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1.0 Release incoming! Part 2

As we approach the 1.0 Launch of Void Crew, the anticipation in the air is palpable. The journey to this milestone has been nothing short of exhilarating, and we're beyond excited to share what's on the horizon.

This launch isn't just a version number—it's a culmination of years of designing, developing, taking on player feedback, and refining. We've been through closed beta phases, Early Access, and numerous updates, all leading to this pivotal moment. It's not just about reaching 1.0; it's about delivering an experience that resonates with both new and veteran players alike.

Void Crew 1.0 represents the foundation for what we think is a great coop game experience. We're happy about the things we cut, and even happier about the things we kept. We feel that we have something that stands out and is truly unique in what it offers players - and that it's a game we can keep playing and extend along with the community. But to begin, let me lift the veil and reveal some of what's coming with 1,0:

Gearing Up for the Grand Launch

[h2]New Challenges Await[/h2]

The universe of Void Crew is expanding. We're introducing two new Objectives: Infestation and Desecration.

[h3]Infestation[/h3]

In Infestation, Ectypes are in a race against time to destroy a series of Void Conduits before being overwhelmed by the HOLLOW. Each destroyed Conduit will result in more HOLLOWs jumping in, making it an intense, fast-paced battle for survival. Ectypes must destroy the Conduits, grab the Supply Drop, and jump away before the Reclaimer joins the fray.

[h3]Desecration[/h3]

Desecration offers Ectypes the opportunity to loot an ancient Voidshrine. The objective is to retrieve one of three offered Relics, but doing so triggers a system-wide alarm, bringing the wrath of the HOLLOW down on the crew. To make things even more challenging, the Voidshrine requires the Homunculus to power on, meaning that even the Homunculus must join the E.V.A. - leaving the ship unpowered and vulnerable while you're outside.

[h2]Enhanced Fabricator[/h2]

The Fabricator has received a major overhaul, introducing two new functionalities: Fabricator Upgrading, and Blueprints.

[h3]Fabricator Upgrade[/h3]

Upgrading the Fabricator provides several advantages that will be invaluable to your crew. Not only does an upgraded Fabricator operate faster, but it also adds Alloy auto-recycling functionality. This means less time clicking "Recycle" in the Fabrication terminal and more time running around fixing whatever your crew-mates broke. Additionally, upgrading will progressively unlock stronger variants of existing items, automatically replacing less powerful versions at no extra cost.

[h3]Blueprints[/h3]

Blueprints are a game-changer in how you acquire loot and manage your alloys. By recycling an item in the Fabricator, you can teach it the Blueprint for that item. This allows you to fabricate more of the item as long as you have the necessary Alloys or Blank Animus Crates. For example, if you find an Epic Blank Crate, you can recycle your Mk1 B.R.A.I.N. Auto-turret and immediately inscribe an Epic Mk3 version. This also applies to Relics, allowing you to create powerful combinations—as long as you choose to recycle the Relic instead of locking it in a Shrine.

[h2]New Carryables[/h2]
[h3]Scaling Relics[/h3]

Scaling Relics are relic variants that grant scaling bonuses based on various ship conditions. For example, you can find relics that will scale their power based on how many Circuit Breakers are flipped or how many Alloys you have stored. Optimizing your ship's state to boost a scaling relic is a fun challenge, and the advantage you'll gain is often huge(!).

[h3]Blessed Homunculus[/h3]

In the previous update, our Ship Loadouts came with a specific Relic to match their theme. While this adds flavor, we've realized that it's a bit simplistic—players can simply discard the Relic, causing the loadout to lose its intended uniqueness. To address this, we're introducing the Blessed Homunculus.

Loadouts will now come with an Blessed Homunculus, which functions similar to a Relic once inserted in the Central Computer Cradle, granting a blessing that is specifically tailored to the chosen Loadout. This not only frees up a Relic Shrine socket but also allows us more control over how different loadouts retain their flavor and balance.

