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Void Crew News

Patch + Seasonal Event: Winter Holiday Extravaganza!

Winter Holiday Seasonal Event
[p]
[/p][p]Greeting Ectypes![/p][p]To celebrate the Festive season, we’re bringing back the Winter Holiday seasonal event! This event was first introduced during Early Access - oh, time really does fly like a buffed up METEM ship! Throughout the event, Pilgrimages may generate an optional Priority Presents side objective. It appears at random (but often) whenever you jump into the Void, so keep an eye on the Astral Map![/p][p][/p][p]You have plenty of time - the event is planned to run until early January 2026![/p][p][/p][p]Psst... we are proud to have Void Crew nominated in \[Best Multiplayer Game] at Unity Awards.
Wanted to share thoughts on what the nomination means for our team (... plus recording bloopers ;-))
[/p][p]// Laurids (Game Design Lead) + Daniel (Creative Director)[/p][previewyoutube][/previewyoutube][p]- Unity Awards are decided by the players, and voting is still ongoing - if you want to help us boost the visibility of the game and spread the gospel of METEM you can do so by voting for the game here: [/p][p]https://awards.unity.com/vote/category/5[/p][p] [/p][h2]What is Priority Presents again?[/h2][p]In Priority Presents, Ectypes are tasked with blowing up a Barge Freighter that's been infringing on METEM's domain. Completing the Objective rewards Festive Gifts of METEM, which contain a collection of new (and returning) Winter Holiday cosmetics. The Festive Gift has maximum "duplicate protection," so it'll only reward things you don't already have, until you have everything it can offer! There's 43 (!) Winter Holiday items to collect this year (which also includes the stuff that was obtainable in previous versions of the event). Each objective gives you two gifts, so it shouldn't take too long to fill up your collection.[/p][p][/p][h3]It's back - it's S4NTA's Freighter![/h3][p]For those of you who just had a minor heart-attack at the prospect of needing to kill a Freighter, here's a few tips: The Missile Turrets located on top of the Freighter, are individually targetable. This means the Pilot can target lock them easily, making them easy prey for Gunner and B.R.A.I.N.s. Once the Missile Turrets are gone, the Freighter is much more manageable. Similar to the Comm Relays found in the Strike missions, you can also take out the Comm Dishes on the Freighter to prevent S4NT4 from summoning reinforcements.[/p][p] [/p][h2]Holiday Hub[/h2][p]It wouldn't feel complete if we didn't dress up METEM Command Hub for the occasion - complete with jingling bells, holographic snow and a festive get-up for "Steve the Ectype" himself.[/p][p][/p][p][/p][p]May RNGesus will bless your haul of Festive Gifts of METEM. If you are having issues, don't hesitate to share them with us on our Discord! [/p][p][/p][p][/p]
  • [p]Added cosmetics to Winter Holiday pool: 3 projections, 2 helmets, 1 shoulder set, 3 color schemes and 1 armor pattern[/p]
  • [p]Enabled Hub Winter Holiday theme[/p]
  • [p]Enabled Winter Holiday objective "Priority Presents"[/p]
  • [p]Exposed the cooldown timer of the forced player respawn[/p]
  • [p]Hid players platform icons in main HUD (can still be seen in the escape menu)[/p][p][/p]
[p][/p]
  • [p]Fixed issue where colliders would break and make the game become unplayable (including not being able to damage enemies) - Special thanks to Dragon and WildBCat for their extraordinary help![/p]
  • [p]Fixed issue with being able to fly into the Flame Matron boss[/p]
  • [p]Fixed issue with Desecration shrine interactions[/p]
  • [p]Fixed missing outline on animus crate construct button[/p]
  • [p]Fixed audio issue when exiting 3rd person view inside periscopes[/p]
  • [p]Fixed audio UI issue where ship selection buttons didn't play[/p]
  • [p]Fixed various minor errors[/p][p][/p]
[h3]Known issue[/h3]
  • [p]Values are occassionally not applied correctly from Dynamic mods. Dynamic mods are relics/homunculus that have an effect based on changing values such as biomass, number of circuit breakers flipped, etc.

