots
Fire Type: Automatic
Notes: 1. Features a functional scope.
2. Fire type switches when aiming down sights, from automatic by default, to semi-automatic when aiming.
Auto Shotty
"That's right baby! It's a gun (like the shotgun) that... well... shoots more!"
Information: The Auto Shotty is a gun which fires many bullets at once. These bullets deal small amounts of damage each, but many can hit a single target, increasing damage dealt. The bullets fired from this gun have considerable spread, making it inaccurate in distances longer than short range. Though similar to its semi-automatic counter part, the Shotgun, this weapon has a higher rate of fire and automatic fire type, but deals only half of the damage of the shotgun.
Obtainment: Weapon Canisters
Pellets spawned: 9
Spaceman Damage: 3
Monster Damage: 7
Environment Damage: 7
Rate of Fire: 0.2 seconds between shots
Weapon Cooldown: 3.3 seconds
Heat Capacity: 6 shots
Fire Type: Automatic
Flamethrower

"Bar Bee Que. Lighting up has never been so much fun!"
Information: The Flamethrower is a short ranged gun. The weapon is able to continue dealing damage even after user has ceased firing. The gun creates an area in front of the weapon, that lasts for a short amount of time, which damages any entity (player, door, etc) in that area.
Obtainment: Weapon Canisters
Spaceman Damage per tick: 2
Monster Damage per tick: 7
Environment Damage per tick: 12
Ticks of fire damage per 1 tick of firing weapon: 15
Total damage per 1 tick of firing weapon: 30
Rate of Fire: 0.1 seconds between shots
Weapon Cooldown: 7 seconds
Heat Capacity: 28 ticks
Fire Type: Automatic
Flare Gun

"It shoots a flare that informs the other spacemen that you found a flare gun and discharged it. More than likely in an unsafe manner and towards another spacemen."
Information: The Flare Gun is a gun which features an insanely slow fire rate at one shot per 50 seconds. The gun shoots a projectile, which follows an arc. This projectile produces light, even after landing, and also creates a marker which is visible through walls. The projectile despawns after a short amount of time.
Obtainment: Found in map
Spaceman Damage: 40
Monster Damage: 40
Environment Damage: 40
Rate of Fire: N/A
Cooldown: 50 seconds
Fire Type: Single-Shot
Notes: Weapon does not conform to headshot multiplier, due to fact that the weapon itself does not deal damage, but it rather spawns a projectile which deals damage.
Frag Grenade ----

"Explodes. Totally boring, but on the other hand, many laughs can be had as you play hot potato with other spacemen. Ask Zag about his Cosmic Screw up."
Information: The Frag Grenade is a throwable item, which, after [{BLANK}] seconds after being thrown, will explode.
Obtainment: Found in map
Damage:
Damage Fall off:
Radius:
Notes: Included in this section due to obvious damage dealing capabilities. Also included in "Items" section, due to not being a gun.
Handgun

"That's it, a pistol. Shoot doors, eggs, the sky, other spacemen. All round fun toy."
Information: The Pistol is the gun that all spacemen begin with by default. It features a semi automatic firing mode, moderate heat build up, and fast heat dissipation.
Obtainment: Default Spawn Weapon
Spaceman Damage: 5
Monster Damage: 10
Environment Damage: 10
Rate of Fire: .1 seconds between shots
Weapon Cooldown: 3 seconds
Heat Capacity: 12 shots
Fire Type: Semi-Automatic
LMG

Information: The LMG is a large automatic rifle. It features a very high rate of fire, very large heat capacity, very slow heat build up, and slow heat dissipation. It is able to supply a constant supply of covering fire.
Obtainment: Weapon Canisters
Spaceman Damage: 3
Monster Damage: 9
Environment Damage: 12
Fire Rate: 0.14 seconds between shots
Weapon Cooldown: 5 seconds
Heat Capacity: 54 shots
Fire Type: Automatic
Notes: 1.Headshots appear to have a consistent pattern, dealing 3 damage, then 4 damage, then repeating.
2. Has unique hip firing aiming technique. When beginning to fire, shots will be inaccurate. While firing constantly, shots will become more accurate. Accuracy dissipates similar to heat.
Railgun

"We had those science nerds build us a laser gun and this is what they provided, this thing'll pack a punch. Seriously. It hurts."
Information: The Railgun is a gun which features a single shot, slow heat dissipation, and high damage. It is the games only proper sniper rifle.
Obtainment: Weapon Canisters
Spaceman Damage: 45
Monster Damage: 75
Environment Damage: 75
Rate of Fire: N/A
Weapon Cooldown: 5.5 seconds
Fire Type: Single-Shot
Notes: 1. Features a functional scope.
2. Headshot damage is 2x normal damage, rather than standard 1.25x multiplier.
Rocket Launcher ----

