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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





Hutlihut - Space Log #11: Incoming!

[h2]Hello Ectypes![/h2]

Daniel here, Creative Director on Void Crew. Today, I'd like to give you another peek behind the curtains, and share some thoughts on new things coming to Void Crew.

First of all, I can start by revealing that there will be some bigger news coming your way in the near future, but for now you'll have to live with my ramblings!

Ever-evolving game ... and learnings

As our friendly neighborhood game devs - Ghost Ship - wrote some time ago, an Early Access game (like Void Crew) is a constantly evolving beast (well, not in those words, but you know ...). We'll gladly piggy back on their wisdom: Not every feature of the game is made at once.

Interestingly, this makes it both harder (predicting players wishes and the future in general), and easier (able to adapt to feedback as we move forward). Some changes make the game easier for players, others, more difficult.

One thing we have learned is that it becomes very easy to focus on new things, always trying to listen and move forward. In doing so, we also left some systems not as finished/polished as we'd like. Being a small team doesn't help this either. As we zero in rounding off the base-experience of the game, you'll see us showing off more sneak peeks with an emphasis on finalizing existing systems: things that haven't really grown to their full potential, or just plainly are clearly incomplete ... for example our Perk Tree which has "not implemented" perks scattered throughout.

We like the Perk Tree as a rank-up incentive - so we're sprucing it up with new Class Ability boosts and Superior variants!



Another example is the Fabricator and related unlocks. We've had a plan for quite a while, and it feels great to finally get to where we wanted it to go. The Fabricator felt over-simplified in how it would contribute to the progression inside a run. The static list of items that can be fabricated was not very interesting, but neither was the variant where unlock just power-crept into it as you ranked up. With the next update, it can now be upgraded several times, allowing for more options and unlocks. And by popular demand, upgrading it also adds an auto-recycle feature for those lazy Ectypes... like myself :P



The way the Fabricator works in the next update should also address some of the complaints around the inability to Fabricate "non-default" systems and modules. We're not reintroducing direct Rank Unlocks of systems, but we ARE expanding the fabrication potential of the Fabricator during your runs. Perks that unlock Fabrication options are also still in play, but we moved some of the "must-haves" out of the Perk Trees and replaced them with more specialized stuff.

Another topic is the biome specific signature enemies. As the name probably reveals, it was always our plan that the HOLLOW Frostmorph found in the Temperance system, would get some biome siblings. So in the upcoming update you'll be able to encounter the area-denial HOLLOW Firemorph and the power-draining HOLLOW Energymorph (for Vigilance and Bravery respectively).



... So are we just fixing things now? Oh no. We can't help ourselves. We are also adding something new ... but what exactly I'll leave up to you to speculate on. But here's a hint:





There are more news and sneak peeks on our discord, so if you'd like to see more and be the first to get those previews, don't hesitate to join!

Until the next rambling ...

// Daniel, Creative Director
Hutlihut Games

Dev Stream #14 - Community Q&A - Highlights

Hello Ectypes!

Here comes Dev Stream #14 Highlights!
The session was soooo co-op chaos fun and action packed!

[h2]Q&A - Community questions[/h2]
We answered lots of questions from the chat, both on Update 5 feedback and how we are addressing, aaaand what other stuff we are cooking for the next exciting Update.

We've compiled a Highlights video, summing up answers to much of the feedback and questions.

Go waaaaatch... if you are curious about…
  • Will we get a save system for Endless?
  • Are we going to get some bigger guns, with bigger EXPLOSIONS?
  • Will there be modules that are taking up more space, like a bigger gun which takes more slots?
  • What about the missing perks and perk loadouts?
  • Sneak peek: Fabrication improvements - Blueprints!
  • Things that we started developing, but ended up scrapping for whatever reason
  • Will there be more unlocks (eg. new Relic unlocked when you reach level 10, that wasn't available before)?
  • More ideas (cloaking device, warp drive, EMP)
...listen in on Javier (Game Engineer, Partner), Daniel (CG Artist) and Tomasz (Sound Designer) give their answers and perspectives!

[previewyoutube][/previewyoutube]

If you want to hear all the answers - we've also updated the video description of the full VOD:
Dev Stream #14 - With Chapters >>

Make sure to check out the video!


If you prefer to read the answers, below we've added a written version of answers from the Highlights video.

[h3]Will we get a save system for Endless?
[/h3]
[Javier - Game Engineer, Partner]:
It is a very frequently requested in the community, but we currently don't envision the game needing it - in, allow me to say, final vision of the game.

What we would prefer is that you go into a run with your friends, and you play for some time, and regardless how much time you will play, you will feel rewarded for it.

Saving is something that, even though we would be interested in exploring and experimenting with in the future, it doesn't currently fall within our plans, mainly because we don't need it to achieve that part of the vision, which is our core vision (making each run feel rewarding, no matter the length).

We can see how it could be cool for other things - like having a session that you can continue another day with your friends - but it is not what we are currently trying to polish in the game.

It's not a definite "No" for the future, but it is not being developed, and in the plans, at the moment.


