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Update 4 - Roguelite Endless Mode - Out Now!

It's here. Praise METEM. Right on top of the Actu Gaming French Direct!

Without further ado, here's Update 4, including the Roguelite Endless Mode we've been excited to share with you, along with new perks and abilities! And a seriously long list of bug fixes... (see below)

Again Special Thanks to the Void Crew community for all their feedback! Here’s a recap of the big headlines, in a 'new player' friendly video:

[previewyoutube][/previewyoutube]



Roguelite Endless mode!



What is more to say? Go try it out!

Getting Endless to work required a lot of work, including rework of the Astral map to show various stages and rewards during an endless run, while still being compatible with the standard pilgrimages.

We also wanted to give players tangible rewards after each objective, so players would get some power progression at least... but time your exit if you want to grab that delicious Void Jumping Supply Drop! And you better not forget it, cause those enemies will keep coming and they keep getting more nasty! Even Proximity mines won't go down with one shot after a few jumps...

And if that wasn't all, endless mode supports stacking of twists in a single sector! Combined with dynamic support of changing solar system in an Endless run means you'll never be quite sure of what will come your way...

And it wouldn't be a Roguelite if we didn't make sure you'd have to adapt your strategy for every run... so your fabrication options will be limited! But we are sure you'll make the best of it. Or die trying. Probably the latter.

[h2]Leveling Revamp[/h2]


We've kept the 'capped' 30 ranks, and named those Ascension Ranks: Basically finite levels of worthiness of METEM. The purpose of Ascension ranks is to ease players in, unlocking content as they progress.

But how do you show off how cool you reaaaally are? That's where the infinite METEM Favor Levels come in! After capping your Ascension Rank, you start earning Favor Levels. Now you can truly show who should be the Captain...

And don't forget: Each rank up - for both types - grants you a cosmetic box. Milestone ranks grant higher tiers of cosmetics boxes - with improved duplicate protection!

[h2]Perks and Abilities[/h2]

First things first - we had to change how Gene Points work - They are now finite, and you get one per Ascension Rank.

IMPORTANT! What about all your hard-earned Gene Points? Worry not - Your collected Gene Points will be converted into generous XP - you can claim those XP in the Personal Loadout Terminal!

Secondly, we love the idea of multi-speccing, so now you can spend points in all classes. You can spec deep or broad it is all up to you!

Thirdly, there are now THREE types of things you can invest your gene points into: Perks, Blueprints and Abilities. Lets see what each class is offered:

[h3]The Gunner[/h3]
The Gunner gets access to perks that buff their ability to damage whoever stands in your way. And you'll need it! But of course, choice will have to be made: Do you opt for Energy damage? Kinetic? Or a lower but shared damage buff. Range? Firerate? Accuracy?

The blueprint available to the gunner is higher tier weapon mods, otherwise unavailable in Endless mode.

The Gunner's special ability is their Empower Weapon, which deals super-effective damage no matter the type of armor or shield the enemy has!

[h3]The Pilot[/h3]
The Pilot tree perks buff their ability to maneuver their ship, but also ability to charge void drive faster, longer lasting Thruster Boosts and more resilient shields to keep the ship intact for as long as it takes!

The Pilot gets blueprint access to a module which grants additional Thruster Boosts! Of course you'll have to convince your crew that is a sane investment...

The Pilot's special ability is their Empower Ship, which almost instantly gain omnidirectional protection... great for when you get into a tight spot!

[h3]The Engineer[/h3]
The Engineer has some interesting perks, like the Magnetic Boots, limiting floating up into the air on ship power loss and be less affected by that pilot who pulls the Void Lever prematurely... yeah you know that person!

The Engineer gets the blueprint which allows fabricating the very expensive Ship System Upgrader... a very lucrative item indeed for those seeking higher tier modules...

Is the Ship falling apart again? Well, the Engineer will save you with their Repair Instinct that makes them run faster and instantly repair stuff!

[h3]The Scavenger[/h3]
Of course the Scavenger gets perks suited for exploration and for those long-walks in EVA. One team favorite is the Long Throw perk, allowing charging up to throw that valuable loot back to the ship.

The Scavenger gets the blueprint to fabricate the Oxygenated Blood Pack, a tiiiiiny syringe-like item which grants additional oxygen and health on those long space walks. And it is okay to share too!

