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Void Crew News

Dev Stream #5



Hey ectypes! It's Dev Stream Thursday!

We will fight for Metem and try really hard not to fail spectacularly.

Come watch us today at 15:00 CEST | 9:00 EDT | 6:00 PDT

We will be simulcasting to Steam, Youtube and Twitch!

📍 https://www.youtube.com/@HutlihutGames/

📍 https://www.twitch.tv/hutlihutgames

Nominate Void Crew for Steam Awards 2023 - "Better With Friends"

[h2]Attention Ectypes - It's time to make your voices heard! (Lack of vocal chords be damned).[/h2]

The seemingly infinite forces of the HOLLOW are upon us, and we need your help for this Steam Awards 2023 Nomination!

The strength of METEM lies in the unity and cooperation of each Ectype crew, and we strongly believe that the category "Better With Friends" was made for a game like Void Crew!


Here is how Steam describes the award:

There are some games out there that just aren't the same when you play by yourself. Maybe you need to have a friend to watch your back. Maybe you need to have a friend that you can stab in their back. Either way, fun is awaiting those who gather friends together to play this game.



Void Crew is a 1-4 player co-op First Person Space Adventure: Rally your crew, power your spaceship, and get ready for epic space battles, facing chaotic dangers you and your crew never trained for!

Why this category? Void Crew, at its core, was designed to be a game that was meant to be played with others. A game that brings people together … well, unless you play like us.

So what are you waiting for? Nominate us! Do you want us to beg? We'll do it. We have no shame.

Want to know more? Check out our Store page or join our Discord where thousands of eager Ectypes have already gathered! (resistance is futile ... join us ... )

Wish you lots of co-op chaos fun,
// Hutlihut Games Crew

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Hutlihut Talks - Vlog #2

[h2]Hey ectypes![/h2]

A new vlog is up! Find out what the team is currently working on (including exciting news about what's to come on Update 2), where our dear B.R.A.I.N.s come from, and more!

You can check Hulithut Talks - Vlog #2 here:
[previewyoutube][/previewyoutube]


[h3]Join us on Discord to keep in contact and interact with the community![/h3]

Quality of Life Update (0.23.1)

Special thanks to the Void Crew community who has already helped us improve the game with invaluable feedback!



[h2]Arc Shield - Part 2/2[/h2]

METEM Pixelmancer staff have concluded their work on Shield UI Displays - for the time being. This means that interfaces displaying Energy Shields will have more clearly defined "layers" of protection and visualization of Shield Recharge rate. This should make it easier for Pilots and Engineers to see the status and efficiency of shipboard Shields.

However, all this work spent on the Shield screens meant that the hitpoint max of the shields was reduced by 50%. And also the shields were too good. Like, by a lot.

[h2]KPD update[/h2]

In addition, the METEM department of Defense felt a much needed bump in the standard issue Kinetic Point Defense modules (KPDs) was needed. After some tinkering, KPDs have been tuned to prioritize guided torpedos/missiles when acquiring a new target. Acquiring a target has also been drastically improved for each mark, so don't get your hopes too high for the mk I. Bullet consumption are now: KPD mk I: 10 bullets, KPD mk II: 20 bullets, KPD mk III: 25 bullets.


[h2]General Balancing / Tweaks[/h2]
Balancing is an ongoing process, and thanks to players we found a bunch of issues. A few noteworthy changes:
  • Player shields max hitpoints was reduced by 50%, and battery consumption adjusted accordingly.
  • Improved physics so players now inherit the ship’s speed more correctly, should now be possible to exit the ship while the ship is flying
  • Re-enabled quick warnings
  • Updated collision of frigate and destroyer, should make it easier to shoot belly guns
  • Optimization - Player ship occlusion culling was improved
  • Update to defect icons, now showing their debuff type
  • Improved lighting on characters
  • Added sticky scanning - when scanning, target's marker should be forced visible
  • Collectors should now roam correclty around the sectors
  • Pressing P while having logbook opens, now closes it


We’ll evaluate these balancing tweaks and continue to fiddle with the numbers.