[h3]Are we going to get some bigger guns, with bigger EXPLOSIONS?
[/h3]
[Javier]:
It's of course something that we are very passionate about.
Something that we have in our internal notes, that we would like to get to eventually, is for example a coop-requiring weapon, where (at least in multiplayer groups) you'd need multiple sources of activation needed to be activated simultaneously, and then you would create a huge blast.

However, that is currently not in our developement pipeline, for the same reasons as before - we are working on very cool stuff that we are, as you can see, sharing and dropping slowly, and we will share more very soon.
It's just something that will come in future content drops, whenever we get the time allocated into it.


[h3]Will there be modules that are taking up more space, like a bigger gun which takes more slots?
[/h3]
[Javier]:
There are places in the ship, where between two module slots, there's another, unused one in the middle.
At one point we actually had 2x1 modules working in the game, and it was a part of our pipeline to develop them.

It's very interesting when you have to commit two slots, to get one result. It can lead to very interesting design decisions and we are more than open to making that come back in the future, definitely more than open.

So yes, we will get that. I can't get you the exact estimation as to when, but you can expect that to come some time in the future.


[h3]What about the missing perks and perk loadouts?
[/h3]
[Javier]:
In the Gene Tree there are still some Coming Soon! Perks and Superior Class Abilities.

In the next Update we are bringing those into the game. We are finalizing the Perks and Superior Class Abilities, like for example that Grappling Hook that will allow you to reel items towards you, instead of you pulling towards them.

It's extremely cool, and there's a sneak peek in our Discord and our Twitter, which you can go and check out.


[h3]Sneak peek: Fabrication improvements - Blueprints!
[/h3]
[Javier]:
Next Update we're bringing one of the biggest improvements to the fabrication - Blueprints!

When you recycle something in the Fabricator, you will be able to unlock its blueprint, and then you will be able to fabricate it, from that point on (within that run).

So for example the Epic, Large Ammo crate that we have gotten before, we could have recycled that one in the Fabricator, and now we would be able to fabricate Tier 3 bullet crates, which is very cool.

You will be also able to upgrade Fabricator to get access to more stuff.


[h3]What are some things that you started developing for Void Crew, but ended up scrapping for whatever reason?
[/h3]
[Tomasz, Sound Designer]
I think the Relics were a thing in the very early stages of the game, but the gameplay around them didn't fit so much to the game.
Now (with Roguelite), the idea made much more sense and they came back.
Of course we had to adapt them to current gameplay, make new visuals and sounds, but the general idea was there already for a long time.

[Javier]
I didn't know that actually! Nice to know!
But yeah, that happens a lot in game development, that things get scrapped.

I think the biggest example in Void Crew history has to be the Tactical Map.
Next to the pilot seat, we used to have a terminal, that you could interact with, and it would be lika a 2D-topdown version of the map, of the sector.

It would allow one of the roles in the game that no longer exist, which is the Tactical Officer, to play almost pretty much entirely different version of the game, that was more focused on that map.

For example, target locking happened from that map, scanning too.
There was a bunch of mechanics that were build around that role, that now they have made their way into the game in other various ways, but the entire Terminal and the Map, were completely scrapped.

(You'll find more details on the Tactical Officer and other ideas that evolved into something else, in the talk presented by our Creative Director, Daniel Windfeld, during Nordic GameJam 2024)

The way that we develop, and that most studios around the world develop, is by trial and error, by testing. You think something is super fun, and you try it out and it turns out not being as fun, and vice versa.
Playtesting is a core value of game development in general, and Hutlihut Games and Void Crew in particular.

We run a lot of playtests with players, people here in the office, on-line, our experimental group - it's very important for us and we really believe in it!


[h3]Will there be more unlocks (eg. new Relic unlocked when you reach level 10, that was not available before)?
[/h3]
[Javier]:
That is currently not the plan, and there's a simple reason for it.
We like, that as part of the Roguelike nature of the game, even when you've just started playing, you can get access to all the cool stuff.

That's why the things that we are unlocking based on the ranks are the perks, which are more to make you feel more powerful even since the beginning, as well as the Ship loadouts, which achieve kind of the same.
You are more powerful in the beginning of the run, but even a new player can become as powerful as you would be with all your Ship loadouts.

We want to make sure that the game is fun without having to first invest 30 hours into it, before it becomes very fun.

With that being said, it is possible that we will introduce other things into the level unlocks. Things that don't necessarily make the game less fun or make you have less content when you start, but perhaps some other systems.

We will see about that, currently nothing planned in that regards for the next Update.


[h3]More ideas: Cloaking device - temporarily invisible, Warp Drive - jumping few kilometers ahead, Cargo Hull Expansion, EMP - disable nearby ships for a short duration. Any new modules like that?
[/h3]

[Javier]:
We are very interested in that of course!
Adding things like AoE damage, missiles, and so on, we will see...

That's content that we dream we'll one day be able to put into the game.

As long as you guys are supporting us, we will be able to continue updating the game throughout Early Access and after launch, with free updates, expansions and so on, and be able to bring a lot of content into the game with that.


Highlights of the Major Update:
  • Challenging Boss Fights
  • Powerful Relics
  • Blaming Emotes (sooo much fun...)
  • Solo improvements
  • QoL bugfixes and more...
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]

May you be blessed with Sacred Relics and exciting Bosses.
Hutlihut Games Crew