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Update "All Hands on Deck" - AVAILABLE NOW!

Void Crew Update 1.1:
"All Hands on Deck"
IS HERE!


Greetings, brave Ectypes!

The cosmos just got a whole lot more chaotic with this new Update. We've been hard at work refining gameplay and, of course, adding more ways for you and your crew to hilariously fail in the vacuum of space.

[h2]High Level Gameplay video[/h2]
Let's get an overview of the big features in this update:

[previewyoutube][/previewyoutube]


--- 1.1: "All Hands on Deck" Changelist ---


[h2]Survivor Game Mode[/h2]
[h3]One location. Endless action.[/h3]

Our new high-octane challenge is here! Survive long enough to scavenge wrecks dropped from Void rifts and hoard loot by killing enemies—but be careful, time is short and supplies are limited! Co-op intensity at its finest!

With thematic enemy waves, this isn't for the faint of heart, so make sure you are at least Rank 4 to stand even the slightest chance! This intense experience is designed for short but chaotic 30–60 minute runs. We are eager to see how many waves the community can survive... (and have a blast doing it!). Don't forget your Scavenger; it's essential in this mode!

The dev team's record (at the time of writing) is completing wave 8, dying savagely in the following minute ...?

Did we mention it is set in the remote but beautiful Solar System "Defiance"? And that it has custom timing for solo and smaller Crews?


[h2]Payloads and The Payload Launcher[/h2]
[h3]Unleash Mayhem with Cluster Missiles, Torpedoes, and More![/h3]

Who doesn't like unleashing devastating payloads of utter destruction? With 6 payloads, there is a lot to master... just remember to stay CLEAR of the blast radius if you dare deploy the Void Harbinger...

Payloads can be deployed by EVA'ing players, fired directly from the Payload Launcher itself, or remotely, by the Pilot from the ship's Helm!

The following payloads are now available:
  • Cluster Missile: Launches a whole swarm of rapid, homing bearers of destruction. Perfect for clusters of fast-moving baddies.
  • Medium Missile: A single, high-damage warhead that excels at sniping sub-components on bigger foes or punching holes through medium ships.
  • Heavy Torpedo: A slower, lumbering beast that hits really hard. Aim it at large, clunky enemy craft, then watch the fireworks.
  • Lure: Completely reworked, this decoy now transforms into its own mini craft when launched—cruising along and luring your enemies on a merry chase.
  • Proximity Mines: Now hand-deployable! Set them loose, and they’ll lie in wait for unwelcome guests who come near.
  • Void Harbinger: METEM’s special brand of “behavior correction." Just stay clear of the blast site.


Now Lock and Load!

[h2]Save Game (!)[/h2]
[h3]Shorter sessions – Void Crew runs before bedtime![/h3]

This was a highly requested feature from the community ... and we are not going to hide we are enjoying it as well! Yes yes yes - You now have the ability to save your run while in the Void and continue another day! Or after dinner if you so fancy.

So how does it work? Well, as host you have an additional option in the Astral map during your Void Travels - you can now save your current progression!

In addition, if you don't have an existing saved session, the game will now auto-save whenever you Jump into the Void.


[h2]Official 6-Player Support[/h2]
[h3]More Chaos, More Fun! Seriously.[/h3]

If you've been living on an abandoned asteroid, then you might not have caught that Void Crew now supports up to 6-players in co-op!

Ship loadouts have been adjusted to make sure there’s something for everyone to do! And with more players comes more Engineering responsibilities of not frying the Generator ... But we'll leave that up to you, Scotty!


[h2]Difficulty Revamp and Tuning[/h2]
[h3]Smoother Starts, Sharper Challenges, and Balanced Runs for Everyone![/h3]

Since Void Crew 1.0 launched, runs could feel either too punishing upfront or overly long. We've eased the early difficulty and increased the scaling after the first boss, so optimal play doesn't require lengthy sessions. Teams can beat the first boss, then continue if desired.

We've also explored more nuanced enemy tuning (like movement, enemy weapon types, delays, projectile speed, and attack timing) which will now change over time in a non-linear manner.

