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Void Crew + EVERSPACE 2 Bundle

Check out the Bundle (including additional discount) >>
We hope you will enjoy it !

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Greetings, Ectypes!

Long ago… all the way back in 2023, we had the amazing experience of revealing Void Crew to the general public at PAX East Boston in Focus Entertainment’s booth. In between play-sessions of purposefully blowing up attendees who were trying out Void Crew, we took every opportunity to walk the floor of the conference, checking out the other games there—especially the sci-fi ones.

In that category, the absolute best-looking game of its kind was kind of visible from where we were located - EVERSPACE 2. They’d gone through a very successful Early Access and were now gearing up for a full 1.0 release. We were very inspired by not only their game but also their development process. And we were also kind of envious of the level of polish and sheer bad-assiness the game was radiating. Truth be told, we were kind of happy they were making a single-player action adventure, so we wouldn’t be competing for eyeballs with our Void Crew chaotic co-op friendship-destroyer.


With that little anecdote in mind, it should come as no surprise that we are super-excited to present you with the following holiday offering:

[h2]EVERSPACE 2 + Void Crew - Combat & Crew Bundle![/h2]
[h3]EVERSPACE 2[/h3]
EVERSPACE 2 is a fast-paced single-player spaceship shooter with exploration in space and on planets, tons of loot, RPG elements, mining, and crafting. Experience an exciting sci-fi story set in a vivid, handcrafted open world full of secrets, puzzles, and perils.

Check out the Bundle (including additional discount) >>
We hope you will enjoy it !

...
Join our community on Discord to share your Void Crew adventures, engage with fellow players, and stay updated on all the latest news!
Discord >>

METEM Preserve You!

Sincerely,
The Hutlihut Games Crew



Hutlihut - Space Log #13: Release of 1.0 and exciting things to come

By-the-way: Just in case you might have missed it, we just released a big Patch, filled with more than 200 bugfixes, improvements and balancing. Read details here: Void Crew - Patch 10 (1.0.3) >>

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Content Creator Compilation!

It's been daunting/hilarious/fun to see so many Content Creators playing Void Crew 1.0! We have done Devs playsession with many, such as Jesse Cox (aaalways be scooping) ...aaand many others. So naturally, a shoutout to all of you: THANK YOU!

To celebrate this, we've put together a compilation video of some action reactions... it's all good fun!

Big Shoutout to below... for all the great streams and fun!
[previewyoutube][/previewyoutube]
To our great Community: We would appreciate your help...
Poke your favorite streamer to play Void Crew!
Plus, let us know in comments: Who is your favorite Content Creator/ Streamer you would like to see playing Void Crew?



Post 1.0 thoughts

It's always interesting to see all the cool stuff/reactions to an update, and the 1.0 release was by far the biggest all-round package we've released. And with it, we've loved to hear and see the reactions from new and old players alike, ranging from embarrassing airlock mishaps, to discovering a way to break our balancing with a grin, leaving our designers thirsty for stronger coffee.

And, of course, despite spending lots of time in bug-fixing-mode, people still find the weirdest bugs ... But, it's all good! We had - even before releasing the 1.0 - planned to spend a bunch of time fixing whatever balancing/bugs was thrown back at us. In our case, this resulted in a hotfix (thanks for the community for helping us iron a few things out ) and a huge patch, released .... today!

And if that wasn't enough, we recently unlocked our Holiday Event (with additional cosmetics, of course!) to make sure as many Ectypes as possible get into the holiday spirit ... by destroying stuff in space. Note: Today's patch tweaks the way the Holiday Objective spawns, so you're no longer at the mercy of the gods of randomness - you should see the Objective at least once per biome now.


Next steps

Now our patch has dropped, and we've dived into the next content update! HUTLIHUT ! So, what exciting things is coming ?

Disclaimer: Here's some insights on what we are working on. Things are WIP and may be subject to change, so no promises just yet!

[h2]Payloads and the Payload Launcher[/h2]
As hinted in our recent dev stream, one thing we are working on is what we call the "Payload Launcher"! With it comes a series of carryable items ("Payloads") that can be inserted into this launcher module ... and you guessed it, LAUNCHED!

I'm not going to lie - this has been on my list of must-haves for a long time, but didn't feel like a must-include for the 1.0. So I'm very excited to bring this to life in this coming update!