This change also lays the groundwork for us to introduce the "Lone Sentry" Destroyer Loadout—a new option for solo players. The Lone Sentry's Blessed Homunculus provides significant advantages for solo Ectypes, but non-solo crews won't benefit from it at all. They might find it more advantageous to add B.R.A.I.N. auto-turrets to one of the other loadouts instead - once they have the Blueprint, they can keep Inscribing them.

[h3]Nano Copy Matrix[/h3]

The Nano Copy Matrix is another exciting addition to your arsenal. This legendary one-time-use carryable allows Ectypes to create an exact duplicate of another carryable. It can even copy a Relic that has already been locked in a Shrine! You can only find these copy-cubes as rare loot from Bosses or HOLLOW Collectors, so be on the lookout, and make sure your crew's Gunner doesn't use it to copy a large bullet crate!

[h2]New Challenges[/h2]
[h3]Loadout Challenges[/h3]

Once unlocked, Loadout Challenges offer an additional reward for reaching and killing the first Biome Boss in any Pilgrimage, as long as you do it with one of the offered loadouts.

[h3]Achievements![/h3]

We've added an Achievement system that not only unlocks achievements on Steam but also grants unique one-time cosmetic rewards in-game, allowing you to show off your achievements in style.

[h3]Timed Assignments[/h3]

Daily and Weekly challenges offer Ectypes a recurring chance at some high rarity rewards. Currently, it's a way to reintroduce the option of getting a high rarity Gift of METEM without needing to spend a lot of time grinding for it. Over time, we plan to expand the Daily and Weekly challenges to include tasks that invite you to play the game in new and creative ways.

[h2]Performance[/h2]

We've dedicated a lot of effort to improving game performance, and it's paid off. Across all corners of the game, we're seeing greatly enhanced performance, especially during long sessions where players previously experienced significant slowdowns. Now, you can enjoy smooth gameplay even during extended missions.

[h2]Early Access Player Appreciation[/h2]

As a token of our appreciation for those of you who joined us during Early Access, we're adding some unique cosmetic enhancements to your Personal Loadout Terminals. Among these is the "Crashguard Visor", a tribute to all those times you braved crashes and bugs while helping us refine the game. Your feedback and support have been invaluable, and we want you to wear these items with pride.

[h2]Join the Adventure[/h2]



There's never been a better time to dive into Void Crew. Whether you're a seasoned Ectype or fresh out of the Sarcograph, the 1.0 launch offers something for everyone. Rally your crew, chart your course, and prepare for the adventure of a lifetime.

In conclusion, this launch is more than an update—it's a testament to our shared passion and the incredible community that has grown around Void Crew. We're immensely grateful for your support and can't wait to embark on this next chapter together.

Get ready—the universe is about to change!



For exclusive previews and to connect with fellow Ectypes, join us on our Discord—METEM's domain is vast, but together, we push back the HOLLOW.

Until the next transmission...

// Laurids, Lead Game Designer, Hutlihut Games

Hutlihut - Space Log #12: Early Access Journey

As our game inches closer to its 1.0 release candidates (our “stabilization” phase), I've had a few moments to sip some dubious green tea and reflect on the journey so far.

My first realization: it's already been 14 months since we entered Early Access. Surprisingly, this period has felt more intense and memorable than even the years spent in initial production. Why? I think the answer lies in the feedback loop we established with players. Every addition, change, and removal has led to an unfiltered stream of feedback, revealing insights we could never have gathered from pre-release play sessions with closed groups or involuntarily enlisted friends. Early Access has fundamentally reshaped us as developers and redefined our mindset.

So how exactly has Void Crew been affected by this beast we know as "Early Access"?

The Impact of Early Access on Void Crew


[h2]PAX East: Our First Player Encounters[/h2]



Our Early Access journey kicked off in spirit at PAX East in Boston. Although technically not yet in Early Access, the limited single-sector build allowed players to try out key features like space combat and EVA. The sight of players queuing for hours—some even returning multiple times—was immensely validating. I still have my scribbled notes from that event, with “usability” as a key theme, but overall, we left with renewed confidence that Void Crew had an eager audience.

