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Void Crew News

Void Crew Console Release date!

[p]Without further ado, we are proud to share the upcoming console release date with everyone! Hurrah![/p][p]So when?[/p][p][/p]
Consoles drop on 4th of September (2025)!
[p][/p][p]Void Crew is officially coming to consoles with full cross-play support - XBOX S | X, PlayStation 5 and PC will be getting an update on the 4th of September![/p][p][/p][p]A big shoutout to Piktiv AB for handling the console porting — their work has been instrumental in bringing Void Crew to a whole new audience![/p][p][/p][p]Check out our announcement trailer![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]This release has been long in the making, and we can't wait to get more players into the game.[/p][p] Remember to join our Discord for more co-op and chaos!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games

[/p]

Void Crew on Consoles!? Hutlihut - Space Log #17: ...

Okay, today we'll cover two things - some exciting news, and some post mortem thoughts on the making of the Void Harbinger bomb!

First the exciting sneak peek news:

Big news, Ectypes — we’re expanding!

Void Crew is officially coming to consoles - XBOX S / X and PlayStation 5 - and we’re bringing full cross-platform support with us. That’s right: soon you’ll be able to team up with your friends no matter where they play - and fail gloriously together!
Get ready to explore, fight, and survive together across PC and consoles later this year!

---


Now that you know you'll be able to have explosive fun with your console buddies, I thought I'd share a few things on a feature we were unsure how people would react to. Yes.
The high-chance-of-self-destruction Void Harbinger 'Nuke'. Yes, that thing.

In addition to the below "making of", here's a video of the devs talking about the nuke (and other explosive stuff!)

[previewyoutube][/previewyoutube]

Making of the Void Harbinger "Nuke"

With the development of the Payload Launcher, we needed stuff to fire: Payload items. Naturally the default selection was Medium Missiles and Heavy Torpedos, but we wanted to have some more specialized ones as well. This gave birth to the Cluster Missile to deal with swarms, and we knew we needed something in the other end of the spectrum - a "clear-the-level" kinda deal.

So let's just go wild!? What is the biggest warhead we can think of?

[h2]A big boom[/h2]

Well, a nuke isn't something new to video games, and there are some really well executed variants out there. But having a nuke in space does have the odd side effect of not being affected by things like gravity and heat rising upwards. So that made the iconic mushroom cloud hard to pull off (we did try a simple version... and as expected, didn't work).

Without relying on the shape itself, we had to break it further down. What makes a "big boom"?

First off, of course, we'd need a big ball of glowy death that kills more or less anything inside. Check. Done. Let's test gameplay. Okay, the odds of self-destruction using one of these babies is pretty high. Yes, we decided to keep the ability for it to damage the player ship (friendly fire is disabled normally). If you were going to fire off a Nuke, any sane person would know to GET TO A SAFE DISTANCE! That and we found it funny that the target you set would probably be chasing you while your Nuke was in transit... We've seen a few streamers panicking when they realize this! Oh, the joy *tear *.

So we nailed a giant spherical death bubble. But it didn't feel like a nuke. Yes we made it yellow to begin with, and people got the association, but it was just over too fast, it didn't have that satisfying punch to it.

[h2]Adding layers[/h2]

So studying further the anatomy of big bombs, it became apparent we needed layers of events. Small bombs usually have complex and fast effects, while bombs this size would have slow moving bits to help give the illusion of scale.

We ended up doing several prototypes, and found that initial bubble, followed by a shockwave and debris some delay afterwards, and rounded off with a nice dissolve. We agreed the extended duration made it scratch that itch, but at this time it was still a pure white/yellow-ish bubble.

[h2]To be Nuke or to be... Void Nuke?[/h2]

Then came the intense discussion. What if... we made it into something a bit aligned with our lore? What if instead of an atom bomb, we made a... Void bomb!? We changed the color of the sphere and now it didn't really feel like anything - it wasn't a nuke anymore, and the flatness was just not clear. We agreed to give it a try with some texture work, tying it with the visuals from the Void Tunnel and see if that would work. We spent some time tuning the emission to allow some details to surface in the center of the sphere and added some details... and voilà, this helped give it that little nudge towards being its own thing.

We also wanted to make sure whoever picked it up would understand that is was different. We opted for something that was a bit torpedo-is to keep the visual language, and added icons to help show it was different. But it wasn't enough, we felt. So now that we had settled on the Void-tech concept, we thought it would be fun to make it feel like a hot potato and give damage to whoever carried it! (Personally, I wanted everyone in vicinity to take damage, buuuut in retrospective I'm glad someone convinced me otherwise...)

[h2]Final touches[/h2]
(^ I just really like this gif... STILL... it's 'mind blowing'...)
Nothing's really done unless it has sound. For the audio, it is conceptually mixed - true, in space it wouldn't make any sound at all, but that would be very 'meh', and we here for good fun, after all.