    Potential workaround: Update the value it is based on, such as flipping a circuit breaker or fixing a defect.[/p]
[p][/p][p] [/p][p]Thanks to the community for helping us by reporting and reproducitng issues![/p][p]As always, if you are having issues, don't hesitate to share them with us on our Discord![/p][p][/p][p]Sincerely,[/p][p]//The Hutlihut Games Crew[/p][p][/p][p][/p]

Dev Thoughts on Void Crew's Multiplayer Design + Win Keys

[h2]Void Crew's Multiplayer Design[/h2][p]We received a nomination for Best Multiplayer Game at the Unity Awards 2025! This makes us extremely proud, but also made us think about how the heck we actually managed to land that nomination given the lineup of other games that served up excellent multiplayer this year.[/p][p]
- the Unity Awards are decided by the players, and voting is still ongoing - if you want to help us boost the visibility of the game and spread the gospel of METEM you can do so by voting for the game here: https://awards.unity.com/vote/category/5[/p][p] [/p][p]Our multiplayer design sits on the extreme end of the coop spectrum - What we wanted to do with Void Crew was to make a game where players genuinely feel like they are contributing to the success of the mission by successfully playing their role. Not simply a game where players are four copies of each other, helping each other by contributing the same thing towards a shared objective. We wanted to create a game where each player is given a niche of responsibility and allowed to shine and excel in that niche to the benefit of the rest of the crew.[/p][p][/p][p][/p][p]It’s the direct reason we didn’t add handguns to the game - the moment everyone has a gun, everyone starts thinking about problem solving using their gun. Even if you’re in a game with distributed roles, if you have a gun, you tend to think of yourself as someone who shoots that gun first and foremost. By removing the gun and leaving you with your bare hands, you’re forced to take a step back and start to consider your role and which tools you need for that role first.[/p][p][/p][p]This approach to coop also comes with a certain collection of caveats. We needed to design four separate niches that all feel satisfying and empowering to play - but we also needed to make it possible to enjoy the game without necessarily having all four niches filled while playing. This naturally led to the current state of the game where some roles are more mandatory than others - with Pilot and Scavenger being the two extreme outliers. It would be wonderful to have a solve in place where in the most extreme case you could play as a solo scavenger and everything ship-board was fully automated, but we opted for a model where the Scavenger class is more of a luxury option for larger crews, but also the class that has privilege of being the person to open all the treasure chests and breaking the news to the rest of the crew. Having a Scavenger on your crew might not be mandatory, but it’s always a luxury if you can afford the manpower.[/p][p][/p][p]The fact that success in the game relies on players figuring out and succeeding in their niche also contributes to making the game pretty hardcore - if you’re not the pilot, there’s some things you can do to compensate for a bad pilot, but ultimately THEY have to grow with the challenge. I’ve read a few comments comparing Void Crew to other roles-on-a-crew type games where we ended up being the hardcore variant. Probably because the game has quite a lot of systems, and figuring out how to exploit them is part of the discovery process - we are not as “hand-holdey” as we could be, but that’s also where the charm of “getting better” comes in. The game is stressful until it’s not, but the genuine sense of empowerment you end up with once you master the systems and know how to prioritize is awesome - especially when it happens across the whole crew. Going from stressed-out yelling at each to executing perfectly timed objective hit-and-runs is still exciting to me to this day.[/p][p] [/p][p]Coop also takes on an interesting aspect when you think about the failure scenarios. Failure has to be a shared responsibility - so the game mechanics that work well are the ones that string together cascade failures - multiple steps where the various roles COULD step in and save the day, but if no-one does so, the ship blows up. Bombers are a good example of this: Someone COULD shoot the HOLLOW Bomber before it fires, someone COULD have stocked the inventories with bullets for the KPD, someone COULD have kept the ship hull repaired, someone (often me) COULD have managed to dodge the homing projectiles… and so on. Placing blame should be a mandatory part of any METEM mission debrief, since it’s often everyone’s fault.[/p][p][/p][p][/p][p]All that to say that we are absolutely delighted by the reaction from players with whom the game resonated - it’s a stressful and emotional thing to build a game and put it in front of players… but when the game finds its audience, and those people suddenly start celebrating the experience they are presented with… that’s the best feeling in the world - knowing that we have created something that is generating meaningful experiences for others. Bringing people together in play. In my mind, the nomination must be reflecting this - you guys and gals enjoyed the game because it made you play together in a way that went just a little beyond what you normally experience - so from all of us at Hutlihut: THANK YOU for playing along![/p][p][/p][p]// Laurids Binderup[/p][p]Game Design Lead at Hutlihut Games[/p][p][/p][p]As mentioned above - the Unity Awards are decided by the players, and voting is still ongoing - you can help us out by voting for Void Crew here: [/p][h3]https://awards.unity.com/vote/category/5[/h3][h3] [/h3]
Giveaway
[h3]WIN 3x VOID CREW Steam keys + 3x Founder's Pack DLC![/h3][p]Voting for us is not a requirement for giveaway participation.[/p][p] Share this article with whatever friend or three of yours you'd want to play coop with style - Then you get them to:[/p][p][/p][p]1) Push that RATE UP button on this article, and[/p][p]2) add a comment with the words "METEM PRESERVE YOU" in this article's comments[/p][p][/p][p]... and we will draw and announce the winners on Friday 21. Nov at 21.00 CET![/p][p]Note: The winners will be announced here (as an edit to the article) so remember to check back in![/p][p][/p][p]EDIT:[/p][h2]
WINNERS[/h2][p]And the winners of the Void Crew STEAM keys ARE ... (Drumrolls please!):[/p]
  • [p]Cynnobin[/p]
  • [p]Twofoxich[/p]
  • [p]C.S. Fox[/p]
[p]And the winners of the Void Crew FOUNDERS PACK keys ARE ... (Another drumrolls please!):[/p]
  • [p]Keysmash666[/p]
  • [p]digi2k[/p]
  • [p]JadeDragon15[/p]
[p]Huge congrats to the winners from the Hutlihut team!

