Spacemen

The Spacemen in this game are really unfortunate. They are not only caught on a broken Space station, slowly running out of Oxygen and failing transmitters, but also the knowledge, there is something out there, that's probably going to kill them. It only can be advised to guard the own identity at all costs and be vigilant.

"The Spacemen and Spacewomen of the galaxy are bold, adventurous, and often find themselves in the most unfortunate of predicaments. Former miners, soldiers, adventurers, researchers, traders, and explorers all find themselves on remote outposts of desolate worlds, surprisingly often. Well, mostly desolate. And not all that surprising, really. The Company sent you there, after all. Something has gone wrong, and you and your comrades have called for help. At least one of you are not who they claim to be."

- Official guide



HUD

 * Color: You are assigned a random color every round. This is your identity. Guard it closely! if you see anyone pretending to be you... they probably aren't you.
 * Health: If this bar hits zero, you will die. Dying is bad... and costly!
 * Oxygen: If this bar hits zero, you will begin to suffocate and eventually die. Suffocation and eventually dying is also bad and equally as costly.

(If you kill a fellow spaceman you will be labeled as murderer, lose karma, your health will be lowered and your HUD will turn purple.)

For more detail, check HUD

Interaction text
This will show up when the player can interact with something and tell them, what they can do and how.

Items
A spaceman can carry up to 2 regular Items, such as a Handgun, AR, Fire Extinguisher, Welder, or Baton (starting weapons) depending on the perks, except the investigator, which can only carry 1 item (as the other slot is taken up by the scanner, see 1.3). Players also can carry 1 Gear item, which is usually a passive or activated item, such as something simple like a Vision Enhancer to something with lots of power like a Suitcase Nuke

Player's with the Soldier and Doctor perks will be unable to pick up gear.

If a player drops a regular item they will be left with their fists.

Keycard
All spacemen start with a Keycard (unless you have the Action hero Perk equipped or... you aren't a spaceman...) The keycard can be used to lock doors for a short period of time (if you use the VIP Access, the Keycard can also be used to unlock doors immediately). Once used, there is a cooldown until it can be used again.

Any players without a keycard can steal cards with the [E] key. This applies to both Monsters and Spacemen.

Available cosmetics
For more detail, please check: Customization

Shapeshifter Gamemode (The main gamemode)
This portion of the Spaceman page will list events, objectives and other items only found/triggered in the shapeshifter gamemode.

Other gamemodes are linked here:

Survival Mode - Survival Gamemode

CO-OP - Campaign Gamemode

Types of Spacemen:
As of the 1.3 update, there are four Spacemen categories:


 * Profession
 * Utility
 * Defense
 * Security

PerkIcon_Recruit.png Recruit - You're fresh out of the academy... if The Company had one.

 * You haven't been assigned a Profession yet.
 * You have +15 MAX Spaceman HP.

PerkIcon_Doctor.png Doctor - You're here to help.

 * Your Spaceman HEALTH REGENERATES over time, up to 75 HP.
 * HEALTH SYRINGES heal other targets 25 ADDITIONAL HP.
 * You have a Med Kit you can throw down periodically which heals wounded Spacemen for 35 HP.
 * Your HEALTH SYRINGES cure anyone with a PARASITE TIMEBOMB.

Note: Monsters can use this profession to exit the health station at any time, even when detected.

PerkIcon_Janitor.png Janitor - You're all about getting the job done.

 * You start with a FIRE EXTINGUISHER but NO WEAPON.
 * The FIRE EXTINGUISHER can put out DANGEROUS FLAMES and deprive individuals of OXYGEN for a short time.
 * The FIRE EXTINGUISHER can STRANGULATE Monsters, causing their DISGUISE ENERGY to rapidly drain.
 * In SPACEMAN FORM, you WILL NOT TRIGGER AIRLOCKS but you can still be sucked out by them.
 * You instantly pick up DEBRIS by simply walking over it.
 * You walk 25% more faster when carrying TASK ITEMS.