[h2]New Loadout Challenges[/h2]
[h3]4 new Loadouts that will make you think twice![/h3]

We have added 4 NEW types of Loadouts (4 Destroyer and 4 Frigate) which, we admit, are pretty EXTREME. But... we also admit they make for some insanely fun runs!

For example, the "Extra CQB" makes ACCURACY across the ship so bad you couldn't hit water if you fell out of a boat ... but it increases your damage so much you'll be one-shotting just about everything!

And don't get me started on the "Glass Boat", "Missile Boat" or "Alloy Hoarder" ...

[h2]Mutators[/h2]
[h3]Customize Your Challenge with Mutators and Thrills![/h3]

Need more SPICE in your life? Well, you should probably see someone about that, but in the meantime, you can add MUTATORS to your sessions (yes, Survivor Game Mode included!) to make things even more interesting!

We've already covered "Pinata", "Revenant HOLLOW" and "Shielded HOLLOW", but what about "Typecast"? This one makes Kinetic damage extremely ineffective against Shields, and Energy damage likewise ineffective against Hull/Armor! So if you want that extra challenge (and XP!), then your gunners will have to work together (good luck with that!)

Also ... if you think you are good: We dare you to run with the four Mutators mentioned above! Double dare!


[h2]Equippable Emotes[/h2]
[h3]Express Yourself, Celebrate Wins, and Troll Your Crew in Style![/h3]

With a wide range of emotes, you'll be sure to have your buddies clapping when you mess up. Speaking from experience here. Now go customize your Ectype!


[h2]Change Perk Loadouts aboard the Ship[/h2]
[h3]No more wasted Perk Points![/h3]

So we decided to loosen up a bit ... * sigh * ... players would just quit, change loadout in the hub and then rejoin just because they joined an ongoing session who had a Pilot already ... so let's just make it easier to join crews mid-run and save players the hassle ... and we have to admit, forgetting to swap "back" in the middle of a hectic fight is kinda funny too!

"But then someone is just gonna change all the time!" - I hear you. But we found it wasn't an issue. Why? Because your epic ability gets reset when changing ... !

PS: We also moved the Homunculus dispenser in the frigate. This should make your friendly neighborhood Engineer a bit happier.


  • Big performance pass (GPU and CPU)
  • Hull Breaches - Now you can heal back your ship to almost full health, and has been simplified a lot to be much easier to understand
  • As part of the hull breach rework, the Engineer perk “Sanctioned Repair Plate” was removed
  • 3rd Person "Periscope" - Tired of being an engineer, never seeing the sun? Now you can get an outside peek with just one click!
  • Shuriken Gatlin now consumes battery for enhanced effect, instead of overheating
  • The Kinetic Point Defence module and the METEM escort ship variant has been reworked to be much more effective (but also consumes a bit more bullets)
  • Enhancements added to BRAIN modules
  • The first objective selection in Pilgrimage will always offer 3 choices
  • Lore terminals are found in more wrecks and more frequently appear in general
  • Added duplicate protection for Lore shards
  • Added new Death screen
  • Infestation objective made easier for Solo crews
  • On higher levels, allies (including Protect ships) are more vulnerable to enemies
  • Sounds added when entering and leaving terminals
  • Larger Enemy Projectiles and trails now have despawn effects
  • [Controller] Aim Assist now available on controllers: with 5 different assist profiles to suit various player preferences.
  • [Controller] Virtual mouse no longer needed on controllers: snappy UI navigation with D-pad or left controller stick.
  • [Controller] New aim sensitivity settings for controllers available, with separate settings for when piloting or using turrets.
  • Improvements to Onboarding / Improved UX/UI
  • New UI to understand enemy reinforcements and Sector Dynamic Twists
  • Enemy threat levels UI added
  • Added hotkeys for switching tabs in terminals
  • Galaxy/Astral map info revamped
  • Solo Improvements: custom rules and balancing, enhancements on BRAINs, new Payload firing and improved Solo EVA’ing