Important: For us to contact you, check friends invite so we can send you a steam code (you can remove us afterwards)![/p][p][/p][p][/p][p]Nooow get those friends onto Void Crew so you can blame 'em! Don't hesitate to share with us your experience on our Discord! [/p][p][/p][p]//Hutlihut Games Crew [/p][p] [/p]

Quality of Life [1.2.2] - Out Now (Thursday 23. Oct)

Quality of Life \[1.2.2] Out Now!
[p]Greetings Ectypes![/p][p]With this patch we aim to make QoL improvements and fix some of the most annoying player-reported issues.[/p][p]Thanks for the community for helping us out with these! If you're having issues, don't hesitate to share them with us on our Discord![/p][p][/p][p][/p][h2]The inertia-zone[/h2][p][/p][previewyoutube][/previewyoutube][p]The inertia zone is an exterior bubble projected tightly around the player ship. When you enter it, you're automatically tethered to the movement of the ship - allowing you to jetpack around the inertia zone without fear of being left behind... as long as you don't accidentally touch a thruster and get launched off into space of course.[/p][p][/p][p][/p][h2]Airlock Usability[/h2][p][/p][p]It's simple really: We made the Airlock doors interactive like the rest of the doors on the ship - this reduced the amount of buttons needed to operate the Airlock from 4 to 2! (Or just 1 if you don't touch the safety, but what's life without a little danger?).[/p][p][/p][p][/p][h3]General[/h3]
  • [p]\[Community] 'Make it possible to move around the hull without falling off/being left behind' - Added "Inertia-zone", extending around player ships to ease player connection with the ships velocity[/p]
  • [p]Added Ship Inertia Zone UI (The EVA hud now shows when you're inside the inertia zone)[/p]
  • [p]Adjusted Ship Thrusters push force. Increased their visibility with warning stripes and added emissiveness. Watch out for the Thrusters when you're in the inertia zone![/p]
  • [p]\[Community] More intuitive Airlock featuring direct-interaction-doors, and a simplified airlock panel with bigger buttons[/p]
  • [p]Airlock venting logic was revised and simplified[/p]
  • [p]Rift Wrecks can now occur in Pilgrimages (normally found in the Survivor game mode). Visit them before they warp out - their loot tables are very good[/p]
  • [p]Void Bombs can now spawn in at Desecration shrines[/p]
  • [p]Increased the chance of finding mounted guns in various Space Stations[/p]
  • [p]Hub quest door now opens quicker after selecting quest and ship[/p]
  • [p]Circuit Breaker flip-state are now correctly stored when saving game[/p]
[p][/p][h3]Optimization[/h3]
  • [p]\[Community] Striker performance pass (geometry, LOD, culling, less materials etc.)[/p]
  • [p]Fixed module occlusion issues (affect all ships)[/p]
  • [p]Added LODs to Fabricator (affect all ships)[/p]
[p][/p][h3]Controller UX Navigation Improvements:[/h3]
  • [p]Bottom of Fabrication and Inscription scroll view no longer wrap back to mode selection tab[/p]
  • [p]Added tech for navigating to an element by alignment when switching between element groups [/p]
  • [p]Cosmetic Panel navigation enhancements[/p]
  • [p]Reward Panel navigation enhancements[/p]
  • [p]Removed left/right navigation shortcuts pointing to tabs in Codex and Career panel [/p]
  • [p]Added cursor toggle keybind to controller keybind layouts[/p]
  • [p]Fixed no navigation area being active after building a blank animus crate and the tab is automatically changed to Inscription[/p]
[p][/p][h3]UX improvements[/h3]
