1. Void Crew
  2. News

Void Crew News

Major Update - Bosses and Relics - Out Now!

[h2]UPDATE 5 - MAJOR UPDATE is finally here![/h2]

Big, bad Bosses that will make even the toughest Ectypes sweat (or freeze) awaits their challengers! (hint: that's you!)

Again Special Thanks to the Void Crew Community for their continued support!
Here’s a recap:

[previewyoutube][/previewyoutube]



Biome Bosses!



Finally something to REALLY test the limit of your crew! Remember, there is no ME in TEAM! (Or how was the saying again?)

With Endless Mode introduced in Update 4, the natural next step was to add "stepping stones" as the crew would enter the next biome. And who doesn't like to beat even bigger enemies?

The way it works is you have a finite set of objectives you can do to prepare yourself leading up to a boss. You could - skip - objectives as you go, but you'll miss out on some much needed loot and upgrades. But, like the HOLLOW Interdiction Pillar, bosses will prevent you from escaping, so once you've been caught in their net, you'll have to deal with it!

There are THREE bosses, one for each "Biome" (Temperance, Vigilance & Bravery). The Boss you end up facing is dependent on which random Biome you are initially deployed in when starting your Pilgrimage.

Just like your real-life Boss, these HOLLOW monstrosities have a ton of hitpoints, several stages of increasing intensity and their own set of attack patterns. Be it a giant beam of heat, or an onslaught of sharp ice bombs, you are in for a fun way to get slaughtered!

But, we have no doubt you'll do juuuust fine... Beating a "Boss Objective" grants you a special "Gift of Victory" containing unique Cosmetics as well as a ton of XP - and the Boss itself will also drop a random Relic ("What's a Relic...?" I hear you say!?).


[h2]Relics[/h2]


It wouldn't be fair to increase the difficulty without adding something in return to even out the playing field. So, we revived an old concept we've been itching to add to the game: RELICS!

So what are Relics? Relics are ancient items of power, that can be found or earned during your Pilgrimage. In the ship's Computer Core - right next to your ever-demanding Homunculus - there are now Relic Shrines. Four Shrines in the Destroyer class ship and three in the Frigate class. Insert one of these babies (Relics that is, not the Homunculus) into a Shrine and bam! Your ship and it's modules gain whatever properties the Relic brings.

Be cautious. Most Relics come with separate drawbacks or activation criteria (For the Engineer to worry about mostly)... and once inserted, you cannot remove a Relic without destroying it!


[h2]Emotes[/h2]


Collaborating with others and trusting in their abilities is a bold challenge, especially in the unforgiving environment of space, where danger lurks in the form of countless I-want-to-kill-you things. That's why offering a thumbs up or down is crucial for maintaining the crew's resolve... and, naturally, assigning blame with a pointed finger when needed.


[h2]All the other (important) stuff![/h2]

[h3]Upscaling Technology: DLSS Super Resolution & FSR 3.1[/h3]

As part of our work of continuously optimizing the game we have added support for DLSS Super Resolution and FSR (3.1). Enjoy the extra frames by simply enabling them under the graphics settings!

* Nvidia's DLSS Super Resolution
* AMD Fidelity FX Super Resolution version 3.1

Players have the options of selecting between four different quality types, in the graphics settings:
Quality, Balanced, Performance, Ultra Performance.

On supported GPUs, DLSS Quality will be turned on by default.


[h3]Improved MatchMaking[/h3]

After some deep reflection on UX (but really, just listening) we updated our Matchmaking approach. First thing we did was streamline it so you can join/host directly from the Main Menu. Secondly you can now recognize modded sessions prior to joining! This should help people know what they are getting into beforehand!


[h3]Solo Improvements (Shuriken Carronade B.R.A.I.N. and Solo Ectype Relic)[/h3]
In addition to improving B.R.A.I.N. targeting logic (see below in QoL notes), there was a sudden need for energy-based damage to deal with those pesky shielded enemies. Now the "Lone Sentry" Loadout is more flexible than ever (including a unique "Solo Ectype" Relic!) and you can find both B.R.A.I.N. variants in your runs!


[h3]Cosmetics in Update 5[/h3]

We had to add something cool to go into the "Gift of Victory" for beating those bosses... so what are you waiting for, go get em!
(Note: We'll likely be reshuffling the cosmetic rewards in the future - putting more of the good stuff in the boxes you fought and died for!).