"Do you have a monster invasion? Need to clear out those pesky rats? Annoying Neighbours? This Rocket Launcher is all you need to blast them all away! With... only one shot. Make it count!"
Information: The Rocket Launcher is a very powerful weapon, capable of killing any player with a direct, or near direct, shot. The Rocket Launcher fires a single rocket as a projectile, that travels in a straight line. When the rocket collides with anything, the rocket explodes.
Obtainment: Weapon Canisters
Damage:
Damage Falloff:
Notes: 1. Weapon has only one shot before it is destroyed. Therefore, rate of fire, cooldown rate, heat capacity, and fire type are all irrelevant.
2. Weapon does not actually deal damage, but rather spawns a projectile which deals damage. As such, this weapon does not use a headshot multiplier.
Shotgun

"It's a shotgun. Totally boring."
Information: The Shotgun is a gun which fires many bullets at once. These bullets deal small amounts of damage each, but many can hit a single target, increasing damage dealt. The bullets fired from this gun have considerable spread, making it inaccurate in distances longer than short range.
Obtainment: Weapon Canisters
Pellets spawned: 9
Spaceman Damage per pellet: 7
Monster Damage per pellet: 14
Environment Damage per pellet: 14
Rate of Fire: 1 second between shots
Weapon Cooldown: 3 seconds
Heat Capacity: 4 shots
Fire Type: Semi-Automatic
SMG

"Not exactly an assault rifle but it's like... imagine a baby assault rifle."
Information: The SMG is a gun which features a high fire rate, high heat build up, and high heat dissipation.
Obtainment: Found in map
Spaceman Damage: 2
Monster Damage: 6
Environment Damage: 6
Rate of Fire: 0.06 seconds between shots
Weapon Cooldown: 2.5 seconds
Heat Capacity: 25 shots
Fire Type: Automatic
Inventory Slot: Weapon
Trivia: Name is sometimes jokingly expanded as "Space Machine Gun".
Stun Baton

"Tragics most favorite tool in the game. Club other spacemen in order to gain their trust and improve morale! Well, your morale, but if someone is smiling it's working! Stuns spacemen for 4-5 seconds and prevents them from doing things other than running around screaming about how you're the monster and that everyone else should shoot you. They probably deserve a couple more upside the head but be careful, you have limited charges."
Information: The Stun Baton is a melee weapon only obtainable by using the Janitor perk, which, upon hitting another player, will result in that player becoming shocked. Visible sparks will fly off their head, and a zapping noise can be heard. While shocked, players are unable to use any items, including keycards. The Baton has a total of 4 charges. Charges are expended one at a time, when another player is hit with this melee weapon. When all 4 charges are consumed, item is deleted.
Spaceman Damage: 5
Monster Damage: 20
Environment Damage: 5
Rate of Fire: 0.5 seconds between shots
Weapon Cooldown: N/A
Fire Type: Automatic
Inventory Slot: Weapon
Notes: This is a melee weapon, and this can only strike from a short distance.
Suitcase Nuke

"Both portable and dangerous, placing this on the middle of the map helps everyone do some cardio. Unless they want to evaporate."
Information: The Suitcase Nuke is a gear item that, once used, creates an area around it, with a radius of 60 meters, that is marked by a glowing red sphere. The nuke will begin to beep, and the frequency of beeps will elevate as time passes. After 15 seconds, the nuke detonates, and all players inside this area will be killed. After the nuke has detonated, the area will be returned to normal, and will be safe to walk through.
Inventory Slot: Gear
Notes: 1. Standing right outside of the marked area will no harm the player in any way, aslong as the player is not inside the area.
2. The monster can survive inside the area if they crawl into a vent. (unconfirmed)
3. Item also included in "Items" section, due to item being held in the "Gear" inventory slot.
Tripmine ----

"Place them on the ground to watch any monster (disguised or not) blow up when stepping on it! Can also talk to you when you're feeling lonely."
Information: This object is able to be placed on most walls, floors, and ceilings. After 2 seconds of being placed, the tripmine will prime itself. Once primed, the tripmine will shoot out a small blue laser from its center. If a human walks through this laser, the tripmine will not say anything serious, and the laser will remain blue. If a disguised alien walks through this laser, the laser will change to orange and the tripmine will say "Parasite detected!". If a monster in monster form walks through the blue laser, the tripmine will explode.
Obtainment: Found in map
Inventory Slot: Gear
Notes: 1. Due to item being held in the gear inventory slot, item is also included in "Items" section.
2. Monsters with the perk "Membrane" equipped will not trigger the tripmine while disguised, and will instead be recognized as human by it.
Welder