We're fixing bugs as quickly as you guys can report them (We wish). Keep those bug reports coming, and we'll keep the fixes flowing:

  • Fixed an issue where if the guest joined while the ship was in movement, they could end up spawning outside of the ship
  • Fixed an issue where the codex layout would change depending on chosen tab
  • Fixed misc telemetry issues
  • Fixed weapon mods information formats
  • Fixed misc audio issues
  • Fixed auto turrets breaking with host migration
  • Fixed the jetpack ui showing up while the player is piloting
  • Fixed a layering issue of breach indicator on ship hud
  • Fixed quick warnings appearing every time an unscanned enemy is hovered
  • Fixed missing geometry on the player ship Frigate
  • Fixed several cases of wrecks or objectives spawning inside asteroids - especially in the Bravery system
  • Fixed ship hud appearing in the HUB
  • Fixed the HUB elevator sometimes failing
  • Fixed the issue where sending a message would unmute the player
  • Fixed enemy shield desync between host and guests
  • Fixed icon for thrusters ("fire" icon was misleading)
  • Fixed engines appearing odd from behind
  • Fixed “no pattern” from being rewarded as cosmetic reward
  • Fixed pattern masks on characters (Edit: This means the patterns and colors applied to characters might look different than before, but should be more consistent across various skins.)



We are aware of the issues related to desync and locked carriables (two separate topics). Unfortunately these fixes are not ready yet. We have reworked some of the related systems from scratch and we are in the process of testing these changes in a parallel track. This means as soon as these changes are ready, we will get them out. Thanks for your patience!

If you want to know more about those issues, the technical background and how we're working on it, we've published our first dev blog, "Hutlihut - Space Log #1: Carryable rework" where our team talks about this more in depth. Check it out!

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Thanks for your time, and we can’t wait to continue this journey with you. Do join Void Crew Discord for more news and good times!

Hutlihut - Space Log #1: Carryable rework

[h2]Hello Ectypes![/h2]
We are trying out this new “Space Log”, as an additional channel of communicating more to the Void Crew community. We want to share more about what we are doing, some of the challenges we experience and what we are working on.

We are working on several parallel tracks, developing cool new features and content for the game, as well as bug fixing and improving the quality of the game experience. We hear you, there are bugs that are on the must-fix list that we are working hard to clear out. Our message to you is: We are committed to both.

Please continue to provide us with your feedback, so we can make Void Crew the best it can be. And then some.

So, without further ado, our first Space Log:


Carryable items - What can cause problems for players?

Some players are experiencing delays in-game, when inserting carryable items into sockets aboard the spaceship.


[h2]Background - Tech talk[/h2]
Well… not vital for this fix, but for tech insight: Void Crew is made in Unity 2022.3.4f1 LTS.

Overview - Carryables and sockets used to rely on a networking logic flow that relied on locking and unlocking their interactions. Old flow would roughly go as (might differ quite a bit depending on what exact operation you are doing):

  • Lock current carrier
  • Lock carryable
  • Lock new carrier
  • Remove carryable from current carrier
  • Insert carryable in to new carrier
  • Unlock new carrier
  • Unlock carryable
  • Unlock old carrier

This would:
  1. Create a lot of delays for remote players since all of the requests would have to be communicated with the host.
  2. Plus, if anything got lost/interrupted in the flow there was a chance that the carriers/ carryables would remain in locked state.

Even though an extensive work on addressing all the edge cases may have helped with the reliability of the system, it would have been unlikely to fix the delays. With that in mind, we chose to scrap most of the old logic.

[h2]Solution - Carryable items rework[/h2]
Instead we reworked the carryable logic, to have it rely on ownership based carrying w/o any locks involved and a more optimized networking request flow:
  • Tell the carrier to take/release/eject a carryable
  • Carryable transfers ownership of the carryable if needed (primarily during insertion)
  • On transfer callback (if needed):
  • Carryable ownership gets transferred - the new carrier can do whatever they want with it.

This both should reduce the delays for actions (fewer message exchanges between host and remotes) and drastically reduce the risks of lockups (the object locking logic is gone completely).

[h2]Solution being tested - Patch to be released in coming weeks[/h2]
These fixes and carryable rework are close to completion, and we are seeing major improvements in the way carryables behave.

But, we have to do further testing before releasing, so not quite ready for release yet. But our intention is to release it as soon as possible, and hopefully within the coming 3 weeks.

Oh, and lastly… in the previous Update 1.5 we did ship another fix on carryables (Ammo crates), that also partially addressed transfer of carryable ownership and handling process when the owner of the socket is changing.

This was to fix the ammo crate deletion logic locking up the ammo socket, if the deletion was done while players were entering/leaving the turret. This helped on some sockets, like the Litany Minigun.

Fix further extended - This is now also being extended to other sockets that have extended locked periods for animations, such as the data shard or the homunculus/biomass sockets.


Wish you lots of co-op chaos fun,
// Kris (Lead Engineer) and Hutlihut Games Crew

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[h3]Join us on Discord to keep in contact and interact with the community![/h3]