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Void Crew News

Update INCOMING! New ship and Steam free-weekend!

[p]Today is a good day! Today we unveil content that will be released a week after our console release (console release is on the 4th of September)! That new content being A NEW PLAYERSHIP! Hurrah![/p][p][/p][p]But first, we also wanted to give new players a chance to try out Void Crew:[/p][p][/p]
Steam Free Weekend: 4-8th Sept
[p]Cancel whatever plans you already had, and get your motley crew together to play during this Steam FREE weekend (starting 19.00 cet)! Or seize the opportunity and seek out some new friends in the Void :)[/p][p][/p]
Update incoming 11th Sept Soon: New player ship!
[p]Without further ado, let's have a look at that new playable ship! We took the time to scribble down the design-thoughts that went into the creation of the Striker ship![/p][h3][/h3][hr][/hr][h3]Edit: Septemper 11th:[/h3][p]The console crossplay feature update introduced an annoying authentication-token timeout bug, which meant some players were experiencing lost progress. We prioritized getting a hotfix ready for this, which has caused certification delays for the 1.2 Striker Ship update.[/p][p]On a positive note: We'll bundle a handful of fixes into 1.2 - in particular we're fixing a number of memory leaks which were causing crashes. Since we have to go through re-certification no matter what, we could fast-track these fixes into the game. The good news is that certification has gone quickly so far.[/p][p]We greatly appreciate your patience, and how welcoming the community has been to the new cross-playing Ectypes.[/p][p]Read more here.[/p][hr][/hr][p][/p][p][/p][p]Devs hard at work to bring you this update![/p][p][/p][p] [/p][h2]Identifying new ship needs[/h2][p]We’ve been itching to make a new ship for a while now. Why? Because nothing says Void Crew like grabbing a couple of friends (or brave-souled strangers), blasting into the void, and watching everything go horribly wrong.[/p][p][/p][p]The Destroyer? Great for a full squad.[/p][p]The Frigate? Agile alternative for a small crew.[/p][p][/p][p]But we kept asking ourselves: What’s missing from the party?[/p][p][/p][p]We bumped up the player-cap to 6-player co-op not too long ago. That’s two full trios of chaos, one squad to man the ship and the other to make bad decisions. So naturally, we thought: “Shouldn’t we build a massive new ship to match?” The kind of ship with full sub-sections. Multiple floors. A dedicated panic room.. ?[/p][p]Instead, we found something more exciting: the missing link. A ship that fits right between the Frigate and the Destroyer. A fast, furious, beautifully compact bruiser designed specifically for that 3-4 (+/-) player chaos sweet spot.[/p][p]The answer, as it turns out, was “The Striker”. Not too big. Not too small. Enough room to plan a strategy, not enough room to avoid responsibility when it backfires. And all the learnings of the previous ships.[/p][p][/p][h2]Prototyping the Striker[/h2][p][/p][p]Once we knew the Striker was the ship we wanted to make, we had two big questions:[/p]
  1. [p]What should it do differently?[/p]
  2. [p]What should it look like?[/p]
[p]When designing the Striker, we saw an opportunity to crank up certain gameplay elements and create sharper contrast between the ships.[/p][p][/p][p]So we entered our backlog of dusty, forgotten, half-loved, and deeply cursed early darling-ship concepts.[/p][p]That’s where we found it. Deep down in the archives.
A sleek, curved, slightly absurd silhouette.[/p][p]A ship that looked… like a croissant?[/p][p][/p][p]And honestly? We fell in love.. and became hungry.[/p][p]That croissant-shaped design became our starting point - a design that screamed agility, precision, and possibly breakfast. It felt different from both existing ships. Compact, broad, aggressive, elegant in its own weird way. Let's try and roll with it ...[/p][p]The underlying "gameplay concept" (which defined the overall shape) of this ship was an interior triangular movement pattern. Seen from the top view, there are two big functional wings, and a forward command/pilot area. This way, players would be able to overlap each other as the distances between each area was close to equal distance for ~3 players.[/p][p]This sideway silhouette changes everything about how you mount weapons, move through the ship, pilot the ship itself, and pick your fights in comparison with the other ships' forward oriented shape. All things giving it its own vibe.[/p][p]We also saw an opportunity to address a recurring player challenge - a learning from earlier was, that players needing to EVA to fix something outside the ship could be inconvenient.[/p][p]So with the Striker, Ectypes can now move seamlessly from inside the ship to outside to repair breaches in one smooth, satisfying loop. No detaching yourself. Just pop out, patch up, and get back to yelling at your crewmates.