  • Fixed Loremaster achievement not being obtainable
  • Fixed Undefined Reward Pool appearing in Rewards panel
  • Fixed exploit where you could use shields when they are powered off in multiplayer
  • Fixed exploit where you could kill the METEM ships in Protect before triggering the mission
  • Fixed the Void Drive speed debuff not applying if it was charged inside the void
  • Fixed players not being damaged by void if joining the game while inside the void jump
  • Fixed Epic cosmetics not dropping from Gift of Victory
  • Fixed Scavenger projection not being obtainable
  • Fixed visual glitches on Inscription projection
  • Fixed interaction info disappearing if you cancel interaction
  • Fixed interactions breaking if you leave a terminal while holding RMB or MMB
  • Fixed the chairs staying occupied if a player leaves while sitting in them
  • Fixed pilot 3rd person camera moving when opening ping wheel
  • Fixed Hollow Bomber projectiles still firing if the Bomber is killed during fire animation
  • Fixed guests seeing shields not present on enemies that were in the sector before the ship jumps into it
  • Fixed Reclaimer timer sometimes not cancelling after jumping out of a sector
  • Fixed urgency markers appearing when picking up items
  • Fixed the ship HP not being correct for dynamic joining players
  • Fixed a defect in Frigate engine room not applying any debuff
  • Fixed Shuriken Gatling context info mentioning overheat mechanic
  • Fixed Raid turrets dealing no damage
  • Fixed Comm Relay aggro issues
  • Fix to last target lock being toggled when right clicking not focusing on any target
  • Fixed arrow keys not working for cryptics
  • Fixed the Void Drive enhancement step in tutorial
  • Fixed the ship loadout resetting when swapping between Standard Pilgrimage and Loadout Challenge, if the chosen ship is viable for both
  • Fixed “occupied” context info getting stuck on screen
  • Adjusted Blessed Booster relic context info
  • Fixed issue in the Protect objective where enemies wouldn't pursue the METEM ships
  • 60+ Art/Collision fixes
  • Lots of UI fixes
  • Lots of Localization fixes


[h3]Known issues and Workarounds[/h3]
We will fix these in a later patch, as soon as possible.
  • When logging in, achievements are unclaimed and achievement cosmetic rewards can't be selected from the personal Loadout terminal. Workaround: you can re-claim the achievements and that will give you your cosmetics until the next logout.
  • Voidseeker cosmetics cannot be obtained from any source.


Now what are you waiting for!? Go play! And don't hesitate to share with us your experience on our Discord!

//Hutlihut Games Crew

"All Hands on Deck" - RELEASE DATE and NEW GAME MODE reveal!

Oh boy, do we have a HUGE update for you! Today, we're not only announcing the release date, but also revealing a NEW GAME MODE!

So, without further ado, the release date is… tadaaaaam: [h3]April 18th 2025![/h3]

(In other words: less than a week!)



While you wait, let’s take a look at the new game mode:


[h2]GAME MODE: SURVIVOR![/h2]

[previewyoutube][/previewyoutube]

Looking for a high-octane challenge that fits neatly into your lunch break? We’re happy to introduce our new Survivor Mode – our most intense experience yet, designed for short but chaotic 30–60 minute runs that demand tight teamwork and laser focus.


[h2]One location. Endless action.[/h2]



In Survivor Mode, your crew stays grounded in a single hot zone – but don’t expect to sit and watch The Void in awe. Waves of increasingly intense enemies will push you and your crew mates to your limits. With the Fabricator starting from scratch, only a Rookie loadout, or a Lone Sentry loadout will be available to you. You’ll need to build up fast… or fall fast.


[h2]Wave-based chaos with a twist[/h2]



Each wave comes with its own theme: Fighters, Bombers, Snipers, Cruisers, and more. Morphs like Frost Morphs will challenge your tactics – better hope your Gunners are awake when your ship’s engines freeze solid.


[h2]Rift Wrecks = high risk, high reward[/h2]



Keep an eye out for Rift Wrecks! Temporal rift-like wormholes will spawn wrecked ships that are only around for a short while. These are LOOT HEAVEN if you move fast. They’re also tuned for solo players, making this mode perfect for brave captains who dare to fly alone.


[h2]6 players mode available[/h2]



Whether you squad up or go solo, Survivor Mode adjusts to fit. Why not embrace the 6 player chaos in our most chaotic mode yet? Note that now the Scavenger role becomes critical for looting those rift wrecks ... so why not have two Scavengers at the same time?