  • [p]Added Tab-switching Keybinds next to tab ribbons [/p]
  • [p]\[Community] Improve create-room-flow (both consoles and Steam)[/p]
  • [p]\[Community]\[Steam] Interdiction achievement description updated to make it clear that it takes 10 interdictions and not a single one[/p]
  • [p]\[Community] Remove the "player-death flatline tone" when ship gets destroyed[/p]
  • [p]Updated hover info for the "Return to Hub" option in the Astral Map to make it clear that it also contains the save option[/p]
  • [p]Made Striker engine trims more easy to interact with[/p]
  • [p]Show Loadout characteristics on Loadout Challenge screen[/p]
  • [p]Now graphics settings are locked properly under the quality preset (except Custom)[/p]
  • [p]Visual Effect quality is now no longer reset based on quality preset after restarting the game [/p]
  • [p]Remove timestamps from event log[/p]
  • [p]Moved Player platform icon to only show in Escape menu[/p]
[h3][/h3][p][/p][p][/p]
  • [p]\[Community] Fixed stats not working from relics/homunculus[/p]
  • [p]\[Community] Pilot ability shields not working on Striker[/p]
  • [p]\[Community] Fixed Striker ARC shields letting damage through[/p]
  • [p]\[Community] Fixed other players being muted by default when joining a room[/p]
  • [p]\[Community] Fixed region ping visual bug ("Bad US Ping")[/p]
  • [p]\[Community] Fixed potential Black Screen on Joining Lobby Issue[/p]
  • [p]\[Community] Fixed LOD issue in one of the wrecks[/p]
  • [p]\[Community] Fixed external Striker grappling hook collision issue[/p]
  • [p]\[Community] Fixed kicked out of the ship in the boss encounter[/p]
  • [p]\[Community]\[Steam] Fixed character movement not disabled while in Menu[/p]
  • [p]\[UI] Fixed Hub Flow Markers missing in Hub[/p]
  • [p]\[Matchmaking] Fixed Join Code Button Breaking if you Scroll and then Close the Popup[/p]
  • [p]Fixed Frigate wrong colored lights (during powered down/void jump)[/p]
  • [p]Fixed Frigate blinding lights in some areas[/p]
  • [p]Fixed colliderpoints (for colliding with space geometry) for the Striker ship[/p]
  • [p]Fixed ammo Consumption Buff issues[/p]
  • [p]Removed Frost Boss arena asteroids which didn't affect the player ship[/p]
  • [p]Fixed Collector's Edition Jetpack receives no light / "arms" having inverted normals[/p]
  • [p]Fixed items clipping into Circuit Breakers (especially in in zero gravity)[/p]
  • [p]Fixed various collision issues on modules (items getting lost, etc)[/p]
  • [p]Fixed Pilgrimage Objective "tier 2" rewards not showing up after First Boss defeated[/p]
  • [p]Fixed Astral Map holograms using world space[/p]
  • [p]Fixed small gap in striker homunculus room where items could get lost[/p]
  • [p]Fixed Astral Map lightbulbs not aligned with light source[/p]
  • [p]Fixed interactionInfo trigger on one of the Relic Shrines in Striker (making it hard to read)[/p]
  • [p]Fixed Weapon Animus Crates not having correct rarity color on their icons when dropped in space[/p]
  • [p]Cleaned up Log Warnings[/p]
  • [p]Remove warning tape in Hub[/p][p][/p][p][/p]
[p]IMPORTANT: If you see things you believe is a bug, it will be helpful if you report it. Either on Steam - Bug reports >> or on our Discord (Channel: bug-reports)![/p][p][/p][h3]Known issues [/h3]
  • [p]Sometimes the Power Button on a Desecration Shrine is difficult to interact with and requires pointing at the button from an awkward angle[/p]
[p][/p][p] [/p][p]If you are having issues, don't hesitate to share them with us on our Discord!