In Update 5, you will receive cosmetic rewards from 3 sources:
  • By levelling up: levelling up through the first 30 levels (Ascension Ranks) and infinitely afterwards (METEM Favor Levels) will always grant you one or more Gifts of METEM of varying levels of rarity.
  • By defeating bosses: every boss objective completed will give you access to a Rare Gift of Victory.
  • By completing Priority Targets optional objectives.


[h3]Committing to Endless Pilgrimages[/h3]
We've merged Pilgrimages and Endless - for many and various reasons... but, dive into the details in Space Log #7, where we cover the dev thoughts behind the changes.

Summary of Endless Pilgrimage change - As of Update 5:
  • We’ve moved all objective & difficulty choices out of the HUB
  • During the Pilgrimage, you’re given the option to choose between different objectives with corresponding difficulties on every Void Jump.
  • You can also skip Objectives you don’t want to play, if you want to get to the Bossfight faster
  • We’ve increased the XP payouts, and added Gifts of METEM to all rank ups - to offset the rewards not being earned for 1 or 2 objective limited runs.


[h3]Original Sound Track - DLC and OST Bundle[/h3]
This one we have been looking soooo forward to...:

From the sonic maestro of Deep Rock Galactic, Troels Jorgensen, comes Void Crew OST, which captures the Epic Space Battles and Co-op chaos of Void Crew. The ancient themes build on powerful, mythological motives, mixed with futuristic, synth music. From menacing drums of the HOLLOW, to empowering electronic beats of METEM.

22 Original Tracks featuring a mixture of mighty battle music and serene soundscapes of the Void for players to experience in Void Crew.

See all tracks here: Void Crew Original Sound Track




[h2]Community - QoL, Balancing and Tweaks[/h2]



  • Added urgency markers to anything related to ship power (circuit breakers, homunculus, power buttons etc.)
  • Various mesh and LOD optimizations
  • Added “Clear All Targets” as a bindable key in keyboard settings. R by default
  • Added Generalized GPU Instancing System for improved performance
  • Replaced “Hub Flow” display with an updated version and objective markers
  • Added monitor choice to graphics settings
  • Added breakable scattered debris to environments
  • Updated Sarcograph UI which shows an Ectype shaped health bar, biomass and current healing speed modifiers
  • Ported game settings from WindowsRegistry to FileSystem. Settings are now saved in a .json file in the game folder
  • Added Quest Progression Legend to Endless Mode Astral Map
  • Item Object Marker color is now based on item rarity
  • Different exp gains based on objective difficulty are now reflected on the tally screen
  • Types of victories/defeat are changed into a single “METEM’S JUDGEMENT”
  • Module deconstruction is now only queued if deconstruction conditions are met when pressing the button
  • B.R.A.I.N targeting logic updated to prioritize weak points if possible, when selecting a new target
  • B.R.A.I.N turrets will now switch targets when line of sight to their current targets are broken
  • UI displaying stats now also display buffs and debuffs
  • Tally screen now has a scrollable list of completed objectives and a general session stats list
  • Added objective marker sorting. More important markers will now render on top of less important markers
  • Temperance ice asteroids from twists now fade in
  • Sector entry positions now all put players facing objectives with a 90 degree tolerance
  • Steamdeck font sizes are increased for better readability
  • Keybind layout in the escape menu is now expandable on Steamdeck
  • Updated frost HUD effect
  • Added “Mute Microphone” to audio settings
  • Added a rubber band effect when reaching the end of the playable area
  • Completing the tutorial now sends players back to the main menu instead of to the HUB
  • Emphasized HP bars are now able to show invulnerability
  • Astral map context infos now show both objectives and rewards
  • Increased visibility of interactables, for example levers
  • Moved some engine trim handles in the Frigate engine room for better visibility
  • Gunner range perk adjusted → 25%, 50%, 75% → 15%, 30%, 45%
  • Prism nodes have extended range 1750m → 2500m
  • Prism nodes are now better at shooting upwards
  • Default gravity scoop nerfed Mk I - Range pickup → 250m → 200m
  • KPD now checks if enemy projectiles are moving towards the ship when targeting
  • Adjusted global light settings
  • Fixed lighting and various shaders in Bravery and Vigilance
  • Made volumetric effects less performance taxing
  • Improved occlusion culling on the Destroyer
  • Hollow Cruisers now have increased fire rate after taking some damage, as well as a new homing torpedo attack
  • Made the fog in Vigilance asteroid rains less dense and adjusted difficulty
  • Added another blank animus crate to the Frigate Freedom loadout
  • Made one of the Orison defects affect its damage
  • More text is now affected by dynamic text scaling
  • Non-exp rewards are now shown at the end of the tally screen
  • Matchmaking list now shows ship and loadout
  • Cryptics can now be done with arrow keys
  • Removed the “toggle player names” keybind and added it as a button in the escape menu
  • Various UI readability improvements
  • The sun on the astral map now represents the current system while in the void
  • Unavailable interactions no longer show interaction info