It’s also the perfect opportunity to finally snag that Around the Void achievement – yes, all 3 Morph variants are in the mix in Survivor Mode. Although it’s still hard to obtain, it’s more achievable than before.

[h2]Noteworthy systems & flexibility[/h2]
  • Change your class loadout mid-run (yes, really)
  • Dynamic difficulty scaling as you progress - The further you get, the harder it gets
  • New fancy death sequence - die with style!
  • Updated new Galaxy Map visuals – now showing all available activities in clearer detail
  • Edit: And yes, SAVE GAME mid-pilgrimage is part of this update!

[h3]Just to be clear - everything in SpaceLog #15 and SpaceLog #16 are included in the "All Hands on Deck"-update!
[/h3]


Don't hesitate to share with us your experience on our Discord! Until the next transmission…

//Hutlihut Games Crew


See you in the chaos – and as always…

Hutlihut SpaceLog #16: Brace for Impact - Game changing update ahead

Welcome back! Our entire Hutlihut team have been working hard to bring even more good stuff into the hands of you, the players! (Yep, that's you).

Alert! Void Crew is on Sale! 🚀
Get it now for just $19.99 (was $24.99 – 20% OFF!) 🎉
…don’t miss this deal - get it for your friends!


If you haven't already, check out our SpaceLog #15 where we dive deep into the incoming New Payload Launcher and Payloads, Difficulty tuning for Crews AND Solo, Optional Mutators, and New Emote wheel with equippable Emotes!

And why stop there? You have asked for a lot of improvements – let us deliver them to you. Here is what is next on the Astral Map…




[h2]Save game[/h2]
[h3]Shorter sessions – Void Crew runs before bedtime![/h3]
The Void is a dangerous place, and sometimes even the best crews need a break (or a tactical retreat to grab snacks). Now, while in the safety of the Void Tunnel, you (the Host) will be able to save your game including ship and session progress. The saved game can then be resumed from the METEM Hub, so you and your crew can continue the adventure when duty calls!

Just keep in mind that saving mid-objective is still strictly against space-time laws – so if things are exploding, you’d better deal with that first!




[h2]Official 6-Player Support[/h2]
[h3]More Chaos, More Fun![/h3]
In the coming Update METEM is enabling even bigger Crews to join the intergalactic crusade.(More chaos, more fun - right?). Allowing you to jump across the Void with a Crew of up to 6 Ectypes! On the dev team, we’ve had a blast running six-player sessions, so there’s no turning back now!
…don’t worry, you can of course also play Solo or in smaller crews.




[h2]Change Loadouts aboard the Ship[/h2]
[h3]No more wasted Perk Points![/h3]
Another highly requested feature was the ability to swap perks during a run. So, say, if you drop into a session only to find that two of you spec’ed as pilots, you’ll be able to respec right then and there! Ah, convenience.

To make room for the loadout terminal aboard the Frigate, we had to move the Bioport a little… That’s right! No more bonked heads running into the Bioport. METEM’s highly trained Ectype engineers devised a plan... “How about we move it”? Pure Genius!




[h2]3rd Person "Periscope"[/h2]
[h3]Get a whole new perspective on The Void![/h3]
Sometimes, it's hard to appreciate everything happening around you when you're deep in the Engine Room, putting out fires and enhancing the Void Drive.. Now, you'll find certified METEM Periscopes throughout the ships, allowing you to have the same bird’s-eye view as the pilot! You can ping targets from this view, and generally just get a feel for how bad your Pilot is at dodging.




[h2]Hull Breaches[/h2]
[h3]Fix it or regret it![/h3]
Hull breaches were… well, too complicated. So, we decided to take a step back and simplify them. Like, a lot. In the update you NEED to fix the damaged hull. It can’t be ignored for too long or else… Well, nobody can hear you scream in space.

Here’s the new system in simple terms (note: Numbers may change):

  • Every 11% damage the ship takes, you gain a Minor Breach.
  • Repairing a Minor Breach restores 10% hull, meaning a net loss of 1%.
  • If you already have two Minor Breaches, one escalates into a Major Breach.
  • Fixing a Major Breach restores 20% hull, but costs you 22% overall.

