A few days ago we released the Natural Selection 2 alpha to the almost 16,000 players who pre-ordered the Special Edition. This is quite a rare event in the games industry. In fact we couldn't think of a single game that had a non-"friends and family" alpha, let alone one with such a large group.
Making the jump from 40 internal testers to 16,000 external ones generates an overwhelming amount of feedback and bug reports, not to mention customer support and other logistics. We've been busy triaging reports and fixing them as fast as we can and today we're releasing a patch with the first group of these. This patch is available on Steam and should automatically download. Here's the complete list of changes in the patch:
Technical
- Fixed bug where a client would continue to try and connect after the server reported that it was full or the client was using the wrong protocol
- Fixed bug where clients could only connect to servers on the default port
- Fixed bug where the port was removed when connecting via console command
- Fixed bug on multi-monitor systems that resulted in a graphics reset loop
- Fixed window border when switching from fullscreen to windowed
- Fixed bug where key events outside of the game's focus window would sometimes be processed by the game
- Fixed bug where the dedicated server could not be run without Steam running
- Fixed duplicate attack/fire key bindings that caused mismatches
- Fixed voice chat to use in-game sound volume on playback
- Fixed bug where where clients could timeout while alt-tabbed from the game in fullscreen mode
- Fixed bug where binding a game server to an IP would cause it to not be displayed in the server browser
- Added client-side timeouts when attempting to connect to a server
- Added support for closing a dedicated server by pressing ctrl+break
- Added alt-enter to toggle between fullscreen and windowed mode
- Added dedicated server files to the Steam release
- Added Toggle Console binding to UI settings
Game
- Fixed bug where MACs were free (now they cost 2 plasma)
- Fixed bug with armory playing extra sounds when players were nearby
- Added rally points for Hives and Command Stations
- Fixed many vent physics objects so they can be entered
- Fixed hitching animation problems while sprinting as marine
- Logging into a Command Station no longer freezes you but it will open again if the logging in player leaves
- When the Command Station closes, anyone inside besides the Commander is killed
- Aliens become Commander instantly when +using the hive
- Fixed bug where Extractors or Harvesters couldn't be built on a nozzle that had one previously
- Added welding effect to MAC
- Added new marine commander icon artwork
- Improve marine running and jumping animations
- Updated shell ejection effect for the rifle, pistol, and grenade launcher
- New docking_walltech environment props
Our priority in this patch was addressing the issues that are preventing people from connecting to servers. The next order of business is addressing any issues running or maintaining dedicated servers along with issues that make the game feel "laggy" or otherwise unplayable.
In addition to the critical engine fixes in this patch, there are also some gameplay changes. Sometimes people who are experiencing technical problems feel frustrated by these changes; they believe those changes are taking priority over other issues that feel more important to them. We'd like to assure you this is not the the case. Our programming team is made up of people with different specialties, and just like you wouldn't take a car to a doctor to repair, it doesn't make sense to give a gameplay programmer an engine-related task.
The best way to help us fix bugs is to provide good reports of what you're experiencing. We've been using Get Satisfaction to help with this process. This is a new system to us, so we're still figuring out the best way to take advantage of it. Get Satisfaction has a search feature which allows you to easily find out if other people have reported the same issue, but using this, you'll help us find and address the most common problems first.
Important before playing: In order for you to play tonight, you'll need to redeem a Steam code that enables the Special Edition black armor and grants you access to the alpha. We will be e-mailing you these codes and instructions at approximately 6pm PDT (GMT-7).
You may be able to download NS2 before you get this e-mail, but you'll get an error message if you try to play before entering this code for the first time. You will only have to do this once and it's only for the alpha.
Note: If you haven't gotten your key yet, you can get it fast by going here.
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Hey everyone!
It's been an utterly insane couple of months of work here at Unknown Worlds and tonight many of you will get your first game of NS2!
Two weeks ago, when we announced our plans for releasing the alpha, we knew we had a ton of work to do. But we also knew that most of the core game was working, we just had to pull it all together. We've been working so hard for so long on this game, we just knew we could do it.
Hive room battle
Tonight you will get the first play of what will ultimately become Natural Selection 2. It is crucial that you know that this is an alpha and it has problems. Our hit-registration has major problems which we were unable to fix in time for tonight. We had to pull the "crag" at the last minute. Skulks can't fit through some vents. Lerk flight doesn't feel right. You might see some dev textures in places. Performance still needs work. So it is not without blemishes, nor did we expect it to be.
Releasing an alpha at this stage is a pretty different model then what the "big guys" would ever consider doing. This isn't like getting the beta of TF2 a couple weeks before it's released. This is getting in on the game when normally only developers would see it - we've even put in the ability for you to give feedback directly into the game and we hope you use it.
However, we do believe it has the core essence of the game in it. There are marines and claws and commanders and resources. Players take on a variety of roles and attack the enemy while jabbering away over their microphones in beautiful, atmospheric sci-fi environments. We wouldn't dream of releasing a game at this state to the public, but we insist on releasing it to you, our die-hard supporters. We are doing this for a few reasons:
- ...it serves as a "thank you" for supporting us, by letting you play before the public
- ...allows us to take your feedback while it's still easy enough to make changes
- ...the game will get much better, much faster
- ...it generates publicity and financing for our company to keep us independent
So what you will play tonight doesn't have a lot in it. It definitely does not have the gameplay that NS v1.0 did. There are only a few weapons, aliens, stripped down commander role and one map. But we think it will serve all the purposes above, and serve them well.