But where the Scavenger really shines is their fancy new Grappling Hook, making them the fastest Ectype out there...


Whatever your choice, we are sure you'll have a better chance of surviving with than without!


[h2]All the other (important) stuff![/h2]

[h3]Immersive Vivox Voice Chat[/h3]
[previewyoutube][/previewyoutube]
This takes immersion to a new level. The Pilot talks through speakers around ship, EVA'ing Ectypes talk through “radio with static noise effect”, and voice is manipulated based on proximity to source. Of course it comes with the option to disable in the settings if you aren't into immersion and stuff.

[h3]Co-op drama[/h3]

These things just add up (in a good way). Here's a simple overview of what to look out for:
  • Salute with gesture and voice to praise METEM!
  • Due to various reported airlock accidents occurring on METEM ships, High Command decided to re-direct the suits built-in C02 exhausts to eject with body movement, resulting in natural forward movement when Ectypes are in No Gravity Zones, like space: what we call, "Space Swimming". Losing power and engaging Void Jump will make your ship a No Gravity Zone, so careful now!
  • Tactile hands shows animations when repairing defects
  • Player core animations have received an overhaul
  • Inverse Kinematic driven hands have been implemented (to show carryables in hands)

[h3]Controller support (BETA)[/h3]

We thought we get it out there sooner than later, so try out our Beta version and give us feedback on our Discord!

[h3]Volumetric lights[/h3]

Mmmmm... so pretty! God rays, moody interiors and unexplained light sources is all we are saying.

[h3]New Cosmetics[/h3]

A few more cosmetics for the fashionable Ectype, including a 'winged' chestpiece, patterns and colorful... ehm... colors.



[h2]Community - QoL, Balancing and Tweaks[/h2]



  • Esc-menu updated with new functionality for muting/kicking etc
  • All damage values are (visually) increased
  • Large numbers have “comma separation”
  • Twinkle effect on carryables in space position tweaked
  • UI markers size reduction
  • Improved sound when involuntarily dropping carried objects
  • Added (color) variation to data shards
  • Jump signatures are now faction colored
  • Made character jumping feel better
  • Adjustments to KPD - includes a guiding laser and is able to target proximity mines
  • Added support for Misophonia (disabling of uncomfortable sounds for some players)
  • HOLLOW Reclaimer now comes with intimidating sounds
  • Shield absorption now shown in pilot HUD and shield module screen
  • Deconstruction enabled in all loadouts
  • Improved collision in a lot of places (to accommodate the grappling hook); Note: Still some work left
  • Central Computer Core switch changed to “hold to turn” instead of click
  • Player ship shield visibility tuned up
  • Life Support now supports exterior “oxygen refill”
  • Sitting in chairs/sarcograph now consistently requires hold F
  • Update to the way the rewards are being dealt to players (including graphics/icons)
  • Update to Cryptic UI visuals
  • Projections now support stackable animations (some projections now behave a bit differently)
  • [SOLO] Twists (asteroid / scorching pulse) now adapt to player count
  • [SOLO] Frostmorph nerfed to allow more player ship movement (allowing alignment of BRAINS and longer duration before freezing)
  • Protect rebalanced a bit (harder), and will now aggro enemies in more sticky manner
  • Download station health reduced (harder), duration lowered 1 minute
  • Repairs keycombo scales based on defect stage
  • Jump feeling improved
  • New variant of the Download objective
  • New variant of the Raid objective
  • New sub-randomization for wreck interiors/exteriors
  • HOLLOW Prism: Rebalanced various nodes and activation steps
  • REMNANT Comm Relay: Rebalanced turret placement and health
  • Litany miniguns reloading rebalanced (in particular for MkII and MkIII)
  • Added total XP counter to tally xp bar
  • Added platform icon collection
  • Added keybind control image on ESC menu
  • UX: Hold F to committing actions like being seated in chairs
  • Added confirmation popups main menu and quit game button
  • Removed Stealth Destroyers in Priority Targets optional objective
  • Added Quality Settings
  • Removed various unused rendering options
  • Various LODs added
  • Wreck markers updated
  • HOLLOW Destroyer fires a barrage of homing missiles and has just become very evil
  • Updated HOLLOW missiles look (used by HOLLOW Destroyer and HOLLOW Heavy Fighter)
  • Moved the rear-mounted B.R.A.I.N. to port side, and scoop closer to the shelves in the Lone Sentry (Loadout)
  • Gravity scoop attraction angles and pull speed tweaked
  • Interdiction reinforcements rebalanced, and lowered amount based on player count.
  • Rebalanced XP rewards
  • Ported old UI to new UI system
  • Enabled motion vectors support for TAA
  • Player ships split up, materials merged together and tris reduced
  • Minor occlusion added to Frigate ship
  • Sun particles added/adjusted