This means we could streamline the Repair Plates: Sanctified Repair Plates are out – (we repeat: Sanctified Repair Plates are out!) –, and regular Repair Plates have had their cost increased - to offset the fact that they always repair 20% Hull when used. If you allow multiple Major Breaches to form, you will start racking up the costs! So in short - repair those Minor Breaches as soon as possible - no point in letting them build to a Major ones.

Note, Defect generation aboard the ship is DIRECTLY tied to Hull Health - the less Hull Integrity your ship has, the more defects will appear and escalate. So, better keep your ship Hull repaired and in good shape… unless you’re collecting Defects, you madman!




[h2]Massive UX and QoL improvements[/h2]
[h3]Clear info, Less confusion![/h3]
The old UI left too much up to guesswork - so we improved that.

Enemy Threat Levels - For us, conveying information about enemy threat levels, the arrival of the Reclaimer, and so on felt... well, nonexistent. So, we’ve unified several gizmos into one single information panel to help players better understand the pressure they are about to face! (No more guessing – just pure, imminent danger.)

Astral Map and Twists UI (countdown danger incoming!) - Other improvements include reworking Twists UI feedback: Now, you will know what hazards an Objective has when selecting it in the Astral Map. All players will also be warned about those active Twists when arriving into its Sector – and again one more time when a sporadic one is about to occur. If you die then at least it will be clear!

To live or not to live… That’s the question?






[h2]What? There’s even more content coming up?![/h2]

Yeah, we totally spilled the beans – there’s even more stuff on the way! But while we’re still fine-tuning those additions, be sure to check back here soon.

In the meantime (yes, we’re repeating ourselves, but it’s worth it), check out our SpaceLog #15 to see everything that’s already been added!

As always, remember to join our Discord for more Discussions, Crew-finding and Information about the game!

Remember - Void Crew is on Sale! 🚀
Get it now for just $19.99 (was $24.99 – 20% OFF!) 🎉
…don’t miss this deal - get it for your friends!


[previewyoutube][/previewyoutube]
Until the next transmission…

// Daniel, Creative Director, Hutlihut Games


Hutlihut SpaceLog #15: New EXPLOSIVE Update! Exclusive insights

Greeting Ectypes - newcomers and re-incarnations alike! Laurids (Lead Designer) here, piping in from the flame-spouting bowels of the engine room. Since release, we’ve been focused on cooking up what comes beyond Update 1.0 - Our brand new EXPLOSIVE Update! - can't wait to get into your hands, to hopefully provide something that’s shaping up to be a worthy game-changer for all the followers of METEM out there.

[h2]Payloads & The Payload Launcher[/h2]
[h3]Unleash Mayhem with Cluster Missiles, Torpedoes, and More![/h3]

As teased in the previous Space Log, the biggest news is the introduction of the Payload Launcher. Essentially, it’s a dedicated module for firing specialized carryables (aka “Payloads”) into space. It even has a handy Direction Selector so you can launch upwards, downwards… or sideways or forwards, depending on where you installed it.

And if your team's scavenger has that Long Throw perk? Guess what—you can always just hurl these new Payloads with your bare hands if the launcher’s busy or your Engineer forgot to install it. Once you’ve primed a Payload (LMB), it’s armed and good to go. Throw it (RMB) and watch it transform from “something I’m holding” to “something that’s about to create mayhem.” Once deployed, a Payload stops being a carryable, which prevents the Gravity Scoop from vacuuming it back up—once it’s deployed, it’s out there, hopefully terrorizing your enemies instead of your own crew (I'm looking at you, Decoy Lure).

Deploying a Cluster Missile Payload by hand. EVA is now short for Extra-Vehicular-Awesomness!

[h3]New Payloads[/h3]
  • Cluster Missile: Launches a whole swarm of fast, homing little bearers of destruction. Perfect for swarms of fast-moving baddies.
  • Seeker Missile (naming TBD): A single, high-damage warhead that excels at sniping sub-components on bigger foes or punching holes through medium ships.
  • Torpedo: A slower, lumbering beast that hits really hard. Aim at large, clunky enemy craft, then watch the fireworks.
  • [Redacted]: METEM’s special brand of “behavior correction.” We can’t share details yet, but let’s just say it’s not a warm hug.