[h2]The Early Access Launch[/h2]

The actual Early Access launch was nerve-wracking, to say the least. Like any game on Steam, our rating from players would be critical, and we watched each review trickle in with bated breath. Thankfully, the reception was positive! (And if you haven't given us a thumbs up yet... well, now’s a good time! 😄)

Reading through the reviews systematically was hard—especially when someone dismissed months of work with a simple “lame.” However, patterns emerged. Early Access carries an unspoken agreement between developers and players: the game is now “theirs” as much as ours. This shift meant changes would be met with friction, and we committed to listening and responding accordingly.

[h2]First Update: Collector and Heavy Autocannon[/h2]



Our first update brought the Collector “loot goblin” and the Orison Heavy Autocannon. These were in progress as we launched into Early Access, as we wanted to offer something new quickly. Most of our initial resources, however, went into bug fixes and resolving issues that surfaced post-launch. Reviewing that changelog now, it’s clear we were in full “bug-squash” mode.

[h2]Addressing Solo Play: Update 1.5[/h2]



One recurring pain point was solo play. Both data and player feedback showed a worrying number of solo players struggling with the game's difficulty. We pivoted our roadmap to introduce “The B.R.A.I.N.” module just before Halloween, making solo play much more feasible while still enhancing cooperative play with more tools. We also added the Cruise Mode toggle, primarily aimed at improving solo play but also becoming a favorite for any Pilot making a mad dash to the Astral Map while under fire. This update, paired with bug fixes and optimizations, was well-received and gave solo players a new way to enjoy Void Crew.

Balancing the game for solo players while also keeping it enjoyable for four-player crews—and balancing overall—is a complex affair. The game becomes boring when there's nothing to do, but many solo requests are about automating various aspects of gameplay. When the BRAINs were introduced, the number one request was to add them to the Fabricator for everyone. We didn't want to do that because, at the time, we didn't have the mechanical foundation to make 3-4 Auto-Turrets viable for a solo Ectype while making them less optimal for four-man crews. (We do now!)

[h2]Patches and the Holiday Update[/h2]



Behind the scenes, we began working on broader tech improvements to address the bigger review feedback. To add more variety to the runs, we introduced various new enemy types. But the BIG change in this update was the Void Tunnel sequence, which had previously been a simple timed sequence taking players to the next Objective.

Players had been requesting some breathing room between Objectives, and the Void Jump was an obvious place to add that while also making an iconic moment in the game stand out more. It also meant we could keep the high-intensity getaways intact while leaving room for gathering around the Astral Map to choose the next Objective.

"More varied runs" was a major headline on our internal list of priorities. With the introduction of the Void Tunnel, we also saw an opportunity to introduce the surprise Objective: The Void Interdiction. We had concerns about meeting the player demand for a moment of calm and then slapping a surprise fight on top of it, but felt that as long as the communication was in place and the risk was low early in the runs, it would probably be okay—even if players died, they'd have a good story to tell.

A particularly challenging technical issue was the network handling of carryables, which sometimes broke the game. After untangling this legacy system, things ran smoother, and we even managed to throw in seasonal fun with a sleigh-inspired Remnant Freighter!

Around this time, we also realized we had begun treating the game too much like a "live" title rather than an Early Access one. As a small team, allocating time for seasonal content meant delaying permanent features the game also needed. On the other hand, players enjoyed the Holiday additions, so there's something to be said for adding content that keeps the current community excited.

[h2]Extending the Game: A Complex Update[/h2]



Our least popular update, however, was the extension update. Despite new Elite enemies, Freedom Loadout, Codex Lore entries, and much-requested fixes, our rating took a hit. Some changes—like removing excess Biomass and Alloys for XP and simplifying loot mechanics—were controversial. In hindsight, we realize we breached that “unwritten contract” with players by making unexpected changes we believed to be minor. A swift patch helped us regain trust, and we learned something about listening to player sentiment in real time.

We also learned that Void Crew is not the best medium for communicating lore amidst all the chaos and player conversations. We'll leave the lore in the Codex and let players take center stage, generating their own tales of victory and defeat.

[h2]Roguelite Endless Mode: A Fork in the Road[/h2]



One of the biggest requests from players was to “keep going” in Void Crew. The finite nature of runs limited replayability, so we tackled this by developing the roguelite Endless Mode over several months, which also enabled us to introduce larger challenges like bosses. Maintaining a deployed game while overhauling core code was no small feat, but this update has been essential in enhancing replay value.