[/p][p]What’s next then - building a rough prototype to establish our thesis on this being the correct direction for the ship and trying it in game. Get all the basic ship game mechanics in and greybox model the rough shape and outline of the Striker.[/p][p][/p][h2]Building the Striker[/h2][p]Once the prototype passed the “this won’t crash everything” test, we knew we had something. It was scoped, approved, blessed by our lead game designer, our creative director, and our 3D artist -  in a rare moment of perfect alignment, possibly caused by the alignment of the stars, caffeine, or both.[/p][p]With the greenlight in hand, we dove headfirst into the next phase: what does this thing actually look like?[/p][p]By now, we had a solid grasp of the ship’s size and purpose. We knew what systems it needed - engines, modules, rooms, and all the other delightful moving parts that make our ships tick. We’ve already got two established ships with distinct room layouts: pilot bridges, astral map zones, spawn rooms, central computers... you name it. So rather than reinvent the airlock, we cracked open Blender and got to work.[/p][p] [/p][p][/p][p]It all starts bare-bones - rough shapes, blunt tools, and a whole lot of trial and error. We bounced back and forth, adjusting and nudging rooms, placing modules, trying to make the interior layout click just right without warping the overall silhouette we were aiming for.[/p][p]The challenge? Making all the pieces fit, spatially and stylistically, without breaking the shape language that defines the Striker. Every tweak to the inside nudges the outside, and vice versa. So we began blocking in the exterior hull with broad strokes, producing the rough outline while refining the flow and physical logic of the interior.[/p][p]Think of it like building a house from the inside out, while the outer walls are still arguing with you.[/p][p]It’s not glamorous - but it’s where the ship becomes a ship.[/p][p][/p]
[p][/p][p]Of course, a clean 1:1 reuse of rooms was never really in the cards. The Striker’s proportions and layout demanded a bit more… persuasion. Areas like the Bridge, Astral Map, Spawn Room, and the main wing floors all had to be tweaked, reshaped, or reimagined to fit the new flow.[/p][p]We weren’t rebuilding from scratch - but we definitely had to break out the metaphorical crowbar more than once.[/p][p]Still, after enough iterations (and a few sacrificial placeholder walls), we reached a turning point: the interior started to click. Systems lined up, traversal made sense, and best of all - everything stayed within the bounds of the exterior hull we were aiming for. A snug, functional fit - like a well-packed crate of space-chaos.[/p][p]Once the interior was locked in and behaving itself, it was finally time to turn our attention outward - to start shaping the exterior into something more than just a functional shell. This was the detail pass: where broad block-outs gave way to bold shapes, signature elements, and the visual language that would push the Striker toward its final form.[/p][p][/p]
[p][/p][p]Once the model started to feel right in Blender - inside and out - it was time for the real test: dropping it into Unity to replace our first blocky prototype version. That’s where we find out if the thing we’ve lovingly cobbled together actually feels the way it’s supposed to.. or if it turns into a haunted origami puzzle.[/p][p]Some trial. A fair amount of error. A few fixes. And suddenly, things start clicking yet again.[/p][p]That’s when we knew we were close. Final detail passes began - touch-ups on both the Interior Striker and Exterior Striker - until we landed here:[/p][p][/p][h3]Interior:
[/h3][p][/p][h3]Exterior:
[/h3]
[p][/p][p]With the visuals finally in place, we could breathe for about five seconds. After we got good feedback from playtesters - then it was straight into the less glamorous, but absolutely essential work: optimization and bugfixing.[/p][p]That meant diving into LODs (Level of Detail models for the uninitiated), crafting shield visuals that actually fit the unique Striker silhouette, mutator effect shapes, and setting up colliders, inside and out, so players don’t end up phasing through the walls like confused ghosts (hint: Not ideal in space).[/p][p]It’s the part of the process where everything looks done.. but your dev brain knows you’re only just starting to polish.[/p][p][/p][h2]Final thoughts[/h2][p]We can fairly say this ship challenges pilots in a new way, and it's massive forward arsenal opens up for new strategies. And we are not gonna hide it ... this is clearly our new favorite ship! We can't wait to get it into your hands :)[/p][p]Here are some final renders of the Striker-class ship ingame.
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Don't hesitate to share with us your experience on our Discord! Until the next transmission…