  • Fixed the long standing issue of “ghost” UI elements blocking the cursor (in the Fabricator Recycle button, for example)
  • Fixed line to Exit Vector not working on Astral Map after first void jump
  • Fixed weapon cooldown messages not containing all languages
  • Fixed Highlight FX being visible through walls and floors
  • Fixed fonts on Terminals being fuzzy
  • Fixed an issue caused by jumping into the Void while HOLLOW Summoners were aggroed
  • Fixed strafing yanking the camera (relating to head bobbing)
  • Fixed perk context info saying “Can’t Afford” when the perk is maxed
  • Fixed roof colliders in Destroyer outside central computer room to prevent homunculus from ending up inside the roof
  • Self muting is no longer interrupted by push-to-talk
  • Fixed remote players being able to cheat the Fabricator using memory editing software such as cheatengine
  • Yaw rotation on the ship no longer stacks with each void jump
  • Fixed an issue where duplicate homunculi would appear if guest players died after host migration
  • Fixed Thruster booster levers not being synced when dynamic joining
  • Fixed engine state visuals not being synced when dynamic joining
  • Reduced jank when pulling the void jump lever in the void
  • Objective timers are now synced between players when dynamic joining
  • Getting kicked immediately after joining no longer puts players in a “limbo”
  • Sector twist indicators are now visible to players who are dynamic joining while they’re happening
  • Frigate engine room door is now synced for dynamic joining players
  • Applying changes after manually dragging the game window to another monitor no longer returns the window to the previous monitor
  • Prism shield status should now always be synced between players
  • Fixed an issue where chests in wrecks would not produce any sound if more than 2 were present
  • Fixed enemy health bars being desynced when dynamic joining
  • Using the grappling hook after switching head bobbing settings no longer messes up the camera
  • Sector twist timers are now synced for dynamic joining players
  • Mute status now persists when rejoining a room
  • Fixed room player limit count not working
  • Fixed some gun barrels floating
  • Fixed an issue where players would spawn into sectors far away from the action when interdicted
  • Fixed an issue where Frostmorphs could spawn in the Vigilance sector
  • Fixed camera speed being inconsistent between turret/walking around
  • Fixed interaction collider on built in life support modules being awkward to use
  • Fixed bugged exploration music in the Container Hunt objective
  • Fixed an unrepairable defect in the Destroyer
  • Fixed an issue where wreck power fuse positions were desynced between players
  • Fixed bugs that caused ship modules to not have collisions
  • Fixed planet texture being too low res on lower settings
  • Fixed an issue where the player ship would take damage if enemies shot at a decoy
  • Fixed backgrounds looking bleak and bright on low settings
  • Fixed an issue where a white square would briefly appear when sync charging the engine on the Destroyer
  • Fixed an issue where players couldn’t click anywhere on the main menu if kicked while having the ping wheel open
  • Fixed an issue where the Metem ships in the Protect objective wouldn’t jump away if host migration had happened
  • Fixed an issue where dismissing a pop up menu while using a terminal would break UI controls
  • Fixed some modules bouncing back EVA players on collision
  • Fixed items being able to get stuck under the helm stairs in the Frigate
  • Fixed an issue where items could slip inside the fabricator
  • Fixed an issue where module colliders would be displaced after dynamic joining
  • Fixed an issue where players weren’t able to rejoin their own rooms after leaving them
  • Fixed a missing context info on a thruster station defect
  • Fixed hull repair plates not having a highlight shine
  • Fixed various UI “deadzones”
  • Fixed an issue with motion blur in the void tunnel
  • Fixed an issue where it was possible to throw items through the floor in Destroyer
  • Fixed an issue that made enemies stop spawning in after abandoning an Ambush objective
  • Fixed a missing lore entry
  • Fixed a false error message appearing when accepting an invite from a non-EU region while the game was closed


As always, if you find something - don't hesitate - share with us on our Discord!

//Hutlihut Games Crew

Bosses and Relics Trailer - Major Update - Incoming!

We are not going to hide it ... we are VERY EXCITED about getting Update 5 into the hands of players ... and the best part is ... it's TOMORROW (September 2nd 2024)!