At the moment of writing, we can already cram things like the Decoy into the Launcher and deploy them into space! Here is an in-development screenshot that hints at some of our prototypes (but, remember, they may or may not eventually make it into the game!)



But that is not even the best part - Those items are not LOCKED to the Payload Launcher ... Nooo - you can prime all Payloads with your BARE HANDS! You pick em' up, PRIME them (by holding LMB) and THROW them (Looking at you, Long Throw Perk)! After a few moments, the Payload will TRIGGER (if it's in space) and start doing it's thing. Yes - this also means the Decoy will no longer automatically start attracting enemies just because you happened to throw it outside - you have to intentionally Prime it first.
[h2]Mutators[/h2]
Another topic (tada, reveal!) is MUTATORS! (say it with a deep booming voice)

So, what exactly is a Mutator? In short, it's a global rule that affects your session. Usually making things harder, or maybe just different - either case, they switch things up, and will bring some much-requested spice to your play-sessions.

But we'll save some juicy details on this for later ...

[h2]Auto-Mechanic Mk II[/h2]
Acting on another oft-repeated request from the community, We've made the Auto-Mechanic upgradable! It is still in the early stages, but our current model is that Mk II has two levers instead of one, meaning you can get twice the amount of work done!

Next next steps

Keep posting feedback! We have no lack of things we want to do, but we also believe that the community should weigh in what they are truly longing for, so keep posting feedback, bugs, wishes and so on! Of course, we can't cater to everyone, but we do try and be present on various media, and trying to understand how the game is perceived from players ... if we have learned one thing, then it is that players tend to play the game differently than us! Live and learn, live and learn ...

In other words, parallel to working hard on sending more content your way, we are also evaluating/discussing internally on the subjects we want the future to hold.



Now, go check out the patch, and join the coop chaos on our Discord!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games

Void Crew - Patch 10 (1.0.3)



Lots of hard work and testing went into this big Patch, filled with more than 200 individual bugfixes, improvements and balancing. Thanks for your feedback since the 1.0, and your patience is appreciated!

If you're having new or further issues, please don't hesitate to share them with us on our Discord!

//Hutlihut Games Crew




[h2]Additions / Improvements[/h2]
  • Weapon and Helm stats are now visible in module context info
  • Improved B.R.A.I.N. auto turret targeting against armoured targets: exposed non-armored pieces in enemies like the Frost Mother or the Cruiser will be preferable targets over armored ones.
  • Enemy markers are now only visible when seated in pilot or weapon seat
  • Role icons are now colored in matchmaking window
  • Relics and Mods modifiers are now visible in Astral Map context infos
  • Updated the HUB gate
  • Recycle tab now states fabrication cost for blueprints
  • Added icons to animated projections and coloured patterns
  • Updated engine trim diodes in engine room
  • Added diodes to shelves
  • "Sweater" and "Wooly" patterns added to Festive Lootbox


[h2]Balancing[/h2]
  • Priority Presents - increased the chance of it appearing from 20% to 25% and added a bad luck protection - it will be forced to appear at least once every four Main Objectives
  • Priority Presents - decreased the number of Reigndeers summoned by S4NT4 in a 3-4 player sessions from 3 to 2 (per summoning satellite dish - should now be 6 in total if no satellites get destroyed)
  • Void Powered Shell damage reduction reduced from +25% to +20%
  • Benediction weapons now overheat faster, but all Heatsink Mods have had their heat dissipation buff increased by 25%