//Hutlihut Games Crew

See you in the chaos – and as always…
[/p]

Chaotic co-op space game Void Crew will grow with a crossplay update very soon

If Starfield's focus on single-player or No Man's Sky expansive universe aren't for you, Void Crew is a game you need to try. Boasting a 'very positive' rating on Steam from more than 5,000 user reviews, it's a chaotic take on the space game that rewards quick thinking and teamwork. Your squads are about to get even bigger, too, as console ports and crossplay are now right around the corner. So no matter where your friends play, you can step out of that airlock together.


Read the rest of the story...


RELATED LINKS:

Co-op space roguelike Void Crew gets giant 1.0 update, and it's also on sale

Chaotic spaceship roguelite Void Crew is coming to 1.0 soon, so grab it cheap

Co-op roguelite Void Crew overhauled with new bosses and upgrades

Void Crew Console Release date!

[p]Without further ado, we are proud to share the upcoming console release date with everyone! Hurrah![/p][p]So when?[/p][p][/p]
Consoles drop on 4th of September (2025)!
[p][/p][p]Void Crew is officially coming to consoles with full cross-play support - XBOX S | X, PlayStation 5 and PC will be getting an update on the 4th of September![/p][p][/p][p]A big shoutout to Piktiv AB for handling the console porting — their work has been instrumental in bringing Void Crew to a whole new audience![/p][p][/p][p]Check out our announcement trailer![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]This release has been long in the making, and we can't wait to get more players into the game.[/p][p] Remember to join our Discord for more co-op and chaos!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games

[/p]

Void Crew on Consoles!? Hutlihut - Space Log #17: ...

Okay, today we'll cover two things - some exciting news, and some post mortem thoughts on the making of the Void Harbinger bomb!

First the exciting sneak peek news:

Big news, Ectypes — we’re expanding!

Void Crew is officially coming to consoles - XBOX S / X and PlayStation 5 - and we’re bringing full cross-platform support with us. That’s right: soon you’ll be able to team up with your friends no matter where they play - and fail gloriously together!
Get ready to explore, fight, and survive together across PC and consoles later this year!

---


Now that you know you'll be able to have explosive fun with your console buddies, I thought I'd share a few things on a feature we were unsure how people would react to. Yes.
The high-chance-of-self-destruction Void Harbinger 'Nuke'. Yes, that thing.

In addition to the below "making of", here's a video of the devs talking about the nuke (and other explosive stuff!)

[previewyoutube][/previewyoutube]

Making of the Void Harbinger "Nuke"

With the development of the Payload Launcher, we needed stuff to fire: Payload items. Naturally the default selection was Medium Missiles and Heavy Torpedos, but we wanted to have some more specialized ones as well. This gave birth to the Cluster Missile to deal with swarms, and we knew we needed something in the other end of the spectrum - a "clear-the-level" kinda deal.

So let's just go wild!? What is the biggest warhead we can think of?

[h2]A big boom[/h2]

Well, a nuke isn't something new to video games, and there are some really well executed variants out there. But having a nuke in space does have the odd side effect of not being affected by things like gravity and heat rising upwards. So that made the iconic mushroom cloud hard to pull off (we did try a simple version... and as expected, didn't work).

Without relying on the shape itself, we had to break it further down. What makes a "big boom"?

First off, of course, we'd need a big ball of glowy death that kills more or less anything inside. Check. Done. Let's test gameplay. Okay, the odds of self-destruction using one of these babies is pretty high. Yes, we decided to keep the ability for it to damage the player ship (friendly fire is disabled normally). If you were going to fire off a Nuke, any sane person would know to GET TO A SAFE DISTANCE! That and we found it funny that the target you set would probably be chasing you while your Nuke was in transit... We've seen a few streamers panicking when they realize this! Oh, the joy *tear *.

So we nailed a giant spherical death bubble. But it didn't feel like a nuke. Yes we made it yellow to begin with, and people got the association, but it was just over too fast, it didn't have that satisfying punch to it.