Note: In Monster Form, SECURITY CAMERAS will ignore you.

PerkIcon_Cultist.png Cultist - You've pledged yourself to something bigger, and you love Space Milk.

 * As a Cultist, you always carry your trusty Space Milk.... until you drink it.
 * Upon drinking your Space Milk gear item, you become ELECTROLOCKED, receive temporary DAMAGE RESISTANCE, and then TELEPORT.
 * You will TELEPORT to a RANDOM location on the map with your new MAX (SPACEMAN) HEALTH set to whatever your CURRENT HEALTH was.
 * After TELEPORTING, you can no longer use your VOICE or TEXT CHAT and others can see this effect on you.
 * If you are the LAST SPACEMAN STANDING, you will receive a 2x DAMAGE AND SPEED BOOST.



PerkIcon_Soldier.png Soldier - You're in it for the hunt.

 * You start with an ASSAULT RIFLE, but have NO KEYCARD.
 * Your STIM PACK gear can be activated to temporarily INCREASE FIRE RATE.
 * Your ASSAULT RIFLES are now more accurate with HALF BULLET SPREAD.
 * The VIP KEYCARD perk will allow you to start with a SINGLE keycard.
 * You can not SEE or STEAL keycards from others.
 * You don't emit any PAIN GRUNTS.
 * STUN GRENADES blind you for half as long. This stacks with other flashbang mitigation effects.
 * You can not drop, use or pick up any GEAR ITEMS.



PerkIcon_Warden.png Warden - You like to keep the peace at the long end of your Stun Baton.

 * You start with a limited (four) use STUN BATON instead of a Handgun.
 * The Stun Baton ELECTROLOCKS individuals, preventing them from preforming most actions for a short duration of time.
 * Your keycard is shielded. The first time someone tries to steal your keycard, they get ELECTROLOCKED instead.
 * You can't be ELECTROLOCKED by anyone or anything.
 * You deal 10% MORE DAMAGE to Spacemen marked as SUSPECTS.



PerkIcon_Investigator.png Investigator - You like to piece together clues and solve crimes.

 * You start with a POCKET DETECTIVE, a device that provides detailed clues about almost anything you aim it at.
 * You can track MONSTER FOOTPRINTS.
 * You can track SUSPICIOUS SPACEMEN FOOTPRINTS, even those wearing Magnetic Boots
 * You can identify fake MONSTER DECOYS with ease.
 * You are notified when HALF of SPACEMEN have been killed.

Notes:


 * As Shapeshifter, you can detect magnetic boot footprints and cameras and sentries are highlighted.



Oxygen Filter - You like keeping air in your lungs.

 * You RECOVER OXYGEN 2x faster.
 * You are IMMUNE to being STRANGLED by FIRE EXTINGUISHERS.
 * PARASITES deal only HALF DAMAGE to you.

Note: As Shapeshifter, you can not be strangulated out of disguise energy.

Springy Step - You're all about moving forward.

 * In SPACEMAN FORM, you MOVE 15% FASTER.
 * You JUMP HIGHER in SPACEMAN FORM.
 * STACKS with other MOVEMENT BONUSES.



Welder - You like to repair, and you like to weld.

 * Start with a WELDER in your secondary slot.
 * The WELDER allows REPAIRING OF DOORS and SECURITY CAMERAS.
 * The WELDER allows you to WELD DOORS SHUT, requiring them to be DESTROYED TO BE OPENED.
 * You can see ALL DESTROYED OBJECTS on the OVERHEAD MAP.



Antibodies - You like keeping nasty things out of your body.

 * You are IMMUNE to the effects of the COLOURBLIND 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 NO DAMAGE or DEBUFFS from TOXIC CLOUDS.
 * You can't be ZOMBIFIED by a CORPSE LORD.
 * You can't be INFECTED by PARASITE TIMEBOMB.