[h3]Localization[/h3]
BETA support for Simplified Chinese and Russian added.

  • Fixed enemies ability to target the Download Dish
  • Fixed KPD misaligned socket graphics and bullet particles
  • Fixed Frigate side shield not working
  • Fixed battery charger
  • Fixed upgrading the modules while the ship is moving
  • Fixed dropping item sound issue heard by all players
  • Fixed HOLLOW Destroyer movement
  • Fixed Weapon control stopped working
  • Fixed Fabricator not showing craftables
  • Fixed Airlock doors sound
  • Fixed audio issue for first time spawn
  • Fixed player kicking issue
  • Fixed floating lootboxes in METEM wrecks
  • Fixed Power Generator enhancement was applying effect twice
  • Fixed player camera positioning
  • Fixed auto station turret
  • Fixed Logbook cannot be opened through escape menu
  • Fixed moving while starting cryptic issue
  • Fixed starting jetpack movement
  • Fixed enemy shield issue on remote clients
  • Fixed prism nodes activating inside geometry
  • Fixed microwreck chests get stuck in geometry
  • Fixed to exclude invulnerable AND shield nodes
  • Fixed Players no longer get unintended markers on them
  • Fixed Jetpack foldout animation and effects re-added
  • Fixed elusive bug where enemy explosions would be offset for remotes
  • Fixed Frostmorphs will no longer attack Download Bases or Protect Ships
  • Fixed Vivox / fmod stability issues
  • Fixed HOLLOW Reclaimer getting stuck
  • Fixed remote not finishing void jump if master pulls
  • Fixed oneshotting enemies will now aggro nearby enemies
  • Fixed mission properly cancel for remotes
  • Fixed Shield nodes teleporting
  • Fixed issue where Destroyer engine area would be powered off for remotes
  • Fixed elusive over-brightness and "pink asteroids" issue
  • Fixed thruster booster icon duration in UI
  • Fixed 0 firerate on weapons error
  • Fixed Thruster Booster buttons audio only playing once
  • Fixed players being stuck in printing queue
  • Fixed player in weapon chair
  • Fixed players t-posing issue
  • Fixed ship hull not showing 0% when getting destroyed
  • Fixed character skin weights
  • Fixed hull breach decal order
  • Fixed double cryptics on hull breaches
  • Fixed rewards disappearing after switching difficulty on Pilgrimage quests
  • Fixed Tutorial not being forced private
  • Fixed Repair plate foldout animation
  • Fixed ship repulsion and player kill triggers on a series of enemies
  • Fixed UI player rendering occurring when not in use
  • Fixed legacy camera rendering in death scene
  • Fixed various audio bugs and volume tweaks
  • Fixed various fixes to dynamic joining and host migration, including homunculus desync
  • Fixed various input issues
  • Fixed various geometry issues in wrecks
  • Fixed various geometry issues on player ships
  • Fixed various localization issues
  • Fixed various context infos
  • Fixed various font and UI issues


Inevitable there will be a few improvements needed in the next weeks with this big of an update, so we'll dedicate some time if need be. So if you find something don't hesitate and share with us on our Discord!

Either way, we are already very excited for the next update, but we won't spoil too much at this time...

Roguelite Endless Mode - Update 4

We are releasing Update 4, the biggest, most curated and most game-changing Update for Void Crew so far! As in ... veeeery shortly! You can hold your breath! *

* For medical reasons, don't actually hold your breath.



Here’s a sneak preview of what’s to come, but as already disclosed in the recent Spacelog, Update 4 contains a TON of new stuff!

So in short, what exactly is coming? Here's a small teaser video:

[previewyoutube][/previewyoutube]

[h2]Roguelite Endless Mode[/h2]
^Serene GIF to prepare you and your crew for impending doom...