We know, we know - ONE MORE DAY is just too long! So to calm you (or make it worse), here's the "Update 5 trailer"! [that we were also supposed to release tomorrow ...]

[previewyoutube][/previewyoutube]

Stay tuned for the FULL LIST of changes and bug fixes in the Update article we will release ... well, tomorrow!

Join our Discord for more news, and don’t forget to tune in to read the full changelog.

Sincerely,
Hutlihut Games



Update 5 release date!

Greetings, Ectypes! ... Today, we're thrilled to share with you the release date of Update 5!

Update 5 will release on September 2!




Update 5 will bring major additions to the game, and we're so excited for all Ectypes to venture into the void with this new content ... and likely die trying. We kinda expect it, even.


A quick (partial) summary of new things coming in Update 5:

    [h2]
  • Challenging Bossfights[/h2]
    Get ready to be pressured to the limit while fighting the deadliest HOLLOW enemies yet! Will your crew survive?

    [h2]
  • Powerful Relics[/h2]
    Can you handle MOAR power? Juice up your ship and hit harder against all who dare oppose you! Except your team mates, naturally ...

    [h2]
  • Blaming Emotes[/h2]
    Did someone mess up? Point at them! Did someone do a good job? Give them a thumbs up! Wanna salute the crew? METEM PRESERVE YOU!

    [h2]
  • DLSS & FSR[/h2]
    Things are going to look even better with DLSS [Nvidia] and FSR [AMD] implemented in Update 5!

    [h2]
  • Quality-of-Life improvements [/h2]
    For example: attention markers for when the Homunculus "tries to escape" after you've abused your 'power', improved joining and hosting UX right from the Main Menu, and more!

    [h2]
  • So many (bug)fixes [/h2]
    Remember that annoying "Fabricator button bug"? No? Neither do we, because it's gone now! And yes, along with many others!


For more details about all these exciting new additions and changes, we recommend checking out Space Log #7, where our Creative Director Daniel talks about the dev thoughts behind the changes coming in Update 5 [link].

We've poured a lot of love and work into this update, and we can't wait to see you all engage in bossfights, boost your ship like crazy with powerful relics, and play rock-paper-scissors to settle arguments!

See you on the 2nd of September for Update 5!

Sincerely,
Hutlihut Games Crew





Hutlihut - Space Log #7: Coming in UPDATE 5 - Bossfights, Relics and more!

[h2]Hello Ectypes![/h2]

Daniel here, Creative Director on Void Crew. Besides trying to feed a toddler (I became a dad half a year ago!), today I'd like to give you a peek behind the curtain, and give you my thoughts on the exciting new things coming to Void Crew.



Update 5 incoming!


As we Thruster Boost towards our next major update, I thought I’d take the opportunity to share with everyone our progress - and some of the thoughts behind upcoming changes.

Looking back at our latest release - Update 4 - we unlocked the ability for players to continue their runs indefinitely. This addition has been well received, and has allowed some players to push our game to the limit… and then some. A little more than we even thought was possible.

As you know, being in Early Access forces developers - in a good way - to stay light on their toes. We do our best to listen, learn, and adapt. Sometimes the choice is to stay true to a fundamental idea, other times it is worth pivoting on a certain pillar. And quite often not as easy as it may seem.

On the subject of the initial limited Pilgrimage structure versus the Endless Pilgrimages, we are simplifying the basic premise of the Pilgrimage challenge, to reward both limited-duration runs, as well as enabling Crews to continue those specific runs where the gods of RNG acted in your favor. We also want to move the most interesting choices out of the Hub, and into the run itself - not least of which was the session difficulty.



[h2]So what are we simplifying?[/h2]

[h3]Pilgrimages[/h3]

Up until now, there has an overlap between the original Pilgrimages and the Endless mode. Fundamentally, they offer the same gameplay challenge - one simply forces you to end your run, and the other gives you the freedom to make the choice yourself. Though similar in how they play, technically, the two Pilgrimage types run on entirely separate logic which requires double maintenance, balancing and tweaking. Since we're a small team, we want to get the most out of our development time, so the limited Pilgrimages has been folded into Endless Mode.

What Endless was missing was "short term goals", that players should be aiming to achieve during a run, so that's among the things we're adding (and we will continue to add even more)!. We'd really like to do some kind of meta-goals that get queued up in the Hub, and will challenge players to do some unorthodox problem-solving before rewards can be claimed.

Long story short, the choice is now in the hands of the players, as you can still end a run after just a few jumps, but now you can also see how far you can push it before METEM abandons you to your fate!