[h3]Reworks & Overhauls[/h3]
  • Lure: This decoy now transforms into its own mini craft when launched—cruising along and luring your enemies on a merry chase.
  • Proximity Mines: We’ve made these hand-deployable. Set them loose, and they’ll be waiting for whenever unwelcome guests come near.

[h2]Difficulty Tuning[/h2]
[h3]Smoother Starts, Sharper Challenges, and Balanced Runs for Everyone![/h3]
Ever since 1.0 dropped, we’ve gotten a bunch of feedback about how runs can feel punishingly front-loaded or (for some) too drawn out. We’re smoothing the early portion a bit—and adding stiffer scaling after the first boss for those who managed to stay on top of the power curve. Ideally, no one feels obligated to marathon 3-hour sessions just to be “optimal.” Smash that first boss, then push into the endless portion if your team feels like it.
We're looking into tuning difficulty by making more aspects of the enemies tweakable - not just their health-pools and damage output, but also attributes like movement speed, projectile speed, attack-wind-up time and so on... lots of different numbers that affect the challenge in various ways.

[h2]Optional Mutators[/h2]
[h3]Customize Your Challenge with Mutators and Thrills![/h3]
We’re also introducing a few new Mutator options on the Pilgrimage selection on the Galaxy Map, for those craving some extra spice on their runs:
  • “Piñata” – Because who doesn’t love colorful explosions to go along with their loot?
  • “Revenant” – These HOLLOW don't seem to stay dead!?
  • “Shielded HOLLOW” – If you ever thought HOLLOW needed an extra edge… well, we have concerns about your life choices.

We have more Mutators in the works, but these three are front and center in our dev pipeline.

Colors!

[h2]Equippable Emotes[/h2]
[h3]Express Yourself, Celebrate Wins, and Troll Your Crew in Style![/h3]
Finally, we’re bolting in an emote selection system at the Personal Loadout Terminal. We love messing around in co-op with silly gestures and want to double down on that. Expect more interactive emotes, the possibility of “holding a pose” to amuse your poor crewmates, and basically fueling that “hey, look at me!” side of your game sessions.

More ways to celebrate your own competence, or show your fellow Ectype exactly how much grief they're causing you.



As always, remember to join our Discord for more Discussions, Crew-finding and Information about the game!

Until the next transmission…

// Laurids, Lead Game Designer, Hutlihut Games

Void Crew 1.0 Review by ARKADEN - Plus 1.0 gameplay video

Hello all Ectypes,

Welcome to everyone into a new year 2025.
What better way to start than share a new video showing Void Crew 1.0 Gameplay loop.
...we hope you like it - If so, pleeeease share with your friends :-)
[previewyoutube][/previewyoutube]
[hr][/hr]
[h2]Review (5/6): Void Crew 1.0 - A Cool, Chaotic, and Challenging Space Adventure[/h2]
We love feedback... both from both players in our community and media playing Void Crew. That gives us insights into which areas works and others to improve - making Void Crew the best experience it can be. One of the biggest Danish gaming medias, ARKADEN just released a full review of Void Crew 1.0. As it is written in Danish, we have translated it below, for you all to read.



Void Crew 1.0 review (ARKADEN - original text in Danish) >>

[hr][/hr]
[h3]Void Crew 1.0 Review – A Cool, Chaotic, and Challenging Space Adventure.[/h3]
Review in ARKADEN - Written by Michael Emcken, January 10, 2025.

Void Crew has exited its 14-month-long Early Access, and it is incredibly addictive—especially when you have friends to man the ship with you.

Void Crew offers an intense and cooperative experience where teamwork and communication are key to success. You and your friends will be thrust into chaotic missions where you must balance piloting the ship, fighting enemies, and scavenging "space junk" from the hostile ships you’ve taken down.

Developed by Danish studio Hutlihut Games and published by Focus Entertainment, this rogue-like extraction game lets you navigate your spaceship through missions, extract loot, and upgrade your skills to progress as far as possible.