[h2]Bug fixes[/h2]
  • Fixed Astral Map breaking if it’s being interacted with as you exit the void jump
  • Fixed character movement tickrate when on the ship (low FPS feeling when walking around the ship)
  • Optimized the matchmaking terminal
  • Fixed players getting targeted by enemies while inside the wreck bases
  • Fixed the weapon stats increasing infinitely if a guest player uses Gunner class ability
  • Fixed the Festive Lootboxes rewarding duplicates before all possible rewards get unlocked
  • Fixed weapon UI showing wrong stat values
  • Fixed enemy projectiles and sniper beams going through terrain
  • Fixed the Pilot class ability running indefinitely if it’s used inside the Void Jump
  • Refresh rate will no longer keep changing to a lower one when on Full Screen
  • Fixed Superior Engineer ability triggering its cooldown when a defect gets fixed
  • Fixed battery context info not appearing if it’s inserted into Arc shields
  • Fixed immersive voice chat intensity setting
  • “No Rooms Available” popup wont appear if another tab selected or terminal is exited
  • Fixed Kinetic Point Defense not working while Exit Vector is set
  • Fixed kick button being visible to guests
  • Fixed guests’ chat being spammed by enemy destroyed messages when void jumping
  • Fixed the void jump push not dealing damage when entering the void
  • Fixed automechanic being able to charge unpowered thruster boosters
  • Fixed sitting position on HUB chairs
  • Fixed VFX artifacts on battery cells
  • Fixed the scroll bar issue when changing between cosmetic tabs
  • Improved achievement validation
  • Improved B.R.A.I.N. auto turret targeting against Freighter
  • Updated codex pictures
  • Chat no longer shows messages when HUD is hidden with H
  • You can no longer swap items with items in chests
  • Fixed rewards popup blocking mouse clicks
  • Fixed Striven Aegis chest piece clipping into the camera
  • Fixed carryable transparency
  • Fixed not being able to insert items into Gravity Scoop from outside the ship
  • Implemented additional protection for bad monitor index
  • Ship UI no longer appears while using fabricator when void jumping
  • Fixed lighting during void jump inside Destroyer
  • Adjusted Lore terminal model
  • Fixed the gun direction indicator in the weapon hud
  • Fixed unshielded enemies appearing with shields for guest players
  • Fixed the same lore entry getting unlocked if multiple lore shards are found in one solar system
  • Fixed scrollbar in the “objective completed” tab in the Tally Screen
  • Fixed the batteries not getting charged with Superior Engineer ability if they are inserted into Arc shields
  • Fixed the batteries getting destroyed if Arc shields get deconstructed with batteries inserted
  • Fixed pattern orientation on cosmetics
  • Fixed the satellite health bars appearing in the middle of the screen in Strike
  • Fixed shield module animation
  • Fixed Frost Mother ice shards sometimes not dealing damage
  • Choosing a Loadout Challenge after already choosing Pilgrimage will not re-open the HUB gate
  • Fixed Frost Mother’s beam being invisible
  • Moved the Destroyer resources to the starboard side shelves
  • Miscellaneous UI fixes
  • Miscellaneous art and collision fixes
  • Miscellaneous localization fixes - For all 12 supported languages.
  • Miscellaneous localization fixes - For Simplified Chinese.


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

Sincerely,
// The Hutlihut Games Crew

Seasonal Event: Winter Holiday Returns!

Winter Holiday Seasonal Event




[h4]Edit: Ends 20th of January! So last chance to grab those holiday special cosmetics![/h4]

To celebrate the Festive Season, we're bringing back the Winter Holiday event that we added to the game during Early Access... a year ago... How time flies!
For the duration of the event, Pilgrimages will offer an optional "Priority Presents" side objective - it pops up randomly, with a 20% chance whenever you jump into the Void, so look out for it on the Astral Map.

[h2]Priority Presents[/h2]
In Priority Presents, Ectypes are tasked with blowing up a Barge Freighter that's been infringing on METEM's domain. Completing the Objective rewards a Festive Gift of METEM, which contains 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 31 Winter Holiday items to collect this year (which includes everything that was available during Early Access).


[h3]A Freighter!?[/h3]
For those of you who just had a minor heart-attack at the prospect of needing to kill a Freighter, there's some additional good news. We revisited both the "normal" Freighter encountered in Ambush and this Festive variant, and made some significant tweaks that should make them way more manageable... The Missile Turrets have been relocated to the top of the Freighter, and are now individually targetable. This means Pilots 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, so you can deal with the Escorts before you blow it up - As written in the Codex of Strife: "Before you fight your opponent, take away his arms."


[h2]Holiday Hub[/h2]
To emphasize the Festive Season, the METEM Command Hub has been dressed up for the occasion - complete with jingling bells, holographic snow, and a new look for the Ectype known as "Steve."

Why a Seasonal Event?

The Winter Holiday event was something we did during Early Access because we enjoy those types of things in other games, and wanted to try out and see how it would fit Void Crew. When bringing it back, it is an added bonus that it involves the Freighters, which did require some tuning difficulty wise - and it's a good opportunity to add some new variation for the Jetpack and Jetpack trail unlocks. In other words, it was a low-hanging fruit to re-enable it, and didn't stop us from spending time working on the actual pains and issues revealed by the 1.0 launch.