So assuming it is audible, it would make sense theoretically if the sound was first audible only when the shockwave reaches the player, but in order to give player the gameplay feedback that it exploded, the initial part of the sound plays at the exact same moment when the explosion starts.

The sound starts with a deep, boomy explosion, consisting of many layers coming from various recordings of bombs, fuel igniting and synthetic elements.

Then, when visually the player is blasted with all the space debris and dust coming with the shockwave, the sound transitions into a chaotic rumble - things whipping past, and reality distorted around us. The idea we wanted to portray here was hearing the wrath of the Void being unleashed with that bomb.

With the magic of sound and application of well timed camera shakes, it became what it is today - something that has delighted players who have been favored by METEM and come across one of these beautifully dangerous things.

There is no video or gif that can replace how it feels ingame, so if you haven't already tried it - now's the time!



Remember to join our Discord for more co-op and chaos!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games

Patch 1.1.2 - Out Now (Monday 28. April)



Patch 1.1.2 Out Now - Below fixes verified and addressed.

While we were at it, we thought we should do another round of fixes and balancing! Thanks for the community for helping us out with these!

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


[h2]Issues Addressed[/h2]
  • Balancing: Modules and Weapons can now drop from enemies in regular Pilgrimage and appear as normal objective rewards
  • Bugfix: Game crashing if a player uses Clap emote and then sits in any seat
  • Bugfix: Fabricator exploit allowing for infinite Alloys with two or more players
  • Bugfix: Fabricator processing speed not increasing with upgrades
  • Bugfix: Issues with changing settings with Controller
  • Bugfix: Reclaimer Timer being stuck with previous Sector's remaining time when Void Jumping into a new sector
  • Bugfix: "Legendary Kit" achievement being unlocked with 2 legendary mods instead of 3
  • Bugfix: Ambush objective succeeding even if the Remnant Freighter manages to jump out
  • Bugfix: Perk "Suit Enhancement" Level 5 having inverted values
  • Bugfix: Batteries not saving with Save Session when in central computer recharge sockets
  • Bugfix: Build boxes placed in build sockets not saving with Save Session
  • Bugfix: Items placed in Frigate Bridge shelves not saving with Save Session
  • Bugfix: Weapon build boxes placed in Gravity Scoop causing issues after loading a Saved Session
Note: Saved Sessions created prior to the 1.1.2 patch will not have the above save-session related issues fixed.

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

Sincerely,
// The Hutlihut Games Crew

WIN 3 VOID CREW Founder's Pack DLC!

Corner whatever friend or three of yours you'd want to play co-op with in style ...
- Then you get them to:

1) Push that RATE UP button on this article, and
2) add a comment with the words "METEM PRESERVE YOU" in this article's comments

... and we will draw and announce the 3 winners in this article THIS SUNDAY AT 21.00 CET (27. April)!

EDIT:
[h3]WINNERS[/h3]
And the winners ARE ... (Drumrolls please!):
  • CADE C CORGI
  • G8tness
  • TheDarkWizard99
Huge congrats to the winners from the Hutlihut team!

Important: For us to contact you, check friends invite so we can send you a steam code (you can remove us afterwards)!



[h2]Mutate the game![/h2]
[previewyoutube][/previewyoutube]
[h3]Customize Your Challenge with Mutators and Thrills![/h3]
With 1.1, we introduced Mutator options in Pilgrimages AND Survivor mode - just tick which ones you want (and have unlocked) in the Galaxy Map - and wupti, extra spice for your runs!


[h2]What's in the Founder's Pack DLC?[/h2]

With this DLC you are first and foremost showing your support for the game and for the Developers. The content included is our way of showing our appreciation for your support!

The Founder's Pack includes:
  • METEM Salute projection, for Ectypes to showcase the depth of their devotion.
  • Golden Armour colour scheme, for those with inner souls of gold.
  • METEM Star Armour Pattern, wear the stars of the Void to guide your Ectype crew.
  • Unique B.R.A.I.N. Helmet, to show your Crew who’s really the brains of the Pilgrimage.
  • Scarab Jetpack, for stylish exploration of wrecks and space stations.
  • Golden Jetpack Trail, for that sparkling EVA experience.
  • Our eternal gratitude!
Nooow get those friends onto Void Crew so you can blame 'em!
Don't hesitate to share with us your experience on our Discord!

//Hutlihut Games Crew

Patch 1.1.1 - Out Now (Wednesday 23. April)



Patch 1.1.1 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!


[h2]Issues Addressed[/h2]
  • Bugfix: Infinite loobox attainable in personal loadout terminal
  • Bugfix: Prism Matriarch (level 13 or higher) not killable for host/solo if hit by Void Bomb
  • Bugfix: Players lose access to cosmetic rewards from Achievements on relaunch
  • Bugfix: Voidseeker cosmetic now obtainable, along with boss Fight lootbox drop chances adjusted
  • Bugfix: Loadout terminal not updating selected cosmetic

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

Sincerely,
// The Hutlihut Games Crew