The game begins with a brief introduction to the core mechanics. The pace is slow, and you won’t face significant challenges initially. But once the real game begins, the tempo and difficulty ramp up quickly. You’ll venture into space aboard a sophisticated spacecraft on exciting missions that you and your crew are hilariously unprepared for! Your main adversary is "The Hallow," the game’s only enemy faction.

There’s a stark contrast between the tutorial and the main gameplay, but the difficulty is fair—you always understand why a mission failed. It’s just a matter of hopping back into the action, spending your newly-earned gene tree points, and venturing into space again.

Roles and Gene Trees
In Void Crew, each player can assume a different role on the ship, each with unique abilities and responsibilities. The available roles are:

Pilot: Responsible for navigating the spaceship through missions, avoiding obstacles and enemy fire.
Engineer: Focuses on maintaining and repairing the ship's systems, weapons, or hull.
Gunner: Operates the ship's weapons to fend off enemies, ensuring you’re not overwhelmed by the numerous foes in certain missions.
Scavenger: Heads out into space during the chaos to retrieve space junk that can be used to upgrade weapons or reinforce the hull.


Currently, the scavenger role feels unnecessary. While hull breaches require someone to venture into open space for repairs, it’s often better to send an engineer, as they’re more efficient at repairs. Some objectives require external work, but generally, having someone outside the ship is a disadvantage. As a result, the scavenger role doesn’t have a well-defined place compared to the others.

Players can rotate roles to keep gameplay dynamic and ensure everyone experiences different aspects of the game. Role selection and gene tree point allocation are managed in the Hub, where you also prepare for missions. Gene trees allow players to enhance specific aspects of their role, such as improving the pilot’s thruster speed or increasing the gunner’s weapon damage.

Into asteroid rain and ice storms the Space Ship has to venture out
The ship’s systems are interactive and easy to navigate. Weapons must be aimed, fired, and reloaded manually, and repairs often require players to dash around the ship like headless chickens, tackling one crisis after another.

While enemies try to turn your ship into space debris, environmental hazards like asteroid storms and ice fields also pose a threat. Effective communication is essential, as even simple tasks—like aligning the ship for a warp jump or managing power consumption—often require coordinated efforts from the crew.
Originally posted by author
The moments when everything clicks and the crew functions as a well-oiled machine are deeply satisfying. Few games can match this level of cooperative enjoyment.
Alone in Space - Playing Solo
Void Crew can be played solo if you don’t want to team up with other players. This mode works surprisingly well, with automated turrets and other systems helping you manage tasks that would typically require multiple players.

While missions seem scaled for solo play, it’s not explicitly stated. Perhaps the automated turrets are just particularly effective at eliminating enemies.

Multiplayer: Where the Game Shines
We at Arkaden had the pleasure of playing Void Crew as a 4-player co-op team. According to Kasper Pedersen:

“Void Crew truly shines when experienced as part of a team. While missions—particularly space battles—can be tough, completing them feels incredibly rewarding. However, figuring out certain mechanics, like activating Hyper Drive, can be confusing at first. We also encountered a few bugs, like a crew member falling through the ship floor. But these issues were minor compared to the laughs and shouts we shared as a team, improving and mastering the game’s complex mechanics together.”

[h3]Conclusion[/h3]
Void Crew is a fantastic game, slightly hindered by the lack of utility for the scavenger role and some technical issues. These flaws, however, don’t detract from the overall experience. The gameplay is solid, striking a perfect balance between micromanagement and engaging tasks. Every action aboard the ship has purpose and significance. Progression through the gene tree is satisfying, and each upgrade feels impactful.

Space battles are intense, punishing mistakes harshly. While single-player mode is functional, it’s clear the game was designed for co-op. Void Crew is decent in single-player, great in multiplayer, and absolutely phenomenal with friends. Its strength lies in creating an engaging and dynamic multiplayer experience where teamwork is essential. For fans of co-op games and space adventures, Void Crew is a must-play.

Developer/Publisher: Hutlihut Games/Focus Entertainment
Genre: Rogue-lite/Adventure/Extraction
Platform: PC (Steam)



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Don't hesitate to share with us your Void Crew experience in comments!
...or join discussions with other Ectypes in the community on our Discord!

//Hutlihut Games Crew