Notes: As Shapeshifter, you are immune to antibodies poisoning and health syringes drain your disguise energy by 75 instead of forcing you to transform.

Magnetic Boots - You like keeping your feet on the ground.

 * You CAN'T BE SUCKED OUT OF AIRLOCKS, nor BLASTED OUT OF E.M.E.s while in SPACEMAN FORM.
 * You WILL take some damage from E.M.E BLASTS, however.
 * Your FOOTPRINTS are invisible to the MONSTER'S THERMAL FOOTPRINT VISION.
 * Reduced distance WHEN SHOVED (in SPACEMAN FORM.)
 * You deal DAMAGE to Monsters who grab you with the BURROW TRAP.
 * You take 5% LESS DAMAGE (in SPACEMAN FORM.)



Blast Shield - You can take a really big hit.

 * You have a visible BLAST SHIELD COLLAR when Blast Shield is active.
 * Upon taking LETHAL EXPLOSION DAMAGE, your BLAST SHIELD TRIGGERS, saving you from DEATH and leaving you at 10 HP.
 * You take NON-HEADSHOT DAMAGE from HEADSHOTS, while your BLAST SHIELD IS ACTIVE.



VIP Keycard - You've got an extra keycard and quite an impressive clearance level.

 * You start with TWO KEYCARDS, with independent cooldowns.
 * If your Keycard is stolen, you can still use your SPARE, but can't get a second one again.
 * As SHAPESHIFTER or SOLDIER, you start with a KEYCARD but no spare.
 * You can OVERRIDE LOCKED DOORS when you have a keycard available.



Brawny - You enjoy a good tussle, favouring your fists more than anything else.

 * Your PUNCHES deal 1 ADDITIONAL DAMAGE.
 * You PUNCH a bit faster.
 * You DEAL 2 DAMAGE to anyone you SHOVE.
 * You take 25y% less DAMAGE FROM ALL FORMS OF MELEE, including Monster Claws.
 * You can PUNCH BURROWED MONSTERS to reduce their Burrow Energy

Note: In Monster Form, you swing 10% FASTER.

Nimble - You're light on your feet.

 * Your FOOTSTEPS are MUCH QUIETER.
 * You don't trigger ACID BOMBS, VOID BOMBS or PARASITE EGGS.
 * TRIPMINES can not detect you at all in Spaceman FOrm.
 * NO THERMAL FOOTPRINTS (of any kind) left behind when crouchwalking.
 * INVESTIGATORS can not track your FOOTPRINTS when you're SUSPICIOUS or IN MONSTER FORM.



Objectives:
While on the job, there are objectives for you and your fellow Spacemen to complete before a shuttle can be hailed. If all Spacemen are killed or do not complete the objectives within the time window, the monster wins. There are five main objectives and three side objectives.

Main Objectives:
All these objectives have to be completed to fulfil the win conditions and to win the game as Spacemen.

Sealing Samples:
Samples may not always spawn in the same location and the amount of samples that have to be sealed will vary on sever to server, depending on the amount of players, with a full lobby (16 players), 26 samples (people also call these eggs) will spawn around the facility and will have to be sealed. Each sample awards 200 Employee Points when sealed. Sealing samples is a passive task, meaning once the process is started, the objective does the rest. Sealing all the samples is a part of the win condition.

Ejecting Samples via EME:
Once the samples have been sealed, they have to be ejected to orbit to be collected by a Company owned ship. Three Emergency Mass Ejectors will always spawn around the map, usually nearby landing pads and will award the player 150 Employee Points for each sample ejected. Ejecting all the samples is a part of the win condition.