Information: The Welder is a tool which takes up a weapon slot. Its primary use is to repair environment pieces (doors, cameras), and weld doors shut. Welding a door will force it shut, and make it unopenable through normal means. Once a door has been welded, it must be destroyed in order to be opened again. The Welder can fully repair destroyed doors and cameras.
Spaceman Damage: 1
Monster Damage: 1
Environment Damage: -15 (see note #2)
Rate of Fire: 0.1
Weapon Cooldown: 100 seconds (1min 40 sec)
Inventory Slot: Weapon
Notes: 1. Included in this section due to it having the ability to deal damage. Also included in "Items" section.
2. The Welder repairs environment pieces, like doors, sentry turrets, cameras, and such does negative damage against them.
SECTION: ITEMS
Included in this section are any items that are not A. designed to deal damage, or B. held in weapon slot (I.E. are held in gear slot)
Fire Extinguisher

Information: The Fire Extinguisher is a tool that takes up a weapon slot. It is able to put out fires, and spray people. When a human is sprayed, they become "Strangled", and are unable to get any oxygen. When a (disguised) monster is sprayed, they also become "Strangled", but their disguise meter goes down at a slightly faster rate.
Rate of Fire: 0.75 seconds between shots
Weapon Cooldown: 7 seconds
Fire Type: Automatic
Inventory Slot: Weapon
Trivia: Symbol near top of Fire Extinguisher appears to be a Triskelion.
Note: Item does not reduce monsters disguise meter at any valid rate. It is only slightly faster than the default disguise meter decay, by a fraction.
Health Syringe

Information: The Heath Syringe is a healing item, which heals spaceman health for 50 points. By default, if the monster is diguised and injected with the syringe, the monster will transform into their monster form. The monster will also be healed 50 points, for their spaceman health.
Inventory Slot: Weapon
Note: If Monster has the Human perk "Antibodies", then their disguise meter will be reduced by 75 points, instead of being forced to transform.
Map Scanner

"Shows unsealed eggs and other spacemen on the map. A great tool to get the employee of the month award. Gotta get those eggs!"†
Information: The Map Scanner is an item which shows additional information on the map (default M), such as: spaceman locations, monster locations, unsealed research samples, untouched communications uplinks, and trash on landing pads.
Inventory slot: Gear
Noise Grenade

Information: The Noise Grenade is a throwable item which, when activated, produced very loud sounds, similar to continuous gunfire. The noise begins 2 seconds after being thrown, and lasts 20 seconds after starting.
Inventory Slot: Weapon
Trivia: The noise created is a combination of the sound of a Hand Gun firing, and the sound of a monsters footsteps.
Radio

"Give you best friend one of these and keep the other one yourself so you can talk with him freely! Cause there isn't a better way to communicate, right?"
Information: Radios allow people to communicate without worry about distance. All players who 1. have the radio as their equipment, and 2. have the radio turned on, can hear other players who have these two requirements complete, aswell.
Item Type: Gear
Sentry Turret

"With a few of these, you can throw a cool laser party. You'd also need a DJ, and... wait, why is the laser red now?"
Information: The Sentry Turret is a stationary object which can be placed. Upon being placed, the sentry will face the direction the player who placed it was looking. The sentry will then pan across a 120 degree angle horizontally, 60 degrees on each side from the starting position, and will shoot any undisguised monster that comes into its line of fire. If the monster moves outside of the 120 degree range, the sentry will no longer fire at the monster. The sentry does not react to damage.
Inventory Slot: Gear
Spare Oxygen Tank

"Ever felt like you don't have enough air? That you suffocate and die from asphyxia? There's not need to worry about that anymore! Just focus on the other multiple hazards!"
Information: The Spare Oxygen Tank is a gear item which provides an extra 30 oxygen reserves for spacemen, and an extra 30 disguise meter for monsters.
Inventory Slot: Gear
Stun Grenade

The Stun Grenade is a throwable item, that, after 2 seconds, will activate. Once activated, it detects all players that are in a raycast view of the grenade. All players in view of the grenade will be stunned for 5 seconds, during which time they will be unable to hear, or see. After these 5 seconds are done, the effects will wear off in a fading fashion, over 3 seconds.
Inventory Slot: Weapon
Suitcase Nuke