The introduction of Endless Mode caused some rumblings among our existing players—a lot of feedback focused on the strong sense of "winning" a run, with limited objective runs providing a good sense of a finished session. Some players were also disappointed that "Epic Loot Boxes" could no longer be guaranteed from doing a two-objective run on Insane difficulty. We had long discussions about reintroducing the sense of being rewarded for shorter runs, and making it feel viable to play for an hour and then sign off. Daily Missions were placed on the roadmap, and we revised the mechanics for loot boxes so they're less likely to contain duplicates.

[h2]Fruits of Our Labor: Building on a Solid Foundation[/h2]



With this new foundation in place, we finally had the platform to add long-desired features like big Bosses, Relics, Emotes, and performance tech (DLSS/FSR). We also continued to refine solo play, matchmaking, and more. Each update has brought us closer to realizing the game Void Crew was always meant to be.

[h2]Bringing It All Together for 1.0[/h2]



So, what’s left? Plenty. We’re tirelessly tying up loose ends, polishing features, and making improvements that will give the game that final "great" factor. For example, we’ve reworked the Fabricator, improved UX and UI elements, and made upgrades feel more meaningful. It’s all about going the extra mile to give Early Access the send-off it deserves.

In closing, Early Access has challenged us to improve Void Crew in ways we couldn't have anticipated. We’re beyond grateful for everyone who’s joined us on this journey, and excited to bring you a game that reflects your feedback and our growth.

We would like to thank all Early Access players for your support and feedback. All the encouragement and positive vibes, gave us extra energy in rough periods. All the input for improvements made us try even harder. Thank you!

Stay tuned—more is coming soon! In the next article, we'll cover more about what new features 1.0 will entail!



Get more news and sneak peeks on our Discord—don't hesitate, join naaauw!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games

Void Crew + Hardspace Shipbreaker Bundle

Greetings, Ectypes!

Our Hutlihut Games indie studio lies in the center of Copenhagen, Denmark.
We are passionate gamers, and strive to build the co-op games we want to play ourselves.
...but not only that. We are also dedicated sci-fi lovers.

When not working on Void Crew, we often immerse ourselves in sci-fi from both movies, comics and of course lots of other cool games. That has both directly and indirectly inspired our work, and also spawned discussion internally of what is the most epic sci-fi ...ie the classic: Star Wars vs Star Trek discussion and many others. (btw - can you spot which movies and games we discuss here?).


One of the games on our radar, throughout the years has been Shipbreaker. So when the idea came up to do a bundle with Blackbird Interactive, we immediately thought "yeahhh, let's go for that!"

So we proudly present...

[h2]Void Crew + Hardspace Shipbreaker Bundle
[/h2]
[h3]Hardspace Shipbreaker[/h3]
Equipped with cutting-edge salvaging tech, carve & slice spaceships to recover valuable materials. Upgrade your gear to take on more lucrative contracts and pay your billion credits debt to LYNX Corp!

Welcome to LYNX
Across your career, you’ll have the privilege of paying your debt to us by purchasing salvaging rights to increasingly large and valuable ships. Cut them open and extract as much value as possible.
Good luck on the job, cutter...
Experience daily life as a shipbreaker
Live out the daily life of a spaceship salvager in space, set within an immersive, realistic science-fiction universe.

[h3]Void Crew in-game cosmetics homage[/h3]
As a tribute to Hardspace Shipbreaker fans, we have made exclusive in-game cosmetics. These are available for everyone in Void Crew.
  • LYNX projection
  • Cutters helmet
  • Shipbreaker colour preset
  • ...plus...a little hidden easter egg for players (with attention to detail) to spot ...can YOU find it?


...if you spot the little easter egg, let us know in comments. Aaaand make sure to post screenshot in our Discord >>

[h2]1.0 Incoming - November 25[/h2]
Check out our Trailer below... Hutlihut Games introducing...
[previewyoutube][/previewyoutube]

Stay tuned for more info on the 1.0 release on November 25!