[h3]Rank-unlocked Blueprints[/h3]

With the focused commitment to Endless Pilgrimages, it became apparent what other systems needed to be adjusted. Our linear ranking system which unlocks fabricator ‘blueprints’ just feels “meh”, and it has been known for a while that the pattern we see is players making the game less fun for themselves by making cookie cutter builds (basically just doing the same ship loadout every time). And since the progression is identical for all, then most runs will feel samey sooner or later.
The goal of the ranking system has always been to progressively unlock interesting stuff, but it had mutated a bit into something it can’t lift. The recent coupling of Perks and Ranks also added a more interesting and dynamic dimension to Ranking up, instead of the linear unlocks. So we are revisiting the ranking unlocks. We've taken the Fabricator Blueprints out of the Ranking System - and put the modules themselves into the game. This means a Rank 1 player can actually experience the cool modules, instead of needing to wait for an arbitrary rank progression to unlock them.

In practice this means the rank progression has been simplified to not include blueprints. The initial Ascension Ranks grant Perk Points and Ship Loadouts. All Ranks and Favor levels grant Cosmetic rewards.

We have talked about unlocking Fabricator options, both as a temporary in-run option where recycling a module might teach the Fabrication process, but also potentially as a result of specific ship upgrades or quest challenges. The Perk Trees granting certain Fabricator unlocks also works well, though we're constantly evaluating which of those unlocks should actually be locked away.
Basically, we want to get away from the experience where “everyone has the same Modules”... (More on this in a future update!)

[h3]Difficulty Choice[/h3]

Another system begging to get updated was the locked-in choice of difficulty in the Hub. With Endless, that choice is still there … but instead of a constant, it’s something you choose as you go. Low on ammo? Play the next Objective on Normal! But that Insane Objective… it has that lucrative thing the Crew WANTS! This creates a continuous set of choices, instead of just a flat one you can’t change once you’ve started.

So for this reason, the Quest Difficulty Selection has been removed from the Hub.


Now the good stuff - What are we adding?


We have a TON of good stuff coming your way! At the moment we are in closed testing, but there are THREE things I just have to share with you!

[h2]Biome Boss(es)[/h2]

As mentioned, we’ve seen players reaching insane levels with the new Endless Pilgrimages, so adding a ‘milestone’ or two in the shape of Biome Boss(es) seemed like a natural next step.

Here’s a sneak peak of a Biome Boss:



Yes, we are taking into account playing SOLO against these baddies!

[h2]Relics[/h2]

To help with this step up in difficulty, we’ve dusted off an old carryable-item prototype … RELICS! It was something we had in the first playable demo, and was cut at the time. Relics are powerful ship-wide Boosts that must be inserted into a limited number of Shrine Sockets located in the Central Computer Core. Relics can provide a wide assortment of stat modifications across the Ship - sometimes prompting your Crew to re-assess their current load-out, because maybe your chances will increase significantly if only you moved those three guns to the other side of the ship...

With Relics providing their buffs to various parts of the Ship, we also updated the UI which helps you digest exactly where those big numbers are coming from :D

Here’s a sneak peak of some relics:



[center][/center]
[center][/center]


[h2]Emotes[/h2]

Oh yes, the blame game just went up another atmosphere! Now you can point at the person responsible for the power outage (or should have been responsible), approve/disapprove with an undisputed thumbs up or down, and a few more things …

Why not settle the next Crew dispute with a quick game of Rock, Paper, Scissors?




Wrapping up this time around, I can only say I’m excited to get this new update in the players hands as soon as possible. The game has evolved a lot since launch, and we think it is already a much better game because of all the great feedback and sparring we’ve gotten from the community. Thank you all!


Don't forget to comment, like and head over to our Discord and share your ideas in the Feedback channel :)

Until the next rambling ...

// Daniel, Creative Director
Hutlihut Games

We need YOU to nominate Void Crew for the Unity Awards!

Greetings Ectypes!

We need YOU to nominate Void Crew for the Unity Awards!

Here's how:
👉 Create account here: https://create.unity.com/unity-awards-games
👉 Nominate Void Crew with the following details:

🎮 Game: Void Crew
🏢 Studio: Hutlihut Games
🌍 Country: Denmark
🏆 Award Category: Best Multiplayer Game



In the meantime, we're hard at work on Update 5, and we're so excited to get to share more with you soon™. Remember that you can join our Discord to join the conversation and share your best Void Crew memes. Thank you to our community for the continued support!

Sincerely,
Hutlihut Games Crew