"Both portable and dangerous, placing this on the middle of the map helps everyone do some cardio. Unless they want to evaporate."
Information: The Suitcase Nuke is a gear item that, once used, creates an area around it, with a radius of 60 meters, that is marked by a glowing red sphere. The nuke will begin to beep, and the frequency of beeps will elevate as time passes. After 15 seconds, the nuke detonates, and all players inside this area will be killed. After the nuke has detonated, the area will be returned to normal, and will be safe to walk through. Aswell, when it detonates, it shuts off power on the map, and the generators must be restarted.
Inventory Slot: Gear
Notes: 1. Standing right outside of the marked area will no harm the player in any way, aslong as the player is not inside the area.
2. Item also included in "Weapons" section, due to being only used to kill other players.
Tripmine

"Place them on the ground to watch any monster (disguised or not) blow up when stepping on it! Can also talk to you when you're feeling lonely."
Information: This object is able to be placed on most walls, floors, and ceilings. After 2 seconds of being placed, the tripmine will prime itself. Once primed, the tripmine will shoot out a small blue laser from its center. If a human walks through this laser, the tripmine will not say anything serious, and the laser will remain blue. If a disguised alien walks through this laser, the laser will change to orange and the tripmine will say "Parasite detected!". If a monster in monster form walks through the blue laser, the tripmine will explode.
Obtainment: Found in map
Inventory Slot: Gear
Notes: 1. Due to item being able to deal damage to players, item is also included in "Weapons" section.
2. Monsters with the perk "Chitin" equipped will not trigger the tripmine while disguised, and will instead be recognized as human by it.
Vision Enhancer

"Too dark of a room? No problem. Want to have wallhacks? Got you covered. Want to get better at the game? Well... it can't help you with that."
Information: The Vision Enhancer is a gear item that alters the users vision. Vision modes can be changed by pressing the gear key. There are 3 modes; Normal, Night Vision, and Thermal Vision.
  • Normal: Standard vision, nothing has changed.
  • Night Vision: Vision has severe green tint. Dark places no longer appear dark.
  • Thermal Vision: Vision has severe orange tint. Players are able to be seen through walls, and glow bright orange.
Inventory Slot: Gear
Notes: 1. Monsters in monster form with the "Chitin" perk are unable to be detected by this item. Works with monsters in disguise.
Welder

Information: The Welder is a tool which takes up a weapon slot. Its primary use is to repair environment pieces (doors, cameras), and weld doors shut. Welding a door will force it shut, and make it unopenable through normal means. Once a door has been welded, it must be destroyed in order to be opened again. The Welder can fully repair destroyed doors and cameras.

Rate of Fire: 0.1
Weapon Cooldown: 100 seconds (1min 40 sec)
Inventory Slot: Weapon
Notes: Also included in "Weapons" section, due to ability to deal damage to players.
SECTION: MAPS
Maps are the arenas in which rounds are played. They can be voted while in a lobby by all players, but only the host decides which map is selected for the next round.
Abduction


Ingame Summary: "In the morning twilight, a lonely farmhouse is visited be an otherworldly stranger..."
Map Size: Medium
Environmental Hazards: 1/3 (no airlocks, no drop bridges)
Architects


Ingame Summary: "Something something ancient evil awakens."
Map Size: Medium
Environmental Hazards: 1/3 (no airlocks, no drop bridges)
Trivia: Marked on the map as "ENTRANCE" are three squid-like creatures emerging from the ground. On each of these, there is one glowing light. Walking into this light teleports the player to an underground cavern, with acid on the ground, a health station, weapon canister, and single exit.
Containment


Ingame Summary: "The Crumerians have cleared out. Who else but you to clean up the Cleanup Crew's mess?"
Map Size: Large
Environmental Hazards: 1/3 (no airlocks, no drop bridges)
Trivia: This map is a remake of the first part of the first co-op mission, set after the co-op missions.
Duress


Ingame Summary: "Like many of Roger's asteroids, Asteroid A7-PDLC has nearly been depleted of all its valuables, leaving its lightly-staffed mining facilities a hollow labrynth of tunnels and tramways reaching throughout its cold body."
Map Size: Large
Environmental Hazards: 3/3 (airlocks, no drop bridges)
Echo


Ingame Summary: "Following an asteroid collision on the dark side of Echo,the primary orbital station finds itself with a new visitor on board..."
Map Size: Large
Environmental Hazards: 2/3 (airlocks, no drop bridges)
Trivia: Echo was the first map added to the game.
Gardens


Ingame Summary: "The hanging gardens aboard the Olikova are just one of the many reasons this ship is considered a complete waste of space, water, and precious oxygen."
Map Size: Small
Environmental Hazards: 1/3 (no airlocks, no drop bridges)
H2O


