Unfortunate Spacemen Wiki
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This page will serve as a basic how to play guide for Unfortunate Spacemen. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.



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Basic gameplay[ | ]

The goal of the gameplay is simple:

Spacemen can win by killing the monster or completing the objectives (Tasks) required for escape.


Monster can win by killing all spacemen, sabotaging the rescue shuttle, or allowing the time limit to be reached.


Traitors can only win if the Monster wins under one of those conditions. The Traitor's fate is explicitly tied to the Monster. (Even if the Traitor is dead)


The Spacemen have tools to detect the Monster, and the Monster has tools to blend in and kill spacemen.

Spacemen:[ | ]

Spacemen have two resources. The first is your HP, or health. This is replenished over time and can be refilled via Syringes, Health Packs , and Health Stations. The second resource is your oxygen. Oxygen replenishes when indoors, and will deplete when outdoors. Oxygen capacity can be increased by the oxygen tank. Spacemen can be Strangled by the Fire Extinguisher item, which spawns with the Janitor perk and rapidly depletes oxygen, even indoors. When your oxygen meter runs out you begin to take damage until it is filled again.


Spacemen also have two slots to equip weapons, and one gear slot. Generally you want to make sure you always have at least one gun, and to switch out your weapons for better weapons that unlock throughout the round. The Gear slot may be replaced with a gear item which cannot be removed, if that is a characteristic of your profession perk. In the case of the Detective perk, your secondary weapon slot is used for the Personal Detective item, which cannot be removed. The Warden and Janitor Profession Perks also replace your Handgun for a Stun Baton and Fire Extinguisher respectively, although these are removable


Spacemen can use these weapons and gear to complete objectives, or track and kill the Monster.

Remember, Unfortunate Spacemen has Proximity chat. If you are not taking advantage of it you are putting your self at a disadvantage. By Default text chat is accessed by the [Enter] key, and Voice Chat by [X].

Monster:[ | ]


The Monster has everything that the Spacemen have, except for the fact that the Monster lacks an Oxygen Meter and can stay outside indefinitely. The Monster also has separate health bars for Monster and Spacemen forms. Monsters (in monster form) have several major tricks.

  1. Parasite Eggs. These, depending on the Monster Mutation, do a myriad of different things.
  2. Burrow. A monster can Burrow, which hides them underground. Once Burrowed they now have a new meter, the Burrow Energy Meter, which dictates how long they can stay burrowed. This also gives them the burrow trap attack which deals 50 damage, and if the monster no longer has a keycard will steal the keycard from the Spacemen and give it to the Monster, but the Cooldown is reset. This also leaves behind visible cracks at the spot where they attacked.
  3. Claws. Depending on how many Spacemen have died, these do differing amounts of damage. Always beware the claws. This was an alpha / beta feature. Now, the monster gains regeneration until monster level 6, where the max regeneration will be 6 HP every 3 seconds (in a full lobby).
  4. Dodging. Monster can move very fast, be quick with your aim.
  5. Sabotages: There are 3 main sabotages located around the map. These are, namely, the Power Switch, Colorblind Virus Jar, and Comms Jammer. The Power Switch creates a power outage, meaning EMEs are no longer functional and Transmitters are immediately paused, but their progress doesn't reset. It lasts a minimum of 45 seconds after which point the spacemen need to activate two generators within a limited period of time to bring it back on. The Colorblind virus cannot be triggered by a remote arm, and makes a noise that nearby Spacemen can hear when it breaks. 30 seconds after it breaks, it makes any Spacemen without the Antibodies perk unable to see colors for a minute. It can be cured with a syringe though. The Comms Jammer, once triggered, makes Spacemen unable to communicate for 30 seconds via Text Chat and Proximity Chat, but emotes are still functional.
  6. Remote Arms. These allow the Monster to trigger a Power Outage, disable a transmitter, corrupt a health station (so it locks you on and mistakes you as a monster), or shut off Communications. Remote Arms are Pink, and are located under the keyboard of a health station, or on the buttons of all the other items it can trigger. They can be damaged and removed by Spacemen. The Monster can trigger them in either form.
  7. Vents. Vents are located around every map and allow monsters to teleport between them instantly. The monster can be killed/damaged inside of them by explosive damage (Frag grenades, tripmines), or the flamethrower.

Tribunal:[ | ]

The Tribunal is an important part of gameplay which can provide advantages to both the Spacemen and the Monster. The Tribunal serves as a voting system where players can vote on the monster's identity, during which monsters can try to deceive the spacemen into voting for the wrong person. Players may also skip the vote altogether. Once the tribunal ends, a debuff is applied to the player who received the most votes. The debuff applied is identical to what a player receives upon killing another spaceman, and labels that player as a suspect.

After the debuff is applied, security will shoot players on sight and all other players are made aware of their status. Players who have been previously voted for during a tribunal may not receive a 2nd vote at another tribunal. Tribunals will only notify players of deaths if they were reported as dead during the game. If a death is not reported, the tribunal will list that player as alive. At the end of each Tribunal, all dead players are automatically marked as suspects. Tribunals can occur 3 times at specific times remaining: 14:30, 09:00, and 05:00. Two votes are required to mark a player as a suspect, and the tribunal will select the player with the most votes. If two or more players are tied for the most votes, then the tribunal will mark them both as suspects.

Players that do not enter the Tribunal zone will lose points, and players in the tribunal zone can gain points by voting for them. During tribunals, the Emergency Mass Ejectors are disabled. Once a tribunal begins, a green circle will appear to designate the tribunal area. Players within this green circle are immune to all damage. This immunity ends alongside the tribunal.

Controls (by default)[ | ]

[W] [A] [S] [D] - to move around

[SPACE] - to jump

[CTRL] - to crouch

[E] - to interact

[TAB] - to check objectives/Spacemen

[Left Mouse Button] - to attack

[Right Mouse Button] - to aim

[V] - to push other spacemen

[X] - Push to Talk

[Enter] - Text chat

[T] - Use Spray button

[U] - Toggle Third Person Viewpoint

Tips and tricks[ | ]

  • As a Monster, remember to be careful when speaking, as your voice may be used to identify you. As a Spaceman, try and establish your identity and remember others.
  • Use your Keycard to hide from the Monster, break up a confrontation, or escape from the Spacemen
  • Pushing someone when they are higher results in a slight push, if they are on the same level as you then you'll push them with a standard push, and if someone is lower than you the push will result in a long push.
  • Dodging as a Monster allows you to get over obstacles or even fly over pits (on some maps).
  • You can set up a tripmine and if a Monster steps through the laser, they will be detected. Certain perks can negate this detection. Players may also set up landmines near the tribunal exits.
  • Using Investigator Perk will allow players to obtain information regarding the last seen player or determine the last user of an item.
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