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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





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