Ingame Summary: "Deep below the torrential seas of Calypse, drowning is a mild nuisanse compared to the terror that lurks within this facility..."
Map Size: Medium
Environmental Hazards: 2/3 (airlocks, no drop bridges)
Trivia: There is an easter egg on this map, in which players can find the Dopefish inside a scuba diver helmet.
Hypertrain


Ingame Summary: "Choo choo! All aboard the Hypertrain! Don't get murdered and stuff."
Map Size: Large
Environmental Hazards: 3/3 (airlocks, no drop bridges)
Outpost 13


Ingame Summary: "This frigid research facility on Bulls' moon, Gadrel, has had an unexpected visitor, and it's found a warm place to call home..."
Map Size: Small
Environmental Hazards: 1/3 (no airlocks, no drop bridges)
Trivia: The map is likely a reference to The Thing, which takes place in the Antarctic tundra, with a science team in Outpost 31 who are slowly killed by a shape-shifting alien.
Recruitment


Ingame Summary: "The Company's Non-Discriminatory Training Facility has been out of commission for no particular reason, for no particularly specific amount of time. The Company has decided to send some Spacemen to asses the damage, or something."
Map Size: Medium
Environmental Hazards: 2/3 (airlocks, no drop bridges)
Trivia: This map is a remake of the map in the Spaceman Tutorial.
Snowswept


Ingame Summary: "Alongside the tunnels that wind this wintery vale, something else twists itself through ice and snow."(sic)
Map Size: Huge
Environmental Hazards: 2/3 (no airlocks, no drop bridges)
Space Bar


Ingame Summary: "The horror has come off the screen at this little cinema pub. In SPAAAAAAaaaAAAace!"
Map Size: Large
Environmental Hazards: 1/3 (no airlocks, no drop bridges)
Spaceburbia


Ingame Summary: "Good fences make good neighbors, especially on the dying O'Donnell Station."
Map Size: Medium
Environmental Hazards: 1/3 (no airlocks, no drop bridges)
The Experiment


Ingame Summary: "The Company conducts most of its sensitive testing inside semi-stable hyperholes. These tests are often used to measure the productivity of a new work measure, to weed out unexpected employee behaviors, or to simply appease Jub'borith the World-Eater for another century or two. You know, the usual stuff."
Map Size: Tiny
Environmental Hazards: 3/3 (no airlocks, drop bridges)
Trivia: Research Samples on this map are not eggs, but are rather cheese.
Tidal Lock


Ingame Summary: "This interstellar truck stop above the boiling Irignis has been slowly slipping from the grasp of sustainability, but that's why The Company sent you -- to solve all of its problems."
Map Size: Large
Environmental Hazards: 3/3 (airlocks, drop bridges)
14 件のコメント
Jake 1月7日 16時24分 
WARNING! Carry on reading! Or you will die, even if you only looked at the word warning! Once there was a little girl called Clarissa, she was ten-years-old and she lived in a mental hospital, because she killed her mom and her dad. She got so bad she went to kill all the staff in the hospital so the More- government decided that best idea was to get rid of her so they set up a special room to kill her, as humane as possible but it went wrong the machine they were using went wrong. And she sat there in agony for hours until she died. Now every week on the day of her death she returns to the person that reads this letter, on a monday night at 12:00a.m. She creeps into your room and kills you slowly, by cutting you and watching you bleed to death. Now send this to ten other profiles on this one site, and she will haunt someone else who doesn't. This isn't fake. apparently, if u copy and paste this to ten comments in the next ten minutes u will have the best of your life. TIC TO
Oberynne  [作成者] 2023年5月27日 21時57分 
GO1DHUNT3R, the default key bindings for text chat is the enter key, and voice chat is X.
G01DHUNT3R 2023年5月25日 14時22分 
how do u speak in chat? iv looked
meow 2021年3月27日 15時20分 
if its out of date then why keep it posted?
Codename:M.O.N.K.E 2021年2月26日 13時00分 
Big Pog on this one :steamthumbsup:
3 moths in a trenchcoat 2020年12月2日 11時25分 
poor author they have a update which remade and edited all the perks
:steamsad:
Xander 2020年11月13日 14時50分 
@Toogit

Unfortunately, i think you have to buy it.
Scruggs 2020年11月13日 13時40分 
Does anyone know how to get the Suit Suit? :melon:
Wifi 2020年11月12日 13時15分 
Helpful <3
edoz the m 2020年10月14日 10時55分 
Thank you very useful!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :steamhappy: !!!!!!!!!!!!!!!!!!!!!