Sincerely,
// The Hutlihut Games Crew

[/p]

Patch 1.2.1 - Out Now (Thursday 2. Oct)

Patch 1.2.1 Out Now!
[p]Greeting all Ectypes! With this patch we have aimed on fixing some of the most annoying issues (yes, we know more to fix... we are still working on that;-))[/p][p]Thanks for the community for helping us out with these! If you're having issues, don't hesitate to share them with us on our Discord!
[/p][p][/p]
  • [p]Matchmaking Terminal - \[Controller] Unable to Navigate Matchmaking Screen (many Rooms Listed).[/p]
  • [p]Players and items risk of flying through walls/ outside ship (due to holes in Striker Physics Colliders).[/p]
  • [p]Unable to Move After Using Chat.[/p]
  • [p]Controller scan and clear Target locks no longer overlap.[/p]
  • [p]Risk of ship collision with space objects/ structures such as wrecks etc. causing game instability.[/p]
  • [p]Player risk of negative XP (after joining modded lobby).[/p]
  • [p]Issues with Striker atmosphere, causing items to fly unwanted and players to die of no oxygen[/p]
  • [p]Striker periscope moved, so now possible to reach from the Striker seats.[/p]
  • [p]Void Charge lights Blinding in Striker and Destroyer.[/p]
  • [p]Remnant Mines doing no damage (now fully integrated with enemy scaling system).[/p]
  • [p]Perk unlocked items showing as learnable in UI, Fabricator/Tool tips (even though already learned).[/p][p][/p]
[p]IMPORTANT: We are working on fixing more things for an upcoming Patch 1.2.2. If you see things you believe is a bug, it will be helpful if you report it. Either on Steam - Bug reports >> or on our Discord (Channel: bug-reports)![/p][p][/p][h3]Known issues [/h3]
  • [p]Some relics don´t update stats, after loading save.[/p]
  • [p]US Ping - In some cases show "Ping 4000". Should be only visual bug (actual ping should be fine).[/p]
  • [p]Ship Temperature might get stuck or spike rapidly, if flying outside arena edge in Boss fight.[/p]
  • [p]Memory leaks is reduced. But still some memory leaks present, that we want to fix.[/p]
  • [p]Black screen have been substantially reduced. But, might still be occur in some edge cases[/p]
[p] [/p][p]New playership Striker out now - Read more about "Major Update Striker" here >>[/p][p][/p][p]Once again, if you are having issues, don't hesitate to share them with us on our Discord!

Sincerely,
// The Hutlihut Games Crew

[/p]

New Player SHIP - AVAILABLE NOW!