Hive room
It's with this in mind that we ask you to be kind and generous with your feedback. Of course we want you to be honest too, but we want you to realize that this is only the very first version, of many many versions to come. We released dozens of versions of NS1 and now that we're on Steam, we expect to release even more of NS2. We expect to ship a new version every week or two, all the way through alpha, beta, v1.0 and afterward. NS1 had a long life and we expect NS2 to do the same.
This is the beginning of a long and rewarding journey, and tonight, we all take the first step together. We hope you enjoy playing as much as we do making it. See you tonight!
As you all know, we strongly value our ties to you, the community. When we released NS v1.0 after 18 months (games were easier back then!), in some ways that really marked the beginning of the game's development, not the end of it. Over the course of five or so years and around 20 versions, the game changed remarkably. Some may argue it actually changed too much, but I believe the "spirit" of the game was always preserved. Maps, abilities and balance changed, but teamwork, depth and atmosphere remained. It's also much more gratifying to work on a game that people are playing, and many bugs and issues that would be hard to track down ourselves are revealed instantly under the communal magnifying glass of many thousands of players.
So releasing new versions and taking feedback is in our blood. Even though NS2 is a commercial game, we pursued this approach with our developer blog updates, early tools releases and engine test. This is especially helpful for us making a PC game, because the few computers we have around the office are not nearly enough for compatibility testing. We've also used this "open" approach to help run our business and stay independent - by giving out stuff earlier, we encourage people to buy earlier, which means we can fund the company without having a publisher involved. Remaining independent is not without its drawbacks, but was the right choice for us and has allowed us to build a proper sequel worthy of the original.
Human dominance
Honestly without you, the NS community, we wouldn't be here today. Both because we wouldn't have the money to continue and because all the work wouldn't be worth it. When we needed your support and we started our pre-orders, you were there to buoy us up again. Over 90% of you opted to spend extra money on the Special Edition and for that, we can't thank you enough. We promised to give you special supporters something in return, and we're finally at that point.
So it's with great pleasure that today we take the next step in our open development and partnership with you. On Monday, July 26th, we will be releasing the NS2 Playable Alpha to all the Special Edition pre-orderers, on Steam. Like with NS1, this is not the complete game, this is the first of many versions. Here's what you can expect on that day:
NS2 Alpha 1 content
- One of our shipping maps (ns2_tram), plus some smaller "test" maps
- Marine, with Rifle, Pistol, SwitchAx, Grenade Launcher (oops, and shotgun!)
- Skulks, Gorges, Lerks and their basic movement abilities and weapons
- Marine armory "buy" screen for purchasing new equipment
- Alien evolution menu for choosing your lifeform and upgrades
- Basic marine and alien commander interfaces including MACs, Drifters
- Much of our final sounds, artwork, animations, etc.
Lerks, hydras and skulks, oh my!
We will be adding new weapons, upgrades, commander abilities, maps, etc. throughout our development to v1.0. We expect to patch somewhere between 1-4 times per month. Sometimes we'll need to tweak balance, other times we'll need to take a step back and make a bigger change, but it will be a work in progress. The fact that we're shipping on Steam makes the updating progress much easier for us.
Please keep in mind that this version of NS2 will not be the ultimate super-fun game we're striving to create, it's "alpha" for a reason! While much of the game and systems are finished, we've had to work extremely hard to get to this stage...and I don't want to describe how much work we will still do over the next two weeks! This is an alpha and parts of it are rough. However, we know that the game will get better, and better faster, with your help.
In-development shot marine commander mode
Something else you should know is that when we release alpha 1 at the end of this month, we are also discontinuing the NS2 Special Edition and all-black marine armor. It will no longer be available after this date, ever. Also, players that order NS2 after July 26th won't be able to play in the release date alpha. Here's an in-game shot of the limited edition black marine armor:
If you've been on the fence about ordering the Special Edition, you now have two weeks to decide. If you have the Special Edition, you will be able to choose your armor when you play - possibly at the Armory, like the rest of your weapons and equipment!
This has been a long road for us and we're excited to finally give you something you can play! Now if you excuse us, we have some work to do...
See you on the other side.
For this update we'd like to show off the first of the alien structures, the Hydra.
We've talked about it a few times in the twitter feed, but wanted to go into a little more depth here. The Hydra is essentially the new name and new look for what was the Offensive Chamber in NS1, so its role in the game remains roughly the same. Once built it serves as a turret, automatically releasing a barrage of deadly spikes to attack marines and marine structures within its range.
With the introduction of an alien commander in NS2 the responsibility of creating structures is divided between the Gorge and the Commander. Upgrade structures and Resource Harvesters are built by the Commander, while the Hydra, which is the smallest in size of all the structures, and smaller then it's OC counterpart in NS, is built by the Gorge. One of the fun new features that has been added is that the Hydras can stick to surfaces, allowing the Gorge to place them on walls, and possibly even ceilings if he can find a way up there, which should allow for some sneaky strategic placement. After being placed down, the Hydras will grow slowly on their own, but the process can be sped up with additional help from the Gorge. He also can use his healing spray ability on them, all of which makes the Gorge a bit like a gardener tending to his creepy and deadly plants.
Unlike the marine sentry turrets, which have a cone of fire, the Hydras unleash their spikes in all directions, doing damage to anything within a certain spherical range. Additionally, they have the ability to sense nearby marines, even if not in direct line of site. When they detect marines the Hydras go into alert mode, playing a specific animation that has the tentacles perking up and "looking" around. This means that observant nearby alien players can be alerted to nearby marine presence, if they notice the Hydras entering that mode.
Here's a quick in game movie of a Gorge dropping down a Hydra, and showing it growing to its full sized spikey adulthood.