Yes, we can't stop saying this enough. This means the adventure DOES NOT RESET until you decide to (to cash in XP) ... or you get yourself into too much trouble!

We wanted players to try it out so badly, we allowed a select few from the community to have a go at an early version (bugs and all!) - here's what they said:
Originally posted by Players
"Endless mode is a lot of fun and it was cool to see what was around every corner."

"The new endless mode is very fun! It's a bit difficult at the start with the lack of perks*, but getting longer and longer runs gives a good sense of progression."

"Really digging this new endless mode as well. Really excited for the full release of Update 4. Keep up the good work!"

This includes things like ever increasing enemy difficulty, objective specific rewards that scale based on the challenge of selected objective and so on ... We can't wait to have everyone try it out!

* New accounts were used to also evaluate the new leveling experience

[h2]Ectype Perks and Ability[/h2]
^ Soo many options!

So here it is - the first batch of player perks, along with a unique ability for each Ectype role! Lots of perks to enhance your playstyle, and mix between the different trees as you like. But, the true identifier is which ability you will pick:

Gunner: Empower weapon to deal super-effective damage no matter the type of armor or shield the enemy has!

Engineer: Ship falling apart again? Channel your Repair Instinct to run faster and instantly repair stuff!

Pilot: Empower Ship to instantly gain omnidirectional protection ... great for when you get into a tight spot!

Scavenger: Grappling Hook your way around town like nobody's bu .... ehm ... Tarzan(?)

One player expressed this:
Originally posted by Player
"The new abilities are awesome as well, making each class feel even more their own while also allowing for that little bit of overlap. [...] I think you nailed the new system and I look forward to seeing the missing perks."

[h2]What else?[/h2]
Did we mention we've fixed over ~255 issues? Yes, we are still in EA and there will be bugs, but we acknowledge that bugs do diminish the overall experience and we can't have that!

Also ... We admit it. Again. We can't help it! We miiight have gotten a bit ambitious here. We thought it would be better to get these features into the hands of players sooner than later, so here's a bunch of headlines of included stuff:

  • New finite Ascension Ranks and infinite Metem Favor ranks
  • Various new Social features (Salute, Tactile hands, Animations & IK, etc)
  • New Immersive Voice Chat
  • New Controller support (BETA)
  • New support for Simplified Chinese (BETA)
  • New support for Russian (BETA)
  • Various UX and QoL fixes - thanks Community!


Stay tuned for the FULL LIST of changes and bug fixes in the Update article we release on the day of the update.

Join our Discord for more news, and don’t forget to tune in to read the full changelog.

Sincerely,
Hutlihut Games Crew



Hutlihut Talks - Vlog #4 - Designing of Void Crew

Hey ectypes,

As you all know, the whole team is busy, working hard on Update 4 (read more about this in our Space Log #6: Incoming - Roguelite Endless Mode and more!). But of course, that won't prevent us from bringing the word of METEM out there!

V for Void Crew, and METEM Preserve You!

[h2]Talk @Nordic Game Jam - Designing of Void Crew
[/h2]This weekend the Nordic Game Jam 2024 is taking place in Copenhagen. Hutlihut Games is proud part of the sponsors of the event! We feel it's important to be part of the community and help lifting indie games, devs and creators.

As part of the Nordic Game Jam 2024, our Creative Director Daniel Windfeld hosted a talk about Void Crew and the process of designing the game and bringing it to life.



We recommend watching the talk! The main points:
  • Hear about the original inspirations for Void Crew.
  • Watch gameplay footage from early stages of the game (alpha)!
  • Go through the initial design decisions: the pillars of Void Crew (Coop - Tactile Mechanics - Epic Space Battles)
  • Learn more about how the game evolved, and the thought process behind the changes that were made.
  • Hear lessons learned through the process of building the game, from Daniel.


You can watch the full talk here:
[previewyoutube][/previewyoutube]



Stay tuned to our social medias for smaller snippets and highlights in the coming days!
And of course, join our Discord to interact with the community and with the team, see some sneak peeks, and more!


[h2]METEM preserve you![/h2]


Always be scooping,
The Hutlihut team

Hutlihut - Space Log #6: Incoming - Roguelite Endless Mode and more!