Sincerely,
Hutlihut Games Crew





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

In space, no one can hear you scream. Well, apart from the pilot, the guy fixing the engine, and your gunner of course. Okay, you might not be facing down a Xenomorph, but the co-op roguelike Void Crew is still about as chaotic. Managing a spaceship while darting between fires, failing systems, and your disorganized crewmates doesn't exactly sound like fun on paper, but Void Crew manages just that. If the Settled Systems of Starfield feel too empty, or the overcomplicated ships of Star Citizen make you nervous to even attempt space travel, these are the wacky antics for you. Best of all, Void Crew is about to make the jump to 1.0, and you can snag it at a discount before then.


Read the rest of the story...


RELATED LINKS:

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

1.0 Release incoming!

Greetings, Ectypes!

We're excited to share with you the release date of our 1.0 update on November 25th!

What does 1.0 mean?




We've been working on Void Crew for years, and the game has been in Early Access for over a year now. Being in Early Access allowed us to use all the feedback, streams, talks, discussions, reviews, and bug reports to transform the game into something even better than we had hoped. Without a doubt, the game is in a much better place, so thank you for all your contributions!

From our perspective, the stable foundation of the game has been laid, and the 1.0 release will contain the remainder of the features that make it feel like a "rounded" experience—things like Achievements, Meta Quests, finalizing the Gene Tree Perk System - including the promised "Superior Abilities." But that is far from everything, to say the least!

But what have we learned from Early Access? What are we doing with it for the 1.0?

[h2]COMMUNITY topics for 1.0[/h2]
Here are a few examples of changes we've done based on player feedback for this update:

[h3]Solo Play[/h3]
A lot of players enjoy some time off in the Void, cruising and scavenging without those pesky and demanding crew members. Apart from making new rules for balancing (such as the Frost Mother being too difficult for solo players), we are also constantly adapting the game for solo players with fun new modules (which can also be used by normal crews, ofc), and in the case of release 1.0: The B.R.A.I.N. Auto-Mechanic module:



[h3]Short Term Rewards, and Long Term Goals[/h3]
A recurring request has been for more long term goals, so we've implemented Achievements - but with a little added bonus that the achievements are also coupled to unique cosmetic unlocks! For those players who felt like we were being too stingy with the good boxes, we also added Meta Quests which renew on a daily and weekly basis, but allow you to get a little extra for the work you were already putting in!



[h3]Session-based Shared Unlock Pool[/h3]
Say that aloud fast three times in a row? Another often-requested feature we've added to 1.0, is that now players share their Fabrication unlocks in a run. This means that Perk-unlocked Fabrication Blueprints (and others) are added to the Fabricator on a per-session basis. So the Engineer will actually see those gunner mods as available. This feature also relates to upgrading the Fabricator, as mentioned in our Space Log #11.

[h3]Balancing and other topics[/h3]
Yes, so much balancing! One thing we learned was the "System Upgrader" was too dominant to have in the Engineer Perk tree, so that has been made available in the standard Fabricator (once you've upgraded it once). Instead, we give the Engineer another recurring request: The Sanctified Repair Plate - a repair plate that restores a decent portion of that precious Hull Damage you otherwise cannot fix. The Bosses have received another fun little toy in their Drop Pools.... the Nano Copy Matrix. Here's a pixelated version of it, just so we keep some secrets until release!



There's more. Oh yes. Loot exchange for higher tier of Cosmetic loot boxes, fixes to ensure players get rewarded even if they get disconnected, additional objectives and ... well, it goes on ...

[h2]Onwards![/h2]
With the 1.0 foundation, we can shift our attention to the long-term "build-up" of the game. We still have a ton of things we want to try adding to the game - there is no shortage of ambition!

[h2]What else is coming to this update[/h2]
You might have seen a lot of our sneak peeks, but if you haven't then head over to our latest
Space Log #11 for more info!




If you, or a friend, are eager to take the plunge into the Void, then now is the chance! The game is on sale, so get it before the inevitable price increase!

Stay tuned for more info on the 1.0 release on November 25!

Sincerely,
the Hutlihut Games Crew