Void Crew Update 1.2.0: "STRIKER" IS HERE!
[p][/p][p]Greeting Ectypes! We are soooo excited to finally be able to bring you this update! [/p][p]Today’s update adds a bunch of sweet content to the game (NEW SHIP, METEM BE PRAISED!), as well as some balancing and lots of fixes.[/p][p][/p][h3]TL;DR[/h3]
  • [p]New player ship - STRIKER! - A new ship ideal for medium-size crews![/p]
  • [p]New Module: The Forcefield Airlock - No more fiddling with the airlock buttons, just walk outside (It's so easy you'll immediately realize you forgot to put on the jetpack!)[/p]
  • [p]New Orison Mk III - Level your Heavy Caliber gun to the max![/p]
  • [p]Other cool stuff - New Mutator, New Perks, Weapon Mods, and Ship Loadouts (Both standard and Challenge ones)![/p]
  • [p]Game balancing and bug fixing![/p]
[p][/p]
--- 1.2.0: STRIKER Changelist ---
[p][/p][previewyoutube][/previewyoutube][p][/p][h2]NEW FEATURES & MAJOR CHANGES[/h2][h3]New ship: **Striker-class ship**[/h3][h3][/h3][p]What more do you need? Go try it out![/p][p]If you want to know more about how it was made, then don't hesitate to check our article out now![/p][p][/p][h3]New Ship Loadouts[/h3][p][/p][p]With the new ship comes a bunch of new ship loadouts! Naturally, Striker gets variants of all the old loadouts - but in the process we couldn't help ourselves, and ended up adding several new loadouts!