Aligning Transmitters :
Aligning the Transmitters is the most time consuming task, with no way to speed up the process. All Transmitters have to be aligned before the Shuttle can be hailed. The transmitters are a passive task, meaning once the process is started, the objective does the rest. While a transmitter is in progress, the transmitter will have a yellow radar icon above it, which can be seen across the map. The monster can halt this progress by sabotaging a transmitter, in which a voice will play "Transmitter Offline" in proximity to the transmitter and a red radar symbol will appear above the transmitter, which can be seen across the map. This halts the Transmitter for 30 seconds before the Transmitter can be re-activated again. A Power Outage has the same effect, except the power has to be restored first before the transmitters can be re-activated and will not play the "Transmitter Offline" voice. The red radar icon will linger for a bit before disappearing, however, all transmitters can be seen using the map [M], even without a Map Scanner. Once a transmitter has finished its progress, it will appear as a blue icon on the map and will not display an icon above the transmitter itself. Activating a transmitter before a power outage or before the transmitter will award the player with 150 Employee Points, and when a player is re-activating a transmitter, the player will be awarded 50 Employee Points.

Getting onto the Shuttle:
Once the all objectives have been completed, a rescue shuttle will be called. Once the shuttle is called, the timer will be reset to 2 minutes. On the 1:30 minute mark, the shuttle will arrive at one of the three designated landing pads on the map. At the 1 minute mark, the shuttle doors will open and allow players to enter. At the 30 second mark, the pilot will make a boarding call. Once the timer is up, the pilot will seal the shuttle up and do a scan of the shuttle's interior. All Spacemen that pass through the scan, regardless if they're infected or not, will keep the scanner blue, however, once the scanner passes through the shapeshifter, the scanner will turn red. The pilot will not lift off if there is a living shapeshifter on board. Any players that are outside when the shuttle is sealed will be instantly killed. If the Spacemen get onto the shuttle, kill the monster in the shuttle, or the monster doesn't get on the shuttle, the spacemen will receive the 'Spacemen have Escaped' Victory.

Killing the Shapeshifter:
Killing the shapeshifter is a win condition that will result in a victory, regardless of the amount of tasks completed or time left as the shapeshifter has to survive to win. All Spacemen can be killed as long as the Shapeshifter does not survive.

Side Objectives:
These objectives are optional but recommended to do, does not affect win conditions.

Attending Tribunals:
Tribunals are a key part of Unfortunate Spacemen. Since the 1.3 update, if the shapeshifter's original colour is marked as suspicious, then the monster will receive a massive debuff, but if a spaceman is marked as suspicious, they will receive a debuff as well. By not entering the Tribunal Safe Zone long enough, or by not attending the tribunal at all, once the Tribunal ends, you are penalised and lose 450 Employee Points, however, by attending and voting (voting to skip is still voting), you will earn 250 Employee points.

Reporting Bodies:
When there is a shapeshifting alien within your facility, there are dead bodies bound to be found. Reporting a corpse awards the player with 200 Employee Points, the location of the corpse is shown on the map (accompanied by the colour of the corpse), The person will show up as dead during a tribunal, and if the shapeshifter is disguised as that corpse, will be marked suspicious while disguised as the dead person.

Ejecting boxes:
These boxes are filled with sensitive Company information which The Company can not allow those shapeshifting aliens to get their grubby hands on. By ejecting a box, the player is awarded 250 Employee Points. (Note: The appearance of the boxes will change depending on the season.)

Face Parasite Removal:
The Shapeshifter may plant parasitic eggs around the map that will latch onto your teammates' faces and will infect them (if they don't have antibodies). These parasites will fall off by themselves, but since you're there, why not help your teammates and shoot that parasite off? Shooting a parasite off one of your teammates' faces will award you 100 Employee Points and a happy Spaceman, which will surely pay off in the future, probably.

Syringes:
Sharing is caring and The Company knows this! While holding a syringe, you can see the health of your fellow Spacemen (and the disguised Shapeshifter) and instead of w̶a̶s̶t̶- using that syringe on yourself, why not help your fellow Spacemen out instead and top up their HP instead, especially if they have less HP than you, yes I'm looking at you... Steve. Injecting a fellow Spaceman will earn you 100 Employee Points and a pat on the back from The Company.