[h2]Hello Ectypes![/h2]

Today the triple-i initiative starts, where we, as a small independent studio, have been honored to part of their showcase! So check it out here!

With that, I thought I’d share a few words on the state of things, taking a breather from trenches we are currently in, churning away at a very exciting update 4!

We acknowledge Update 3 was a stepping stone update with some compromises we weren’t proud of, but it did move us closer to our three goals.

So what are those three goals? I’ve been itching to share, so let’s go over them - here’s a few words on the three biggest topics we are bringing to the next big update (in addition to all the in between stuff, of course)

1. Roguelite Endless Mode


It’s been teased previously, but after an internal play session yesterday I can just say … wow - it just clicked (well, someone else said it, but I agree!). True, there’s much work left, and the following updates will definitely include more work. It’s taken us some time to get here, and being a small studio and all, we've been a bit hesitant to just jump in with both feet ... until now.

But as the community already has vocalized: This is what the game has been missing. So thank you for helping us make what feels like the right choice.

Note: We may discontinue the “old” pilgrimages and the concept of unlocking blueprints in the fabricator (via Player Ranks that is), but for update 4 we will support both the new and old experience, even if the old is relatively “limited” in comparison. The final decision will of course depend on the reception (For example: Is everyone just playing the Endless now?)

The endless run will likely have a disclaimer in line with:

DISCLAIMER: 

This is an Early Access Experimental Game mode!

For each jump, the difficulty increases, as do the rewards.

Your Rank Unlocks are NOT used in this mode. Instead, you start with a preset in addition to your chosen starting ship.

How far can your crew get?
Also, after completing an objective in the Endless mode, you get a care packge with goodies of your choosing!

2. Perks & Roles

Another topic on our most wanted list has been making the characters feel more unique, each with their own ability and customized perk selection for some meta game madness.



So the next big update will include 4 new “active” abilities and the first array of perks, one column for each role (Engineer, Gunner, Pilot, Scavenger). Now the sweet thing here is players can multi-spec perks, so no need to stick to one column! So do you specialize down one tree, or go wide to become jack of all trades?

And my favorite Ectype ability so far - the Scavenger's GRAPPLING HOOK!



3. Social drama


As mentioned in my previous blog, there is the very important social aspect. We’ve already sneak peaked on a few things - including the Ectype-C02-Panic-Exhaust, allowing Ectypes to move slightly when panic occurs in vacuum, more tactile feeling with repair hands ingame, and the dear Salute to praise METEM ... or even getting those flappy ectype arms to behave with Inverse Kinematics!



But, today I’d like to reveal another one of our “immersion” social features we’ve been working on: "ingame contextual voice alteration" (in lack of an official name yet!). Of course still some work left, but here's a video snippet LINK. (Disclaimer: Though this might not be for update 4)

[previewyoutube][/previewyoutube]

[h2]Closing words[/h2]
To close off, we will take our time to ensure we have more time to test and bugfix. It’s Early Access, yes, but we’ve found that people’s tolerance varies a lot - and all we want to do - duh - is give our players the best possible experience. Don't worry - Update 4 is coming very soon, and we can't wait to get it in your hands!

Don't forget to comment, like and head over to our discord and share your ideas in the Feedback channel :)

Until the next rambling ...

// Daniel, Creative Director
Hutlihut Games

Void Crew has been nominated in the Danish Game Awards (Spilprisen 2024)!

Exciting news, ectypes!

Void Crew has received two nominations in the Danish Game Award: Spilprisen 2024, an award created as a tribute to Danish-developed videogames.

We’re nominated for the Best Debut and Best Game Design categories!

Regardless of the outcome, being nominated is definitely a boost of motivation and confidence for the team to keep working hard every day, and make Void Crew the best possible co-op experience for our community!

The Spilprisen 2024 Game Award ceremony will happen on April 30th in Copenhagen.

You can learn more about the event, and get tickets if you’re interested, in the Spilprisen 2024 website .



Before you go on with your day… can we ask you a favor?
Send all your good vibes our way, please! Winning the award would be great for the team, and would give Void Crew more visibility. 🤞

[h2]METEM PRESERVE YOU![/h2]

With love and excitement,
The Hutlihut Games team