1.2 features the following: [/p]
  • [p]Scout (regular)[/p]
  • [p]Heavy (regular)[/p]
  • [p]Scorpion (regular)[/p]
  • [p]Summoner (challenge)[/p]
  • [p]Artillery (challenge)[/p]
[p][/p][h3]New Unique Mods: [/h3][p][/p][p]Here's a few new unique mods to find and play with![/p]
  • [p]"Power Overwhelming" - Multiplicative buffs to damage and Fire Rate at the cost of increased Power Consumption[/p]
  • [p]"Power Underwhelming" - Greatly decreases Power Consumption in exchange for minor reductions across the core weapon stats[/p]
  • [p]"Howitzer Protocol" - A Huge 2x buff to Damage at the cost of reduced Accuracy and more Power Consumption[/p]
[p][/p][h3]Orison Mk III[/h3][p][/p][p]Orison Mk III added (now with alternating fire and more ammo slots)[/p][p][/p][h3]New Perks & Mutator[/h3][p][/p][p]We're introducing a handful of new perks - and a new mechanic where certain perks will buff other ship systems when you're seated aboard the ship. These also work for BRAIN Weapons, so they will benefit solo builds as well.[/p]
  • [p]New Engineer Perks: "Increase Ship Power Generation when seated" and "Buff all Weapons' Damage when seated"[/p]
  • [p]New Gunner Perk: "Reduced Weapon Heat Generation"[/p]
  • [p]New Pilot Perk: "Buff all Weapons' Accuracy when seated"[/p]
  • [p]New Scavenger Perk: “Unlock Forcefield Airlock”[/p]
  • [p]New Mutator: "Hold Still". This one is a fun challenge - debuffs all Weapon Accuracy in a scaling manner the faster the ship moves.[/p]
[p][/p][h3]New Airlock:[/h3][h3][/h3][p]This is a new Utility Module unlocked from the Scavenger Perk Tree. The Forcefield Airlock brings a lot more flexibility to those hit and run objectives! (Looking at you, Raid and Desecration). The dev team can't live without this anymore ... can you?[/p][p] [/p]
  • [p]Power Optimizer mods now reduce power more: Mk I: -2, Mk II: -3, Mk III: -4[/p]
  • [p]Accuracy stat can now impact the Recuser Beamcaster, UI modified respectively[/p]
  • [p]Made improvements to enemy projectile accuracy and ranges - they should no longer time out while still traveling towards their target[/p]
  • [p]Made Biomass Catalyst relic scale 50% slower[/p]
  • [p]Lowered the Temperature effects of Bio-reactive Stores relic, so they can be ALMOST kept in check by simply turning on the standard Life Support module. Increased the Biomass "safe zone" so it's easier to stay within[/p]
  • [p]Updated all Loadouts to have weapons and utility modules come pre-stocked with items![/p]
  • [p]Codex cleanup[/p]
  • [p]Ship Loadout Terminal UI Modified[/p]
  • [p]You can now open profile of players on Steam via Escape Menu[/p]
  • [p]Identical rewards are now stacked in Tally Screen[/p]
  • [p]Updates to the Ship selection UI[/p][p] [/p]
[p][/p][p]Additions / Improvements:[/p]
  • [p]\[PS5]\[Xbox] Added FOV slider on consoles[/p]
  • [p]\[Controller] Improvements to UI Navigation in:[/p]
    • [p]Fabricator[/p]
    • [p]Perk Trees[/p]
    • [p]Reward Tab[/p]
  • [p]\[Censoring]\[Steam] Ability to Turn off Text Censoring[/p]
  • [p]\[Community]\[Discord]\[Steam] Remove chat clutter ("Enemy X got killed" notifications in text chat)[/p]
[p]Bugfixes:[/p]
  • [p]Fixed Local Player HUD Showings Wrong Rank on Startup if you're under rank 30[/p]
  • [p]\[PS5] Fixed PS5 Players Unable to Reclaim Some Completed Achievements from before Progression Bug[/p]
  • [p]Fixed KPD ammo reload issue[/p]
  • [p]Fixed circuit breaker desync issue[/p]
  • [p]Fixed interactions breaking if player dies while picking up carryable[/p]
  • [p]Fixed syncing of emotes[/p]
  • [p]Fixed jumping audio[/p]
  • [p]\[Community] Memory leak fixes[/p]
  • [p]\[PS5] Fixes to post processing/black-screen issue[/p]
  • [p]Fixed region selection list non-scrollable with controller[/p]
  • [p]Fixed issue with collision under the Destroyer hull[/p]
  • [p]Fixed mutator display in tally screen[/p]
  • [p]Fixed remote player head rotation bug[/p]
  • [p]\[PS5] System Popup Spam When Using Chat with Keyboard Connected[/p]
  • [p]\[Community]\[Steam]\[SteamDeck] Steam Deck Cursor Mode Not Working Correctly[/p]
  • [p]Fixed gravity scoop enhancement affecting all modules[/p]
  • [p]Fixed automechanic enhancement affecting all modules[/p]
  • [p]Fixed priority targets selection with controller[/p]
  • [p]Fixed UI visuals on the first frame of entering the tally screen[/p]
  • [p]Fixed controller icon opacity for showing action progress[/p]
  • [p]Fixed ambush not completing if freighter gets insta-killed[/p]
  • [p]Fixed escape vector marker causing tooltip to sometimes not update[/p]
  • [p]Fixed controller navigation skipping scroll views in settings[/p]
  • [p]Temperature in Destroyer spawn room does not decrease if airlock gets opened.[/p]
[p]IMPORTANT: There are more things aim to fix in an upcoming Patch 1.2.1. If you see things you believe is a bug, it will be helpful if you report it. Either on Steam - Bug reports >> or on our Discord (Channel: bug-reports)![/p][p]Known issues:
[/p][p]Edit 25.09.2025[/p][p]After release, below unfortunate issue was discovered. We have it fixed internally, and now testing.
Hotfix will be released asap (pending testing to secure it is fully stable).  
[/p]
  • [p]Bug:  Matchmaking Terminal - Breaking issue when using Controller[/p]
    • [p]When using the controller (on any platform), if the Matchmaking Terminal list is long enough that it creates a scroll bar, and if there are private rooms present on the list, navigating to the bottom buttons breaks the navigation UI in the matchmaking menu[/p]
    • [p]Resulting in in players unable to join using the standard controller navigation.
      [/p]
    • [p]\[NB! Workaround]: Players are still able to join, using cursor (via virtual mouse - activated via down click left mouse stick)[/p]
[p]...[/p]
  • [p]Memory leaks is reduced. But still some memory leaks present, that we want to fix.[/p]
  • [p]Black screen have been substantially reduced. But, might still be occur in some edge cases[/p][p]
    Now what are you waiting for!? Go play! And don't hesitate to share with us your experience on our Discord![/p]
[p][/p][p] //Hutlihut Games Crew[/p][p][/p][p][/p]