Unsealed Samples:
Unsealed samples will not have any icon above them but are visible on the map with a Map Scanner Equipped as a green egg that is not surrounded by a box.

Sealed Samples:
Sealed research samples have a green egg icon in a box above them, after picking up a research sample a green line with lead the player to the nearest EME (if crumb trailing is enabled in settings), where they will place the research samples inside. (as of update 1.2 "Make Your Mark" research samples are able to be sealed by ghosts)



Transmitters:
Transmitters, will not always have an icon, however, while one is moving into place, it will display a yellow radar icon, and if a radar is disabled, via monster turning off or power outage, the transmitter will show a red icon, unless if the transmitter has already moved into place, in that case no symbol will be shown and the screen attached to the transmitter will be a blue colour with the text "Uplink Established".



Generators:
During a power outage generators will have a red lightning bolt icon around them. Turning on a generator will make the lightning bolt turn blue, and after two generators are turned back on within a certain time frame, the power outage will end. Player's will need to split apart to turn on both generators however, if a player is the last spaceman alive only one generator needs to be turned on to restore power. It takes 45 seconds before a generator can be started. While there is no power outage, no icon is displayed.

Tribunals:
Despite not being a main objective, tribunals can be attended as they can be used to distinguish and discuss who the shapeshifter is. The Tribunal is shown on the map as a justice balance symbol.

Power weapons:
When a power weapon is spawning, the place that the power weapon is spawning in is shown as a filled-in orange AR with a question mark in the middle. If a player gets close enough to the power weapon canister, the weapon within the canister is shown above in a holographic image.

CCTV Alerts:
When a camera is pinged by the monster, a klaxon alarm can be heard by all players (getting louder and quieter depending on proximity to the pinging camera) and a red diamond symbol with an exclamation mark in the middle can be seen across the map and on the map.

Flare Alerts:
Similarly to the camera pings, when a flare gun is fired, a poisonous gas hazard symbol is shown and can be seen on the map by pressing [M](doesn't matter where the player is on the map), and a klaxon alarm is played to nearby players, however, the klaxon alarm have a shorter proximity than the CCTV Alerts and can not be seen across the map without checking the map.

Compass and Employee Points:
In the upper right, players can see the direction they are facing, relative to the facility, the total amount of employee points the player has gained in a match is also shown in the upper right. The player who earned the most points during that match gets "Employee of the month" (Which is basically MVP) at the end of the round. Points can also be used to purchase a weapon from the vending machine.

Vending Machines:
Vending machines only spawn in the Shapeshifter Gamemode. One vending machine spawns somewhere on the map, usually within the facility, and players can use their earned points to buy from the vending machine. The vending machine has limited stock and only allows one player to buy from the machine per round. Once a player has bought the weapon from the vending machine, the vending machine becomes non-interactable and displays a warning symbol with the text "Out of Stock". The vending machine also becomes non-interactable while a Tribunal is active or when the power is out, but does not state whether if the machine is out of stock or not. The amount of points required to purchase a weapon scales up with the amount of players in the server. The values given below are the prices for weapons when playing on a full and or nearly full 16 player server. The vending machine also has voice lines.

As of 1.3, three weapons can be bought from the vending machine:


 * Pump Shotgun - 2200 Employee Points (full lobby)
 * Railgun - 2500 Employee Points (full lobby)
 * Flamethrower - 2750 Employee Points (full lobby)
 * Revolver - 1250 Employee Points (Removed from the vending machine in the 1.3 update)



Spaceman Lore:
This section will dedicated to Spaceman related lore within the Unfortunate Spacemen Universe.



Lore



Facilities:


Please Note: This page is under construction by the Company's Crew and is estimated to be completed by XX10
(Credit to Miss Huntress, Crowxar, Mushroom, Eldfire, Cunnerr, Solo, CroProBro)