[h2]We're hard at work on our first major bug-fixing patch[/h2]
... which will be coming out in a couple of weeks, filled to the brim with community most-wanted bugfixes! Once this major bug-fix patch is released, we're going to turn our attention on the next Content Update. More info on that one will be coming later.


We hope you'll continue to have fun with Void Crew, and that 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!

Sincerely,
// Laurids, Lead Game Designer
and The Hutlihut Games Crew

HOTFIX - Out Now (Monday 2. Dec)



EDIT (Monday 2. Dec): HOTFIX Out Now - Below fixes verified and addressed.

Thanks for your feedback on this, and your patience while we were fixing.
If you're having issues, don't hesitate to share them with us on our Discord!

//Hutlihut Games Crew

[hr][/hr] In 1871 Helmuth von Moltke wrote an essay about military strategy that included the famous phrase "No operational plan extends with any certainty beyond the first encounter with the main force of the enemy". That's true of planning your next Objective in Void Crew, and also turned out to be true of launching the game! So we made sure to have contingency plans!

We've been actively monitoring all the different places that you players have been reporting issues you're encountering while playing the game, and prioritized and fixed the first batch of pressing issues.

We are still testing to verify the following fixes, but expect to release the Hotfix in the evening of Monday December 2., CET.

[h2]Hotfix Issues Addressed[/h2]
  • Balancing: All B.R.A.I.N. Auto-Turrets have had their baseline Accuracy Increased.
  • Balancing: B.R.A.I.N. Benediction Auto-Turret MkI-III has it's Baseline and Max Damage increased.
  • Balancing: Shuriken Gatling, Litany Minigun and Confessor Carronade have had their Baseline Accuracy Increased.
  • Balancing: Shuriken Gatling, Litany Minigun and Confessor Carronade have had their Max-Spread Decreased.
  • Bugfix: B.R.A.I.N. Auto-mechanic Defect and Engine Trim modes work reliably again (One issue fixed every 60s when not enhanced)
  • Bugfix: HUB Personal Loadout Terminal sometimes being non-interactable
  • Bugfix: UI overlap in Matchmaking Window
  • Bugfix: Lag in Matchmaking Window due to large number of Private Rooms being present
  • Bugfix: Superior Engineer ability not working for remote players
  • Bugfix: Matchmaking Terminal - Hitting Sort button when Private and Open Rooms are displayed at the same time could lead to getting stuck in the Terminal

The bugs that have been encountered are just good old-fashioned snafu's - For instance, we never tested what the matchmaking terminal would act like with several hundred Private Rooms because we tested with 5 instead, and that clearly wasn't good enough when the game suddenly took off.

As for the Accuracy balancing, those of you who played in Early Access will probably have experienced it as a blatant nerf, but I'll try to add some additional context. In Update 5, Fire Rate had a detrimental effect on Accuracy, since the Recoil was based on every single projectile fired. This meant that adding Fire Rate to a gun could sometimes throw the accuracy completely out of whack. This was changed for 1.0, so Accuracy Decay is caused by "time spent firing" only - where the effect is calculated and applied when you shoot (Meaning the reticle only grows when you actually fire the gun, but it'll grow based on time spent shooting). In summary - you can stack Fire Rate modifiers on your weapons, and your accuracy won't suffer from it - at all. That's a major buff as it translates directly to damage dealt.
The old baseline accuracy values were very high since they had to compensate for the "fire rate accuracy decay" - when we overhauled the decay, we also had to dial back the accuracy. Spoiler: We dialed them too far back. So we're increasing baseline accuracy for the Confessor and Shuriken Energy Weapons, as well as both the Auto-Turrets. The Litany Minigun is also seeing a slight buff to baseline accuracy.

And because we're really feeling the Holiday Spirit, we also buffed the baseline and max damage potential of the Benediction Auto-Turret.

Alongside the Auto-mechanic working as intended once more, this should see a significant boost to Solo Player survivability - and the Energy Weapons will be less annoying accuracy-wise for the Gunners out there (That being said, we fully intend the Accuracy Mods to be a desired addition to your guns - so if your accuracy is suffering, slap a Weapon Mod on that bad boy).


Once again, we are super happy to see the reception you guys have given our chaotic little space adventure, and hope for your patience while we run around the engine room and put out the fires that seemed to have spouted out of nowhere!

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

Sincerely,
// Laurids, Lead Game Designer
and The Hutlihut Games Crew