[h2]Adding layers[/h2]

So studying further the anatomy of big bombs, it became apparent we needed layers of events. Small bombs usually have complex and fast effects, while bombs this size would have slow moving bits to help give the illusion of scale.

We ended up doing several prototypes, and found that initial bubble, followed by a shockwave and debris some delay afterwards, and rounded off with a nice dissolve. We agreed the extended duration made it scratch that itch, but at this time it was still a pure white/yellow-ish bubble.

[h2]To be Nuke or to be... Void Nuke?[/h2]

Then came the intense discussion. What if... we made it into something a bit aligned with our lore? What if instead of an atom bomb, we made a... Void bomb!? We changed the color of the sphere and now it didn't really feel like anything - it wasn't a nuke anymore, and the flatness was just not clear. We agreed to give it a try with some texture work, tying it with the visuals from the Void Tunnel and see if that would work. We spent some time tuning the emission to allow some details to surface in the center of the sphere and added some details... and voilà, this helped give it that little nudge towards being its own thing.

We also wanted to make sure whoever picked it up would understand that is was different. We opted for something that was a bit torpedo-is to keep the visual language, and added icons to help show it was different. But it wasn't enough, we felt. So now that we had settled on the Void-tech concept, we thought it would be fun to make it feel like a hot potato and give damage to whoever carried it! (Personally, I wanted everyone in vicinity to take damage, buuuut in retrospective I'm glad someone convinced me otherwise...)

[h2]Final touches[/h2]
(^ I just really like this gif... STILL... it's 'mind blowing'...)
Nothing's really done unless it has sound. For the audio, it is conceptually mixed - true, in space it wouldn't make any sound at all, but that would be very 'meh', and we here for good fun, after all.

So assuming it is audible, it would make sense theoretically if the sound was first audible only when the shockwave reaches the player, but in order to give player the gameplay feedback that it exploded, the initial part of the sound plays at the exact same moment when the explosion starts.

The sound starts with a deep, boomy explosion, consisting of many layers coming from various recordings of bombs, fuel igniting and synthetic elements.

Then, when visually the player is blasted with all the space debris and dust coming with the shockwave, the sound transitions into a chaotic rumble - things whipping past, and reality distorted around us. The idea we wanted to portray here was hearing the wrath of the Void being unleashed with that bomb.

With the magic of sound and application of well timed camera shakes, it became what it is today - something that has delighted players who have been favored by METEM and come across one of these beautifully dangerous things.

There is no video or gif that can replace how it feels ingame, so if you haven't already tried it - now's the time!



Remember to join our Discord for more co-op and chaos!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games

Patch 1.1.2 - Out Now (Monday 28. April)



Patch 1.1.2 Out Now - Below fixes verified and addressed.

While we were at it, we thought we should do another round of fixes and balancing! 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!


[h2]Issues Addressed[/h2]
  • Balancing: Modules and Weapons can now drop from enemies in regular Pilgrimage and appear as normal objective rewards
  • Bugfix: Game crashing if a player uses Clap emote and then sits in any seat
  • Bugfix: Fabricator exploit allowing for infinite Alloys with two or more players
  • Bugfix: Fabricator processing speed not increasing with upgrades
  • Bugfix: Issues with changing settings with Controller
  • Bugfix: Reclaimer Timer being stuck with previous Sector's remaining time when Void Jumping into a new sector
  • Bugfix: "Legendary Kit" achievement being unlocked with 2 legendary mods instead of 3
  • Bugfix: Ambush objective succeeding even if the Remnant Freighter manages to jump out
  • Bugfix: Perk "Suit Enhancement" Level 5 having inverted values
  • Bugfix: Batteries not saving with Save Session when in central computer recharge sockets
  • Bugfix: Build boxes placed in build sockets not saving with Save Session
  • Bugfix: Items placed in Frigate Bridge shelves not saving with Save Session
  • Bugfix: Weapon build boxes placed in Gravity Scoop causing issues after loading a Saved Session
Note: Saved Sessions created prior to the 1.1.2 patch will not have the above save-session related issues fixed.

Once again, if you are having issues, don't hesitate to share them with us on our Discord!

Sincerely,
// The Hutlihut Games Crew